"Four” by CaptainHats

Species
Gank
Career
Engineer
Specializations
Saboteur/Sapper/Gadgeteer/Cyber Tech/Recruit
System
Age of Rebellion

10
Threshold 26
Current 0
Threshold 16
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

5
5
7
2
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2 +1 PES +1 b
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) X 3
Cool (Pr) 1
Coordination (Ag) X 1 +1 PES +1 b
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 6
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 2
Resilience (Br) X 3 +1 PES +1 b
Skulduggery (Cun) X 2
Stealth (Ag) X 2
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 3
Brawl (Br) X 0
Gunnery (Ag) X 4
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) 0

Attacks

Z50 Grenade Launcher
Range
Medium
Skill
Gunnery
Blast 6, Cumbersome 3, Limited Ammo 6
Damage
8
Critical
4
DR-45 Dragoon Cavalry Blaster
Range
Medium
Skill
Ranged: Light
Accurate 2, Stun Setting
Damage
8
Critical
3
“Whyren’s Reserve” Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Knockdown, Disorient 1, Ensnare 1, Stun Setting
Damage
6
Critical
3
Light Repeating Blaster
Range
Long
Skill
Ranged: Heavy
Auto-Fire, Cumbersome 4, Pierce 1
Damage
11
Critical
3
8-Shot Grenade Launcher
Range
Medium
Skill
Gunnery
Accurate 1, Cumbersome 3, Limited Ammo 8
Damage
N/A
Critical
N/A
"Meteorite" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Pierce 2, Burn 1, Disorient 1
Damage
6
Critical
3
“Bad Day” Incendiary Grenade
Range
Medium
Skill
Ranged: Light
Incendiary, Blast 4,
Damage
12
Critical
Four-Pattern Energy Cannon
Range
Long
Skill
Gunnery
Auto Fire, Cumbersome 3, Accurate 2, Pierce 1, Superior
Damage
15
Critical
3
CSPL Projectile Launcher
Range
Medium
Skill
Ranged: Light
Blast 6, Limited Ammo 3
Damage
8
Critical
4
DDC-MR6 Modular Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting, Blast 9, Accurate 1, Pierce 1
Damage
11
Critical
3
Four Pattern Combat Vibro-Axe
Range
Engaged
Skill
Melee
Pierce 4, Vicious 1, Defensive 2
Damage
+2
Critical
2
Plasma Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Limited Ammo 1
Damage
12
Critical
3
BKX-4 Shockwave Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Knockdown,Disorient 5, Limited 1
Damage
10
Critical
5

20
1705
2259
5/19

Weapons & Armor

-N-57 Combat Engineer Armor (2 Soak)(+1)
4 Enc (-3)
5 HP (5 Used)
**In-Helmet Scanner- Remove setback imposed on checks due to darkness, smoke or fog; Allows user to detect heat sources and motion within medium range 1 HP


Sealed 1 HP



-Kav-Dann Power Armor
4 Enc (Powered) 12 Enc (Unpowered)
6 HP (4 Used)
Can survive in vacuum for up to 4 hours. (Fully Sealed)

1 boost die to resist Radiation.

**Superior Armor Attachment- Reduce Encumbrance by 1, increase Soak by 1 1 HP

Remove setback dice caused by darkness, smoke or other environmental factors that affect vision from all Perception, Vigilance, and Combat checks.
Brawn +1 (Does not affect Soak or WT)

**Utility Arm Attachment- 1 Boost to Mechanic’s Checks (1 +1 Boost die to Mechanic’s Checks Mods) 2 HP
** Fully Modded Physiological Enhancement System- 1 Boost to Athletics, Resilience & Coordination Checks. Suffer 1 less involuntary strain to a min. of 1. +1 Athletics, Resilience & Coordination Skills.



-Riot Armor (2 Soak)



-Z50 Grenade Launcher
Encumbrance 5
3 HP

DR-45 Cavalry Blaster
Encumbrance 1
3 HP (0 Used)

“Whyren’s Reserve” Blaster Pistol
Encumbrance 1
3 HP

-5 basic frag Grenades
-2 Grenade Launcher Frag Grenade

-8 “Bad Day” Incendiary Launcher Grenade
Burn 1, 12 damage, 4 blast
Encumbrance 1

-Custom Incendiary Microgrenades “Gundark Repellant” x3
Burn 1, Disorient 1
Encumbrance 1/4

8-Shot Grenade Launcher
Encumbrance 3
3 HP (1 Used)
**Lightweight Frame (Lowers Enc by 2)

"Meteor" Blaster Pistol
Encumbrance 1
HP 3

-Heavy Energy Rifle Prototype (Four Pattern Energy Cannon)
Encumbrance 6
HP 4 (4 Used)

**Custom Grip- Remove 1 Setback when character uses weapon. add 2 Setback when another uses weapon.
Custom Grip Mod- (Accurate 1)
**Superior Weapon Modification
+1 damage, +1 advantage

-Four Pattern Combat Vibro-Axe
Enc 1
3 HP (0 Used)

-CSPL Projectile Launcher
Enc 2
2 HP

DDC-MR6 Modular Rifle
Enc 3
6 HP (4 HP Used)

**Fully Modded Amplifying Chamber
(+9 Blast, +1 Damage)
**Fully Modded Augmented Spin Barrel
(+ 3 damage, +1 Pierce, +1 Accurate)
Adds 1 setback to Mechanics checks when maintaining the weapon.


5 Proton Grenades
10 BKX-4 Shockwave Grenades
9 Kirgo Blastworks Nova40 Plasma Grenades

Personal Gear

-Cybernetic Reflex Implant (Rapid Reaction 1)
-Gank Commlink
-Cybernetic Arm (Brawn)
-Cybernetic Leg (Agility)
-Implant Armor (+1 Soak)
-Mechanics Cybernetic Implant (+1 Mechanics)
-Cybernetic Brain Implant (+1 Int)
Extra Reloads (1)
Commlink
Slicer Gear
Datapad
Mark III Modular Backpack all Attachments (+8 Encumbrance)
Workshop- (7/25 Encumbrance)
-Fusion Cutter
-Mechanics Tool (3 Encumbrance, automatic advantage on checks)
-"Breaker" Heavy Hydrospanner (1 advantage to Mechanics checks)
-Mechanics Specialist Tool (1 Encumbrance, 1 automatic Success, 1 advantage due to Safety Features)

"Four" Riza Character Card 3rd Edition
("Blitzer CT-1105" Riza Character Card 3rd Edition (in his starfighter)

Assets & Resources

39 Hours of free time

200 Credits of Ondaran Alchohol

Critical Injuries & Conditions

Cybernetics applied- 7/9

Stuff Brought Along (Non-Inherent)

Four Pattern Combat Axe (1 Enc)
DDC-MR6 Modular Rifle (Enc 3)
8 Shot Grenade Launcher (Enc 3)
-Bad Day Grenades
CSPL Projectile Launcher (Enc 2)
-Plasma Grenades

Talents

Name Rank Book & Page Description
Rapid Reaction 1 AoR 155 May suffer up to (1) Strain to add up to (1) Success(es) to any Vigilance or Cool check to determine Initiative.
Tactical Combat Training 1 AoR 158 Melee and Ranged (Heavy) become Career skills.
Resolve 1 AoR 156 When involuntarily receiving strain, character takes 1 less strain.
Grit 4 AoR 149 Gain 1 Stress Threshold per rank of Grit.
Rapid Recovery 2 AoR 155 Recover 1 additional strain per rank of Rapid Recovery at the end of an encounter.
Powerful Blast 2 AoR 155 Increase damage of Blast quality by 1 per rank of Powerful Blast.
Toughened 7 AoR 158 Gain 2 Wound Threshold.
Dodge 1 AoR 147 Take (1) Strain to upgrade difficulty check of enemy attacks by (1).
Master Grenadier 1 AoR 152 Decrease Advantage needed for blast, to a minimum of 1.
Dedication (INT x2, AGL, BR) 1 AoR 146 Increase a characteristic by 1, up to 6.
Contraption 1 AoR 145 Make (Hard) Mechanics check, create tool for solving current problem.
Construction Specialist 1 FO 30 Remove setback in ranks of Construction Specialist to construct things.
Known Schematic 1 AoR 151 Make (Hard) Education check to become familiar with building or ship design (Critical components, current position).
Second Wind 1 AoR 156 Take incidental 1 perencounter to recover strain equal to ranks in Second Wind.
Durable 2 May reduce any Critical Injury suffered by 10 to a minimum of 1.
Vehicle Combat Training 1 Gunnery and Piloting (Planetary) become career skills.
Time to Go 1 May spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the Blast range of a weapon or explosion.
Improvised Detonation 1 FO 33 Make a Hard Mechanics check to craft an explosive with Damage and Blast equal to Successes+ Ranks in Mechanics+ Ranks in Intellect.
Strong Arm 1 Increase thrown weapons max range by 1, to a max of medium.
Improvised Positions 1 Make a Hard Mechanics check. Spending 12 hours to build cover for vehicles and characters. Can have narrative benefits
Jump Up 1 May stand from prone/seated omce per round.
Jury Rigged 1 Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Armor Master 1 Add 1 soak when wearing armor
Improved Time To Go 1 When using Time To Go, may allow one engaged ally also perform a move maneuver as an out of turn incidental.
Tinkerer 1 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Deadly Accuracy (Gunnery) 1 Add damage equal to Agility to one hit of weapon using skill.
Enduring 1 Increase Soak by 1
Master Demolitionist 1 When resolving an attack from a personal explosive or ordnance weapon, may spend advantages or triumphs to have the weapon’s blast quality to act at short range, or medium if it already acts at short.
Cyberneticist 1 Remove Setback per rank of Cyberneticist from checks to build, repair, and install cybernetics. Cybernetics cost 50% less.
More Machine than Man 2 Increase Cybernetic implant cap by 1 per rank of More Machine Than Man
Engineered Redundancies 1 Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics Checks.
Energy Transfer 1 May spend 1 strain to use the Energy Transfer Maneuver to power up and unpowered device or replenish exhausted ammunition for an energy weapon.

Force Powers

Force Rating
Power
Unmatched Ingenuity
Description
Once per game session as an action, athe character may spend 2 Destiny Points and make a Hard Mechanics Check. If successful, he may add one item quality except Breach or Concussive to a weapon or item he is holding or operating. If applicable, the item quality has a rating on 1. The character may spend a Triumph to add one additional quality to the same item, and may spend advantages to increast the item quality's rating by 1, this alteration lasts for two rounds, or ten minutes of narrative time.
Upgrade Effect
Add Boost When making hte skill check to activate Unmatched Ingenuity, the character adds 1 boost per Add Boost Upgrade.
Add Effect May Add Breach

Background

IN PROGRESS.

Motivation

Improvement (Lethality)- Four likes making big explosions. big explosions fuel his addiction do destruction. Four always seeks to make a bomb or use an explosive that can wipe out scores of enemies. If he can get an adrenaline rush during, all the better.

Duties

Sabotage- The largest and most powerful military force in the history of the galaxy is also the most vulnerable to acts of destruction and asset denial. The character is focused on disrupting Imperial operations in any way possible,whether it's the manufacture of weapons, troop movements, supply shipments, banking systems, or any other key operation, in order to make the Empire act more slowly and less capably. Truly showy acts of destruction also work to erode a population's will to support the Empire, or so the PC often believes (though the Alliance expressly forbids actual acts of terrorism).

Description

Physical Characteristics
-Ornately designed Krayt Dragon Helm
-Covered in junk, gear cast-offs, and explosive pieces
-6'7" tall
-Bright Green, unnerving eyes.

MECHANICS CRAFTING CHECK-
[ppppppa] base pool, Utility Arm Provides 2 boosts. Using Specialists Instrument with Safety Features, and Breaker Heavy Hydrospanner.
Final check [ppppppabb][saa]

Other Notes

15 XP & -20 Duty+1000 credits (Character Creation)
15 XP & 15 Duty- Operation: Friends Like These
25 XP & 5 Duty- Operation: Road Trip
15 XP & 5 Duty- Operation: Bug Out (GM)
10 XP & 10 Duty- Operation: Convoy Defense (GM)
15 XP & 15 Duty- Operation: Convoy Defense (GM)
25 XP & 10 Duty- Operation: Hostile Work Environment
55 XP & 40 Duty- Operation: Grand Theft Hyperdrive
30 XP & 30 Duty- Operation: ISB-napping
30 XP & 15 Duty- Operation: Shatterstar Part 1 (GM)
25 XP & 15 Duty- Operation: Silent Warnings
25 XP & 10 Duty- Operation: Shatterstar Part 2 (GM)
20 XP & 15 Duty- Operation: Emergency Extraction
15 XP & 10 Duty- Operation: Highwayman (GM)
20 XP & 10 Duty- Operation: Squeaky Clean
20 XP & 20 Duty- Operation: Intellectual Property
20 XP & 25 Duty- Operation: Hunger Pains
15 XP & 15 Duty- Operation: Graverobbing (GM)
25 XP & 25 Duty- Operation: Operation
20 XP & 15 Duty- Operation: Pitter Patter
20 XP & 5 Duty- Operation: Crypt Keeper (GM)
25 XP & 20 Duty- Operation: Kerbal
25 XP & 25 Duty- Operation: Tundra
15 XP & 15 Duty- Operation: Country Roads
20 XP & 25 Duty- Operation: Bronze Fulcrum
20 XP & 5 Duty- Operation: Package Dispute
20 XP & 15 Duty- Operation: Failed Resuscitation II
25 XP & 20 Duty- Operation: Phamphlet
20 XP & 15 Duty- Operation: Powder Keg (GM)
20 XP & 10 Duty- Operation: Arms Breaker IV
20 XP & 10 Duty- Operation: White Moon
25 XP & 15 Duty- Operation Diurnal Axe
25 XP & 10 Duty- Operation Terror Tower
10 XP- Operation Hot Air
10 XP- Operation Bite Your Tongue
20 XP- Operation Medical Mayhem
20 XP- Operation Some Freds
10 XP- Operation 2% Luck
10 XP- Operation Switchblade
10 XP- Operation Amethyst
15 XP- Operation Black Granite

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