John Dee by William1010

Species
Human
Career
Hired Gun
Specializations
Demolitionist/Scavanger/retired clone trooper/sapper
System
Edge of the Empire

10
Threshold 20
Current 0
Threshold 20
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
3
7
2
2
2

Skills

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

Attacks

Proton grenade (Holster)
Range
Short
Skill
Variable damage for additional grenades: +20, +30, +40, +50 (150 max). After 5, blast radius increased by one band per grenade.
Damage
10
Critical
crafted ion grenade x3 (in holster)
Range
Medium
Skill
Ranged: Light
Blast 13, Ion
Damage
9
Critical
4
(holster) Dee's Destiny energy pistol amplifying chamber (fully modded), custom grip (modded),Hair trigger (fully moded, Telescopic optical sight, jury rig on linked, exceptional performance remove 1 setback from checks
Range
Extreme
Skill
Ranged: Light
Linked 1, blast 21, Pierce 4, remove 1 setback from attacks, Inaccurate 1, accurate 4 +1 boost, Disorient 2, 1 Decrease the difficulty of combat checks at long and extreme range by 1,1 setback to maintain or repair
Damage
8
Critical
3

1420
35
13/18

Weapons & Armor

Customizable armor 3s,1def,5e,8hp (reverse engineering) (tinkerer to add +1 hp total 9hp)
(superior)
2 hp reactive plating (Reduce first hit in an encounter by 10 damage armor suffers minor damage) (FM)
2 hp portable plasma shield (FM)
defense 3 deflect 3 incidental to activate
2 hp integrated holster (FM)
2 HP cortosis weave



Explosive belt
proton grenade (1 in holster)
4 proton grenades (in demo kit)


Dee's Destiny energy pistol 5HP 7dam
blast 5,reverse engineering, accurate 3, exceptional performance, extreme range, pierce 4, customizable, destructive
Amplifying chamber (fully modded), custom grip (fully modded)
Hair trigger(fully modded)
Telescopic optical sight


Cybernetic implant +1 rank of mechanics, integrated tools, 1 setback to notice
Implant armor +1 soak

Personal Gear

3 ion grenades, throw to medium range +1 damage
Exoglove
X5R heavy demolitions kit
MK III pack with O2 tank and accessory pouch
Breath mask
shield remote
tools for the job medical
aquabreather
2 belt pouches
Utility belt
commlink
2 stimpacks (in pouches)
load bearing gear
scanner goggles
data pad
5 stimsticks
5 big cigars
1 ration (in the form of just a squeeze paste protein pack)
1 stool
1 Bottle of whiskey (in a durasteel bottle)

case 1 crafted grenades x4
Medium range, 9 damage, crit 4, Blast 6, Ion quality.

Case 2 crafted grenades
Crafted grenade x5 Range medium
damage 8, Blast 6
Ion, Pierce 1, Crit 4


Requisitions




Assets & Resources

Specialist tool (mechanics) safety features, supreme craftsmanship 1 enc
1 success, 1 advantage, 1 upgrade to checks 1 enc on me

simple tool safety features, supreme craftsmanship 1 adv, 1 upgrade 1 enc,

Precision instrument safety features, 1 enc,1 adv, -2 setback
i have 5 of these 1 damaged 2 steps

VX-A Intelligent toolbox

Heavy clothing
model 53 quicktrigger hair trigger

Dee's demise energy pistol 5 hard points accurate 1 long range
has been reverse engineered
beam splitter (fully modded)


7 Baradium charges
extra reload
Vacuum Seal attachment

Crafting loadout
custom tools
heavy hydrospanner
cresh survival armor with utility arm
intelligent tool kit
simple/specialist/precision tools

AWARDS
Casualty Medal

VEHICLES
-----------------------------------------------------
Cap Ship
https://swsheets.com/v/koabixlo3-auxillary-1--co

Personal Ship
https://swsheets.com/v/g48lbiog8-himars-1--high-

Critical Injuries & Conditions

Mechanics survival armor with utility arm
!roll yyyyyyyyvvvv*bbb
"Custom tools, crafted tool gadgets, heavy hydro spanner, utility arm,intelligent tool kit,cyber implant, supreme exceed specifications, Recycle bin "

Talents

Name Rank Book & Page Description
Selective detonation 2 When using a weapon with the blast quality spend 1 advantage to exclude 1 target that would be effected by the explosion up to ranks in selective detonation.
Powerful blast 7 Increase blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of powerful blast
Utinni remove 1 setback per rank of Utinni from checks to find or scavenge items or gear. Such checks take half the time.
Tinkerer (Armor) May add 1 additional hard point to a number of items equal to ranks in tinkerer each item can only benefit from this once.
exceed specifications when making a check using an item may add 1 boost. the GM may spend 2 threat on the check to damage the item 1 step, or a despair to damage it beyond usibility.
Improved exceed specifications When the character takes the exceed specifications incidental upgrade the ability of the check once instead of the standard effect.
Supreme exceed specifications if a check benefiting from exceed specifications generates a triumph, may damage the item to roll an additional yellow dice and add it to the checks results. If the check generates despair add a red dice to the roll results
Grit 7 +1 to strain threshold per rank
Time to go The character may spend 1 destiny point to perform a move maneuver as an incidental to attempt to into cover or out of the blast range of a weapon or explosion.
Toughened 4 +2 wound threshold per rank
Enduring 2 +1 soak per rank
Improvised detonation Once per session, make a hard mechanics check to perform the improvised detonation action and build an explosive device dealing damage equal to intellect + ranks in mechanics + successes.
Improved improvised detonation reduce the difficulty of improvised detonation to a 2 purple check and increase damage to twice ranks in mechanics
Dedication +1 to intelligence
Utility belt Spend 1 destiny point to perform the utility belt incidental; produce a previously undocumented item or weapon (With restrictions) from a tool belt or satchel
Improved utility belt once per session when the character performs a utility belt incidental, they may produce up to 5 functionally identical items.
Jury rigged (linked quality on pistol) choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Improved time to go When activating time to go allow 1 engaged ally to also perform an out of turn move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion
Master grenadier decrease the advantage cost to activate the blast quality on any weapon used by 1 to a minimum of 1
Dedication +1 intelligence
Signature ability last one standing once per game session during a combat encounter, the character may spend 2 destiny points to make a hard resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter.
Signature ability reduce setback remove 1 setback from skill checks to activate last one standing
Signature ability Increase effect 2 When triggering last one standing, eliminate one rival per increase effect upgrade in addition to the minions
Reduced difficulty reduce the diff to activate last one standing to average (2p)
Destiny Last one standing cost 1 destiny instead of 2
Add Boost 2 add 1 boost per rank to skill checks to activate last one standing
Steady Nerves Remove 1 setback per rank from Cool and Skulduggery checks
Contraption Once per session take the contraption action make a hard mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.
Forager Remove up to 2 setback from skills to find food, water, or shelter. Survival checks take half the time
Rapid reactions 3 Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in rapid reactions.
Durable 5 -10 from all crit's suffered (1 from horrific injury battle scar)
Steady aim The character does not loose the benefit of the aim maneuver if he performs another maneuver (including moving) or action. He does loose the benefit if the encounter ends.
Extra clip cannot run out of ammo due to despair. Items with limited ammo run out as normal.
Swift Do not suffer usual penalties for moving through difficult terrain
Familiar suns 3 purple outer rim or core worlds check to reveal current type of planetary environment and other useful information.
Combat Veteran 2 add 1 boost to brawl and discipline checks per rank of combat veteran
Comrads in arms 1 once per encounter, take comrads in arms action 2p discipline check if successful the character plus 1 ally per success within medium range gains +1 defense for the remainder of the encounter.
Improved comrades in arms 1 spend 3 advantage or a triumph from a comrade in arms check to also gain +1 soak or give 1 effected ally +1 soak
Dedication 1 +1 Brawn
Persistent Targeting 1 After making one or more successful combat check against a target, add 1 boost to combat checks against that same target for the remainder of the encounter.
Strong Arm 1 Treat thrown weapons as if they had 1 greater range.
Master Demolitionist 1 When resolving an attack from a personal (non starship or vehicle) explosive or ordinance weapon the character mat spend a triumph or 1 advantage to have the weapon's blast quality effect all characters within short range rather than engage. If the weapon normally effects characters within short range then range of effect is increased to medium instead.
Construction specialist 1 The character removes 1 setback per rank from construction specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers or similar combat projects.

Background

John is from a little known fringer planet near the edges of wild space. He was named after a man native to his planet in its far past. The man was mostly unknown off of his world. On his world however this man was a respected mathematician, astronomer, astrologer and occult philosopher.

When he was old enough to serve John enrolled in the Republic Navy. He started training to be a ships engineer but found he liked demolitions more. This made him decide to become a sapper using his skills to both build and destroy various structures and emplacements. The mission often changed and he was tasked to do both of these things in the same mission at times. This in mind he always carries both a mechanics tool kit and a demolitions tool kit with him. He was a member of mobile infantry during the Battle of Malastare.

after a decade or more in service on the front lines he finally got to put in for a transfer to the 7th army. He knew he would likely still see battle but his primary reason for the transfer was to take on more of a role of someone who builds and maintains the weapons and equipment of the fleet he was transferring to.

Motivation

Creed- people are counting on me
The PC works not only for personal gain, but also for the interests of a group of people threatened. Therefore, the PC acts with those people in mind. Drawing power from thoughts of those in need, he can do what no one else can. He finds the strength to carry on, because giving up would fail so many others as well.

Obligations

CR7 (755)
Duty- Munitions and Maintenance
Sometimes things need fixed other times things need to be broken and removed. John specializes in both and uses his skills to both repair and create and to destroy and clear it all depends on what the situation calls for.

Downtime hours- 55

Description

CR Rewards
CR1- Mechanics workshop
CR1- Spare parts bin addition
CR2- Spare parts bin addition
CR2- Spare parts bin addition
CR3- superior armor attachment
CR3-Reactive plating armor attachment
CR4 -Venator class star destroyer
CR4- cybernetic brain implant
CR5- Retrofitted hangar bay for Venator
CR5- Nightshadow coating for venator
CR6- Recycling bin
CR6- 4R3 light assault transport (used as his workshop)
CR7-Malestrom class battle cruiser https://swsheets.com/v/koabixlo3-auxillary-1--co
CR7- Cortosis weave armor attachment

Schematics
3 energy pistol
2 customizable armor
3 grenade
2 monotask chassis

Other Notes

110 species exp
70 on intelligence characteristic
30 on agility
5 on powerful blast
2 on selective detonation
career/Specialization skills 1 rank in the following
Athletics,Range light, Resilience, Vigilance, Cool, Mechanics
Species skills 1 in Perception, Xenology
Retired Shadow total exp was 740, 75% of that is 555 exp
20 exp on scavenger universal spec
5 exp utinni
10 exp tinkerer
15 exp on exceed specifications
20 exp on improved exceed specifications
25 exp dedication (Intelligence from 4 to 5)
25 exp utility belt
25 exp improved utility belt
15 exp on Jury rigged
20 exp on supreme exceed specifications
25 on contraption
5 exp forager
10 exp on rapid reactions
5 on grit
10 on grit
15 exp rapid reactions


30 exp on retired clone trooper
5 exp toughened
5 exp grit
10 exp on durable battle scar durable for 3 purple horrific crit from blue shadow
5 exp steady aim
5 exp on extra clip
10 exp on swift
10 exp on familiar suns
15 on toughened
10 exp on durable
15 exp on toughened
15 exp for combat veteran
20 exp powerful blast
20 exp on powerful blast
25 exp comrads in arms
25 exp comrades in arms improved
10 exp on combat veteran
25 exp dedication +1 brawn
25 exp on enduring talent
15 exp durable
20 exp on persistent targeting
15 on grit

Demolitionist tree
5 exp on grit
10 exp on time to go
10 exp on toughened
15 exp on enduring
20 exp on improvised detonation
25 exp on improved improvised detonation
15 on improved time to go
20 exp on powerful blast
20 exp on grit
25 exp on master grenadier
25 exp dedication (Intelligence 5 to 6)
5 on steely nerves
10 on grit
15 on powerful blast
20 on selective detonation

50 exp on sapper tree
5 exp on durable
5 exp on grit
5 exp Toughened
15 exp durable
10 exp powerful blast
20 exp on strong arm
25 exp on master demolitionist
15 exp on powerful blast
5 exp on construction specialist



Signature Ability
30 exp signature ability (Last one standing)
10 sig ability reduce setback
15 exp on increase effect signature ability
15 on increase effect signature ability
15 reduce diff sig ability
15 exp destiny sig ability
20 exp add boost

70 exp to increase mechanics from 1 rank to 5 ranks
25 exp to raise range light from 1 to 3
10 exp rank 2 vigilance
25 exp rank 2 and 3 in cool
25 exp rank 2 and 3 resilience
10 exp rank 2 perception
15 exp on computers 1 and 2
5 exp rank 1 discipline
10 exp discipline rank 2
15 exp rank 3 in computers

Credits 12,000 total 500 starting + 9,000 knight lvl + 2,500 (Duty)
450 on quicktrigger pistol
350 credits on Amplifying chamber +600 credits to fully mod
250 credits hair trigger +100 credits fully modded
500 custom grip +100 modded
1000 X5R heavy demolitions kit
2000 exoglove
750 on baradium charge
60 on proton grenade
300 on 3 AP grenades
50 on heavy clothing
2,500 on intelligent toolbox
1,500 tech recycling kit
450 explosive belt
60 military pack
20 on 2 belt pouches
25 utility belt
25 commlink
100 on 4 stimpacks
100 on load bearing gear
1,090 on explosives
900 on night shadow coating mod
350 on Cresh survival armor
2000 for utility arm
250 for hydro spanner
700 on custom tool kit
375 spent on ship repairs
390 on MK III with pouch and O2
7,500 on implant armor
25 on breath mask
250 on Telescopic optical sight
4,000 on advanced targeting array on the HIMARS





Credits spent
1750 crafting
1250 spent on beam splitter attachment
2900 credits on plasma shield
300 integrated holsters
100 on mods
50 credits modding reactive plating
750 credits on baradium charge
200 crafting specialist tool
75 on data pad
150 on scanner goggles
1,080+400 in scrap on cyber implant (mechanics)
1000 credits on mechanics tool
5,950 on advanced targeting array with all upgrades


Downtime spent
59 hours crafting
48 on healing
72 on crafting my pistol
48 hours for 10 duty
24 hours healing ship
120 toward duty
19 on crafting tools
29 spent on ship repairs
24 hours spent on 5 duty
96 hours for 10 exp
48 for 5 exp




20exp/15duty/1200cr/24- The way shattered fist
25exp/15duty/1200cr/24- Moone's Maruder's
20exp/15duty/1200cr/24- to save another
20exp/15duty/1300/24hr- smoke in the woods
25exp/15duty/1300/24hr- smoke in the woods p2
25exp/20duty/1300/24hr- crazy horse
25xp/15duty/1300/24hr- Red comet 2
30exp/20duty/1300cr/24hr- battle for kyros pass
25exp/15duty/1300/24hr- falucian fog
25exp/15duty/1400/24hr-op Falcion
20exp/15duty/1400/24hr-acklay run
20exp/15duty/1400/24hr-honey badger
25exp/10duty/1400/24hr-Shooting stars try 1
25exp/15duty/1400/24hr- turtle shell
25exp/15duty/1400/24hr- operation victorious venator
25exp/15duty/1500/24hr- explosive entertainment
30exp/16duty/1500/24hr- Operation Mouserat
20exp/15duty/1500cr/24hr-not as it seems
25exp/10duty/1600cr/24hr-Senator Tex ahn
25exp/15duty/1600cr/24hr
24 hours for holiday exchanged for 5 duty
20exp/15duty/1600cr/24hr-Laughing Loth wolf part 2
30exp/15duty/1600cr/24hr-Mighty Fleets Above Malastare part 1
25exp/15duty/1600cr/24hr-Metal optics
30exp/15duty/1600cr/24- Breach the Lucrehulk
20exp/15duty/1700cr/24- a clankers coffin
35/20/1700/24hr-Operation Flyswatter
45/20/1700/24hr- operstion redacted

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