Víðarr by Kolos

Species
Gank
Career
Engineer
Specializations
Sapper | Cybertech | Gunner
System
Age of Rebellion

10
Threshold 24
Current 0
Threshold 13
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

5
3
2
2
2
1

Skills

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

Attacks

RF-191 Prometheus Cannon
Range
Long
Skill
Gunnery
Accurate 1, Burn 1, Blast 9(+1), Vicious 5, Auto-Fire
Damage
14
Critical
3

0
365
2240
17/21

Weapons & Armor

---Armor---
Full body Armor (Armored Clothing): Encum 3, HP 1, Base: Soak +1, Defense 1
--Attachments:
-Armor Insert: HP 0, +1 Soak, +1 Defense
-Ion Shielding: HP 1, +3 soak towards Ion

---Weapons---
--RF-191 Prometheus Cannon: Encum 6, HP 5(+1), (RE)(EP)(JR), Base: 11 Dam, Crit 3, Long Range, Qualities: Burn 1, Vicious 5, Auto-Fire(1 adv)
--Attachments:
-Custom Grip: 1 HP, -1 ■ to you, +2 ■ to others, +1 accurate
-Tibanna jacked: HP 1, Can Reduce crit by 2 for 2 upgrades on the difficulty, +2 Damage
-Amplifying Chamber: HP 1, +9 Blast, +1 Dam, +1 ■ to repair or maintain weapon
-Droid Targeting System: HP 3, +Upgrade, 3 strain to remove a despair, +1 boost once per encounter

--Exo Glove: Encum 2, HP 1 Base: Dam +2, Crit 4, Engaged Range, Qualities: Knockdown

Personal Gear

-Utility Belt Encum +1
-Load-Bearing Gear Encum +3
-MK. III Modular Backpack Encum+2
-x6 Pouches Encum +6
-Earbud Comlink Encum 0, Usable to long range, Hard Perception check to notice
-Mk.III Targeting Goggles, Encum 1: Vehicles and starships count as 1 sil bigger for Gunnery Checks

---Cybernetics---
--3/10--
-Gank Comm Inplant: Can comunitcate with others who have it without talking, Range: Several kilometers, can not be listened into without implant, jammer can disrupt signal.
-Q-22 Retinal Tracker: Add an Advantage to Gunnery and Ranged (Heavy)
-Implant Armor: +1 Soak
-Biofeedback Regulator:+2 Cybernetic Cap, does not count towards cap

Assets & Resources

---Medals---
-Search and Rescue Medal: Part of the team who rescued General Crea from the Mandos in the The Viridian Corridor (+b on perception, vigilance and survival checks)

-Republic Seal of Service: Part of the team who rescued General Crea from the Mandos in the The Viridian Corridor(+* on checks involving formal proceedings, proof of identity or verification of past action) (Proof of identity)

---Consumables---
-Booster Blue Container Encum 3 (95/100):Upgrade Agility, Intellect and Cunning checks once for encounter, cant recover strain from encounter ending

-Neutron Pixie Encum 1(x3): add 2 adv to agility and willpower for encounter, once ends add 1 threat to brawn, intellect and cunning for session (x4 left at base)

---Requisitions---

Critical Injuries & Conditions

---Battle Scars---
--1/3--
-Toughened (At The Brick)

Talents

Name Rank Book & Page Description
Cyborg LoNH 96 All Ganks are cyborgs, and each one often possesses several different cybernetic implants. A Gank begins play with up to two cybernetics that cost a total of up to 5,000 credits. If a character takes additional Obligation for credits at character creation, he may apply these extra funds to the 5,000 budget to purchase cybernetics. Ganks have a cybernetic implant cap of 3 plus brawn
Engineered Redundancies SM 34 The Character Benefits from emergency repair patches as if he were a droid. The character still benefits from stim packs as usual, but can only benefit from a total of 5 stim packs and/or emergency repair patches per day. Additionally, the character can be healed with the Mechanics skill in the same manner as a droid.
Enduring 2 EotE 135 +1 Soak per rank of Enduring
Toughened 5 EotE 145 +2 wound threshold per rank of Toughened
Durable 2 AoR 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Cyberneticist 1 SM 34 The Character removes 1 setback per rank of cyberneticist from checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less(this does not decrease with additional ranks of Cyberneticist).
Brace 1 AoR 144 As a maneuver, the character may Brace himself. This allows a character to remove a setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Grit 1 AoR 148 Each rank of Grit increases a character's strain threshold by one.
Powerful Blast 1 AoR 154 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.
Jury Rigged 1 AoR 150 The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.

Background

We left Nal Hutta because my employer at the time wanted me to clean up some loose ends, as i knew to much after doing some jobs for him. I escaped the planet thanks to my brothers quick thinking, sadly we didn't have time to get our stuff before leaving the planet so we had no money or purpose. He then suggested we join the republic to fight with a standardized army and make a lot of money. We volunteered and were pointed towards the 7th. While I normally find the best solution is the simplest, Hœnir normally likes to slow down a bit and spend more time on problems, it has gotten out of more trouble than id like to admit.

Motivation

---Trees---
-Sapper-
□ ■ □ ■
□ □ □ ■
□ □ □ □
□ □ □ □
□ □ □ □
-Gunner-
■ □ □ □
■ ■ □ □
■ ■ □ □
■ ■ □ □
□ ■ □ □
-Cybertech-
■ □ ■ ■
□ □ □ □
□ □ □ □
□ □ □ □
□ □ □ □

Duties

**Duty: Combat Victory**
```The Player Character is driven to show that the he can hold its own against enemy forces in any troop vs. troop engagement. He wants to engage the enemy combatants at their best, whenever possible and provide more victories for the him to tout to the others as proof that he is well worth his paycheck. This means daring raids, excellent tactics, and acquiring the best firepower possible.```

**Motivation: Violent Conquest**
```The Character is driven to conquer whatever and comes across. If they do do not submit, he is more than willing to employ force against.```

Description

Rather tall for a Gank, knows both Huttese and basic but doesn't speak either out loud if he can help it, only uses coms to listen to orders, and than communicates with his Gank implant. Has Mainly yellow armor and mask with red under plating and glow and black cloth under everything. Their family sigil is the Akk Dog.

Other Notes

---XP---
-Character Creation-
110 XP (Gank Starting)
-30 XP (Brawn)
-40 XP (Brawn)
-30 XP (Agility)
-0 XP (Vigilance Skill: Gank)
-0 XP (Athletics Skill: Career)
-0 XP (Ranged: Light Skill: Career)
-0 XP (Mechanics Skill: Career)
-0 XP (Vigilance: Career)
-0 XP (Vigilance Skill: Spec)
-0 XP (Athletics: Spec)
-Post Creation-
10 XP (Leftover from creation)
+150 XP (Heroic-Level Play)
-30 XP (Cybertech Tree)
-40 XP (Gunner Tree)
-5 XP (Engineered Redundancies Talent: Cybertech)
-5 XP (Cyberneticist Talent: Cybertech)
-5 XP (Gunnery Skill)
-10 XP (Gunnery Skill)
-15 XP (Gunnery Skill)
-5 XP (Grit Talent: Sapper)
-10 XP (Powerful Blast Talent: Sapper)
-5 XP (Durable Talent: Gunner)
-10 XP (Toughened Talent: Gunner)
-10 XP (Brace Talent: Gunner)
+25 XP (Operation: The Grek Offensive)
+30 XP (Operation: Much Needed Distraction)
+25 XP (Operation: A Night to Remember)
-10 XP (Toughened Talent: Battle Scar)
-15 XP (Enduring Talent: Gunner)
-15 XP (Durable Talent: Gunner)
-20 XP (Toughened Talent: Mechanic)
-20 XP (Enduring Talent: Mechanic)
-5 XP (Toughened Talent: Sapper)
-5 XP (Toughened Talent: Cybertech)
+25 XP (Operation: My Way or the Highway)
-25 XP (Jury Rigged Talent: Gunner)
=0/365

---Credits---
500 CR (Starting)
+9,000 CR (Heroic-Level Play)
+2,500 CR (-10 Duty)
-0 CR (Biofeedback Regulator Half Price 1,500/5,000 Free: Gank
-250 CR (Implant Armor: Half Price 5,250/5,000 Free: Gank)
-125 CR (Gank Comm Implant: Half Price)
-1250 CR (Q-22 Retinal Tracker:Half Price)
-25 CR (Utility Belt)
-100 CR (Load-Bearing Gear)
-75 CR (MK. III Modular Backpack)
-90 CR (x6 MK. III Modular Backpack Pouch)
-75 CR (Earbud Comlink)
-25 CR (Banal Apparel)
-650 CR (Armor Inserts, +Defense, +Soak)
-600 CR (Custom Grip, +Accurate)
+1,000 CR (Operation: The Grek Offensive)
-35 CR (Grenade built)
-1,000 (Flamethrower built)
-150 CR (Tibanna-Jacked)
-950 CR (Amplifying Chamber, +1 Dam, +5 blast)
+1,000 CR (Operation: Much Needed Distraction)
+1,000 CR (Operation: A Night to Remember)
-1,800 CR (Ion Shielding, -10%)
-1600 CR (Exoglove)
-850 CR (Mk.III Targeting Goggles)
-2560 CR (Droid Targeting System)
-950 CR (10x Neutron Pixie)
-600 CR (100x Booster Blue)
+1,000 CR (Operation: My Way or the Highway)
=2,240 CR

---Duty---
10 Duty
-10 Duty (+2,500 CR)
+10 Duty (Operation: The Grek Offensive)
+10 Duty (Operation: Much Needed Distraction)
+15 Duty (Operation: A Night to Remember)
+20 Duty (Operation: My Way or the Highway)
=55 Duty

---Hours---
+24 Hours (Operation: The Grek Offensive)
-1 Hour (Grenade built)
-1 Hour (Flamethrower built)
+24 Hours (Operation: Much Needed Distraction)
+24 Hours (Operation: A Night to Remember)
+24 Hours (Operation: My Way or the Highway)
=94

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