Demoman by Damonator

Species
Laborer Human
Career
Hired Gun
Specializations
Demolitionist
System
Edge of the Empire

8
Threshold 19
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

5
3
3
2
3
2

Skills

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

Attacks

Rotary Grenade Launcher
Range
Long
Skill
Gunnery
Blast 6, Cumbersome 3, and Limited Ammo 4.
Damage
8
Critical
4
Z50 Glop Launcher
Range
Medium
Skill
Gunnery
Ensnare 3, Limited Ammo 6.
Damage
0
Critical
N/A
Bottle
Range
Engaged
Skill
Melee
Improvised Weapon.
Damage
+1
Critical
5
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6 and Limited Ammo 2.
Damage
8
Critical
4
Thermal Detonator
Range
Short
Skill
Ranged: Light
Blast 15, Breach 1, Vicious 4, and Limited Ammo 2.
Damage
20
Critical
2

Weapons & Armor

Padded Armor: +2 Soak Value.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Powerful Blast 3 Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.
Grit 3 Gain +1 strain threshold.
Selective Detonation 3 When using a weapon with the Blast quality, spend an advantage to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Steady Nerves 2 Remove a setback per rank of Steady Nerves from Cool or Skulduggery checks.
Toughened Gain +2 wound threshold.
Time to Go The character 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.
Enduring Gain +1 soak value.
Improved Time to Go When activating Time to Go, allow 1 engaged ally to perform an out of turn Move maneuver as an inci- dental to move into cover or out of a blast range.
Rapid Reaction Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of success to initiative checks.
Improvised Detonation Once per session, make a Hard Mechanics check to perform an action to build an explosive device, dealing damage equal to Intellect + Mechanics.
Improved Improvised Detonation Reduce the difficulty of Improvised Detonation’s check to Average and increase damage to twice ranks in Mechanics.
Dedication +1 Agility.
Master Grenadier Add an automatic advantage to all weapons with the Blast quality.
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. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM.
Improved Last One Standing Add a boost to skill check to activate Last One Standing.

Background

Motivation

Obligations

Description

Other Notes

Blind in one Eye: Increase the difficulty of all Skill checks that require sight by one. Perception and Vigilance Skill checks are increased twice.

Tough as Nails: Once per session, your character may spend a Destiney Token as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”

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