"Rancor" by HostileRecon

Species
Human
Career
Bounty Hunter
Specializations
Martial Artist/Marauder/Operator/Skip Tracer
System
Age of Rebellion

6
Threshold 25
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
2
2
4
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 3 Remove 1 setback
Charm (Pr) 0
Coercion (Will) X 2
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) X 3 remove 2 setbacks
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 1
Resilience (Br) X 2 remove 2 setbacks
Skulduggery (Cun) X 2
Stealth (Ag) 0 Remove 1 setback
Streetwise (Cun) X 3
Survival (Cun) X 1
Vigilance (Will) X 2
Brawl (Br) X 5
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Sap Gloves
Range
Engaged
Skill
Brawl
Concussive 1
Damage
+2 (+3 FS)
Critical
5
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun
Damage
+0 (+3 FS)
Critical
3
Crush Gaunts
Range
Engaged
Skill
Brawl
Cortosis, Sunder, Vicious 2
Damage
+4 (+3 FS)
Critical
2
Kyuzo Petars
Range
Engaged
Skill
Brawl
Pierce 3, Vicious 2, Sunder, Defensive 1
Damage
+2 (+3 FS)
Critical
3

5
1195
22453
5/14

Weapons & Armor

Armored Clothing - ENC 3, HP 1/1: Custom Fit (Remove setback from Athletics and Stealth checks), Soak 1, 1/1 DEF
Vrik Pattern Light Armor: ENC 1, HP 1/2, Soak 3, DEF 1/1, Special Embellishment - Stealth, Custom Fit, Sealable
Type III "Berethron" Personal Modular Armor - ENC 3, Soak 1, Defense 1, HP 1/3: Custom Fit (Remove setback from Athletics and Stealth checks)
Sap Gloves: +2 DAM, Crit 5, Concussive 1, ENC 1, HP 1/1, Paired Weapons
Crush Gaunts: +4 DAM, Crit 2, Cortosis, Sunder, Vicious 2, ENC 1
Kyuzo Petars: Pierce 3, Vicious 2, Sunder, Defensive 1, HP 0/0

Personal Gear

Surveyor's Bag
Load Bearing Gear
Earbud comlink
Lockpick Set
Electronic Lock Breaker
A-C3: https://swsheets.com/c/bshrzjgcy-a-c3

Skyblade - 330 Swoop "Silent Wings":
https://swsheets.com/v/p44vg3nzo-silent-wings

REQUISITIONS:
Stimpacks - 5
Binders - 3
Disguise Kit
Data-purge grenade


Assets & Resources

Sith Pendant
Narrative Fancy Clothes bought by Dullis - Noble Regalia


Nem made Riza Card for Rancor - Gen 1

Riza Trading Cards - 25/33
1 - Alice
2 - Andar Roush (Limited Edition)
3 - Barik Kindar (x2)
4 - (Missing)
5 - Binya-Binya Dapnab
6 - Caius Monk (Limited Edition)
7 - Colton Devron
8 - (Missing)
9 - Eskol Bruvum
10 - Finn Onasi
11 - Gaalid Vorrem
12 - Halfred Understar (Limited Edition)
13 - Iriri Bim (Limited Edition)
- Spare Iriri Card
14 - (Missing)
15 - (Missing)
16 - (Missing)
17 - Kaz'dan Tyrl (Limited Edition)
18 - (Missing)
19 - Kyle Labut
20 - (Missing)
21 - Octavia Hyde
22 - Omin Wist (x3)
23 - Orion Nowsli (Limited Edition)
24 - Qoro Korliss
25 - Ralcolm Meynolds (x2)
26 - Samuel
27 - Skap Thortu (Limited Edition)
- Spare Non-limited edition
28 - (Missing)
29 - ST-RE
30 - Titraz Vokura (x2)
31 - Trast Mos'ana (Limited Edition)
32 - Tychus Phenix
33 - Xet Win (x2)

Gen 2:
- Caracal
- Nilon Stazi
- R2-P6
- Xurran Frostdrake
- Kedas Ar'garl
- Nessh Viss
- Jamila del Lizarra
- Steb Broin
- Redar Kesyk
- D'ankh
- Renn Mosyk
- Basethir Gray
- Gil Dur
- Jak Alastor (x2)
- Tamara
- X5-91"Squeaky Wheel"
- Rask Tills
- Raynor Fenix
- Bari
- Nej Muccogi
- Quatori
- Ter'rok
- Alec
- Trigger

Gen 3:
- Lorrin Ryser
- WZ-K3
- Raz Mataz
- Nessh Viss
- Manji
- Huarra Webb
- Jir Stil
- Soryu Mitsuteru
- Ori'quijotesco
- Raynor Fenix
- Alyssa "Joyride" Ekiam
- Kus Tandar
- Basethir "Gray"
- "The Rancor"
- Hightower (x3)
- Gil Dur
- Omin Wist

Critical Injuries & Conditions

CURRENT:




HEALED:
Minor Nick (d) - 1
Minor Nick (d) - 5
Off-balance (d) - 22
Off-balance (d) - 24
Bowled Over (dd) - 41
Bowled Over (dd) - 41
Bowled Over (dd) - 42
Bowled Over (dd) - 42
Head Ringer (dd) - 49
Fearsome Wound (dd) - 55: The target increases the difficulty of all Presence and Willpower checks by one until the end of the encounter.
Agonizing Wound (dd) - 56: Increase difficulty of all Brawn and Agility checks by 1 till the end of the encounter.
Agonizing Wound (dd) - 56
Slightly Dazed (dd) - 61
Hamstrung (dd) - 74 Lose free maneuver
Winded (dd) - 84
Compromised (dd) - 90
At the Brink (ddd) - 92: The target suffers 1 strain each time he performs an action.
Horrific Injury (ddd) - 108 Agility -1 until healed
Gruesome Injury (dddd) - 130 Agility permanently lost

Talents

Name Rank Book & Page Description
Iron Body 2 ND pg. 34 The character removes 1 setback per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character’s unarmed attacks is reduced by 1 per rank of Iron Body, to a minimum of 1.
Parry 2 ND pg. 35 When hit by a melee attack, suffer 3 strain to reduce the damage by 2 plus ranks in parry. May only be done if wielding a light saber or a melee weapon.
Grit 5 AoR pg. 148 Increase Strain Threshold by 1.
Unarmed Parry 1 ND pg. 36 The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain they suffer from the Parry incidental by 1, to a minimum of 1.
Toughened 5 AoR pg. 158 Increase Wound Threshold by 2.
Precision Strike 1 ND pg. 35 When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, they may suffer 1 strain to change to the result of any EASY Critical Injury result. Additionally, whenever the character defeats a minion or rival NPC, they may always choose to do so by nonlethal means, even if the environment or exceptional circumstances would normally make that difficult of impossible.
Overbalance 1 ND pg. 35 Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend 1 Despair or 3 Threat to stagger the attacked until the end of the attacker's next turn.
Martial Grace 1 ND pg. 35 Once per round, the character may suffer 2 strain to add additional damage equal to their ranks in Coordination to one hit of a successful Brawl combat check.
Precision Strike (Improved) 1 ND pg. 35 Once per round, when the character inflicts a Critical Injury with a Brawl or Melee weapon, they may suffer 2 strain to change the result to any AVERAGE Critical Injury.
Grapple 1 ND pg. 34 Once per round, the character may perform the Grapple maneuver. Until the beginning of their next turn, enemies must spend two maneuvers instead of one maneuver to move from engaged range to short range of them.
Dedication 2 AoR pg. 145 Increase a characteristic by 1. (Brawn +1) (Cunning +1)
Feral Strength 3 AoR pg. 146 The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks.
Frenzied Attack 1 AoR pg. 147 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. This number cannot exceed his ranks in Frenzied Attack.
Lethal Blows 2 AoR pg. 151 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Shortcut 1 AoR pg. 155 During a chase, the character adds 1 Boost per rank of Shortcut to his checks made to catch or escape an opponent.
Enduring 1 AoR pg. 146 Increase Soak value by +1.
Confidence (Battle Scar 5XP) 1 Reduce difficulty of Fear checks by 1.
Natural Brawler 1 AoR pg. 153 May re-roll 1 Brawl or Melee check.
Defensive Stance 1 AoR pg. 146 Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.
Hard Boiled 1 ND pg. 34 When recovering strain after an encounter, may spend ADV to regain wounds equal to ranks in Hard Boiled.
Rapid Recovery 2 When recovering strain after an encounter, recover one additional strain per rank of Rapid Recovery.
Bypass Security 1 Remove 1 Setback per rank of Bypass Security from Computer or Skullduggery checks made to disable a security device or open a locked door.
Improved Street Smarts 1 ND pg. 36 Once per session, may take an Improved Street Smarts action; make a Formidable Streetwise or Knowledge (Underworld) check reducing the difficulty once per rank of Street Smarts. If successful, the GM reveals one vital clue pertaining to a current mystery the character is attempting to solve. The clue should be something that the character could not normally find, but it does not have to be the full answer to the mystery. It could be evidence that cancels a false lead, or helps move the story along. The GM should tailor the information depending on the skill used.
Good Cop 2 ND pg. 34 The character may spend Two ADV from a Charm or Negotiation check to upgrade the ability of a single ally’s subsequent Social Interaction skill Check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A Single check may only benefit from one use of Good Cop.
Street Smarts 2 AoR pg. 157 Remove 1 Setback per rank from Streetwise or Knowledge (Underworld) checks.
Bought Info 1 ND pg. 34 When required to make a Knowledge skill check, the character can instead make a Bought Info action. They spend a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncancelled success. At the GM’S discretion, the character may not be able to use this ability if the information sought is particularly esoteric or hard to find, of if the character is in a situation where they could not purchase information (such as marooned on a planet with no access to the Holonet).
Informant 1 ND pg. 34 Once per session, may reveal a contact who can shed light on a chosen subject. When he does this, a character must explain who he knows the contact and how the contact can shed light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact's expertise might cost.
Expert Tracker 1 Remove 1 Setback per rank of Expert Tracker from checks to find tracks or track targets. Survival checks made to track targets take 50% less time (Multiple ranks do not stack).
Coordination Dodge 1 Spend 1 Destiny Point to add Failures equal to ranks in Coordination to check.

Force Powers

Force Rating
Power
Always Get My Mark
Description
Once per game session, the character may choose a minion NPC to be their mark. They must know this NPC's identity and basic personal information (or have another lead of comparable quality, per the GM's discretion), and must know that the NPC is on the same planet.
They spend 2 Destiny Points, and make a HARD Streetwise check. If they succeed, the character tracks down the chosen mark; a new encounter begins as the character reaches the mark's location. The exact nature of the encounter, as well as the circumstances under which it takes place, must be approved by the GM.
Upgrade Effect
Increase Effect: Rival May choose a Rival instead of a minion. Upgrade the check 1 time if you do.
Destiny Point It now takes 1 Destiny point instead of 2.
Reduce Difficulty Check is now Average instead of hard.
Change Skill: Underworld Can use Knowledge (Underworld) instead of Streetwise.
Change Skill: Survival Can use Survival instead of Streetwise.
Increase Range If you have access to a ship or interstellar travel, you may choose a character on another planet. You travel to your mark's world if you do.
Increase Effect: Nemesis May choose a Rival instead. Upgrade the check 2 times if you do.

Background

He has been fighting in an underground arena for the Empire for as long as he can remember. Helping prove 'Human Superiority' or something like that. He has fought many different races and creatures in The Pit and he thought he would do that till he died. He would occasionally fight other humans. Various other fighters but sometimes it would be a 'special night' and he would fight rebel prisoners had gone 'missing' from Imperial custody. He thought nothing of it. It was his life. But one day, things changed.

Another Rebel was brought into the cells. She wasn't a fighter at all. It was only a matter of time before she was killed in The Pit. He thought it would be best to not get involved with her but she ended up following him around and just kept talking. She just would not stop asking questions, which he didn't answer, and would occasionally help take care of him after fights. This went on for a few weeks before he finally answered her. They grew close and she told him about her family. The people she was close to and what they fought for. It seemed too good to be true but she said it with such conviction. Eventually, the day came when it was her turn in The Pit. She didn't stand a chance against her opponent. A true monster of a man. His face will never be forgotten.

It was possible to earn a person's freedom from The Pit. It helped motivate people to fight harder and made for better entertainment. He ended up earning his freedom later on. Unfortunately, no one ever is freed from The Pit. The owner sent people after him to kill him so he would not talk about what happened. After killing his pursuers, he felt that the only place for him to go was in search of his friend's family and made his way to the Alliance.

Motivation

```Motivation - Creed: Living Memory
Convictions can become incredibly strong. Earlier in his life, Rancor had no particular interest in fighting the Empire. Then someone close to him, Riza, was lost as a result of the Empire's doing. Unable to simply let go, Rancor carries on the cause in memory of her, because that is the only way to square his debt and bring about a future they could both be proud of.```

Duties

```Duty - Asset Retrieval: Specializing in the retrieval of living assets, he brings in people deemed important by the Rebellion. Sources of intel, deserters, or known enemies fall under his purview. If someone needs to be found, he can do it.```

Description

Small scars cover his hands. Mostly communicates through non-verbals.

Currently learning sign language.

Narrative scar in his fight with Colo - TBD

Impressive Scar (Gruesome Injury - Lost Agility) - Right knee is completely messed up. Zyzack broke/busted his knee in a fight at *The Choice*. Wears a knee brace now.

Other Notes

Human: 110 XP, 10 Duty for 10XP, 15 from Recruitment - 135XP
- 150 XP and 9000 Credits from Orion's Heroic

Old Total Hours: 248
Trading 96 Hours for 20 Duty - New Total: 152
Expenditures -------
-Used for Healing: 28
-Used for Shopping:
-Used for Travel: 5
-Trading in 384 Hours for 40 XP (New Total hours - 50)
- Driving Cassandra's speeder around: 1
Total Hours: 182

Contacts:
Maximillian
Female Klatoinian
Brown Skin, Green Eyes, No Hair

Gatts Doneta - Chevin bank worker at Marshal Banking

Niriian Tey - Togruta bank manager at Marshal Banking

Gearlt Luwa - Human Male- White handlebar mustache
Owns and Operates a small chain of food/convenience stores

Informant List:
Unity - Receptionist for Spresso Shipping, Works for Zyne Booda
Alexis Cuspal - Works with/for Uyter Security Force Anti-Slavery/Smuggling Task Force

CR 1: Slave Circuit and Skyblade-330 Swoop (https://swsheets.com/v/p44vg3nzo-silent-wings)
CR 2: COMMUNAL DUTY and YT-2000 "Home" https://swsheets.com/v/khv8elp8m-home
CR 3: COMMUNAL DUTY and Type III "Berethron" Personal Modular Armor
CR 4: COMMUNAL DUTY
CR 5: COMMUNAL DUTY
NO CRs LEFT. COMMUNAL DUTY

1 - Operation Pit Scrapper: 20 XP and 15 Duty, 300 Credits, 24 Hours
2 - Operation Rebel Rendition II: 10 XP and 10 Duty, 300 Credits, 24 Hours
3 - Operation Reform: 15 XP, 10 Duty, 300 Credits, 24 Hours
4 - Operation Snow Ball Ballads: 25 XP, 10 Duty, 300 Credits, 24 Hours
5 - Operation It Spreads: 25 XP, 10 Duty, 300 Credits, 24 Hours
6 - Operation Patient Zeros: 20 XP, 10 Duty, 300 Credits, 24 Hours
7 - Operation Forced Closure: 25 XP, 25 Duty, 300 Credits, and 24 hours (Mission Report)
8 - Operation Diaspora Sunset: 20 XP, 10 Duty, 400 Credits, and 24 Hours
9 - Operation Convoy Breaker: 20 XP, 15 Duty, 400 Credits, and 24 Hours
10 - Operation Deadly Silence: 20 XP, 10 Duty, 400 Credits, and 24 Hours
11 - Operation Top Floor Woes: 20 XP, 15 Duty, 400 Credits, and 24 Hours
12 - Operation Broken Fang: 25 XP, 10 Duty, 400 Credits, and 24 Hours
13 - Operation Surprise Party: 20 XP, 15 Duty, 400 Credits, and 24 Hours
14 - Operation Silver Screen: 25 XP, 10 Duty, 400 Credits, and 24 Hours
15 - Operation Slugfest: 25 XP, 15 Duty, 500 Credits, and 24 Hours
GM - Operation Lead Parachute: 20 XP, 10 Duty, 300 Credits, and 12 Hours
16 - Operation Crimson Corsair IV: 25 XP, 10 Duty, 500 Credits, and 24 Hours
17 - Operation Gas Class: 20 XP, 10 Duty, 500 Credits, and 24 Hours
18 - Operation Rodeo Rescue: 25 XP, 20 Duty, 500 Credits, and 24 Hours (Mission Report)
GM - Operation Brightest Name in Safety: 15 XP, 15 Duty, 300 Credits, and 12 Hours
19 - Operation Host Petal: 20 XP, 20 Duty, 500 Credits, and 24 Hours (Mission Report)
20 - Operation Repo: 20 XP, 15 Duty, 600 Credits, and 24 Hours
21 - Operation Detailed Tracing: 25 XP, 5 Duty, 600 Credits, and 24 Hours
22 - Operation Open for Business: 25 XP, 20 Duty, 600 Credits, and 24 Hours
23 - Operation Safe Assumptions: 15 XP, 15 Duty, 600 Credits (+ 1500 from cred sticks), and 24 Hours
OTB Java Love: 20 XP, 0 Duty, 0 Credits (2500 from credsticks found), and 0 Hours
24 - Operation Capstone: 20 XP, 15 Duty, 600 Credits, and 24 Hours
25 - Operation Curveball: 20 XP, 20 Duty, 600 Credits, and 24 Hours (Mission Report)
26 - Operation Victory Road: 15 XP, 20 Duty, 700 Credits, and 24 Hours
27 - Operation Community Service: 15 XP, 10 Duty, 700 Credits, and 24 Hours
28 - Operation Fight Club Blues: 25 XP, 10 Duty, 700 Credits (+300 from winnings), and 24 Hours
29 - Operation Bank or Bust Pt. I: 20 XP, 10 Duty, 700 Credits, and 24 Hours
30 - Operation Chain Hunter: 20 XP and 15 Duty, 700 Credits, and 24 Hours
31 - Operation Untouchables: 25 XP, 10 Duty, 700 Credits, and 24 Hours
32 - Operation Arms Breaker Pt. III: 20 XP, 35 (3 ranks of PS from Snurru) Duty, 700 Credits, and 24 Hours
33 - Operation Sknowman: 20 XP, 10 Duty, 800 Credits, and 24 Hours
34 - Operation "Club Fight": 20 XP, 15 Duty, 800 Credits (+3175 from winnings), and 24 Hours (Mission Report)
35 - Operation Underdog Uprising: 25 XP, 15 Duty, 800 Credits, and 24 Hours
36 - Operation Lair of Inequity: 25 XP, 15 Duty, 800 (+3500 from Winnings) Credits, and 24 Hours
NO MORE DUTY
37 - Operation Wrangler: 10 XP, 500 Credits, and 24 Hours
38 - Operation Heist Prep: 15 XP, 500 Credits, and 24 Hours
OTB Queen of Hearts: 15 XP
39 - Operation Mimic: 15 XP, 500 Credits, and 24 Hours

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