The Gank (Niky) by xX420communist6969Xx

Species
Gank
Career
Bounty Hunter
Specializations
Assassin
System
Edge of the Empire

4
Threshold 13
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Characteristics

3
3
2
3
2
2

Skills

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

Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
Stun Setting
Damage
9
Critical
3
Sap Gloves
Range
Engaged
Skill
Brawl
Concussive 1
Damage
+2
Critical
5

0
110
0
12

Weapons & Armor

Weapons
Blaster Carbine [E:3/HP:4]
Sap Gloves (Requires difficulty 4 Perception check to spot) [E:1/HP:1]

Armor
Catch Vest (+1 soak against energy weapons) [E:1/HP:0]

Weapon Qualities
Concussive (Active): Target is staggered for X rounds.
Stun Setting: May be activated as free action to give weapon Stun Damage (Passive) quality.
Stun Damage (Passive): The weapon deals damage as strain instead of wounds.

Personal Gear

Cybernetics
Q-22 Retinal Tracker [Provides automatic Advantage on all Gunnery and Ranged (Heavy) checks.]
Adrenal Implant [Grants Rapid Recovery talent]

Wearables
Earbud Comlink [Usable at long range. Noticing it requires a 3 difficulty Perception check.]
Backpack [Encumbrance +4]

Medical
Stimpack [Heals 5 wounds. Reduced by 1 for each use until 24 hours has passed.]

Equipment
Binders [Handcuffs, requires 4 difficulty athletics or coordination to break free/E:2]
Datapad [iPad/E:1]
Glow Rod [Flashlight/E:1]

Assets & Resources

Known Languages: Basic, Huttese, Gank

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Cyborg 1 Lord of Nal Hutta, 96 Ganks have a cybernetic implant cap of 3 plus Brawn rating.
Rapid Recovery 1 Core Rulebook, 141 When this character heals strain after an encounter has concluded, he heals one additional strain per rank.

Background

The Gank's birth family are a clan of respected arms dealers on Nal Hutta. However, after a deal went south, The Gank's family were forced to give up their youngest child to the Hutts in order to preserve their honor and working relationship. However, by the time the PC was to be turned over to the Hutt family, they had already been lost in a game of Sabbac to a crime lord on Kraton, where they have resided to this day.

As the only Gank in their employ, their existence outside of Hutt space being somewhat of an anomaly, their employer/owner made sure The Gank had cybernetics befitting a member of their species. Finally a full adult, and having been in the crime lord's employ for some years, The Gank has recently been sent on increasingly dangerous missions on their patron's behalf. Most recently The Gank has been the liaison for their boss' dealings with The Arkanian (Dahee) and The Umbaran (Jordan).

Motivation

The Gank was raised from a young age to follow in their warrior culture's tradition. However, from a young age The Gank was enslaved by a Kraton crime lord and never got to sow their wild oats. Now they seek freedom from their master to wander the galaxy as a free sentient. The call of battle, lust for cybernetics, and desire to reconnect with their Gank family on Nal Hutta pushes them through the hard times they are living through.

Obligations

Enslaved: 15

The Gank has been enslaved to a crime lord on Kraton as payment for their parents' crimes. The PC is fully at their mercy, despite their congenial relationship.

Description

"Beneath their armor and cybernetics, Ganks are powerfully built, carnivorous bipeds with fur ranging in color from golden yellow to a mix of dark brown to red. Their snarling visages and beady eyes give them a dangerous, predatory appearance." - Lords of Nal Hutta, 95

Other Notes

"Ganks rarely operate independently, instead preferring to coordinate with other Ganks in small groups. Ganks are masters of ambush and squad tactics, functioning with an efficiency and lethality rarely seen outside of elite units. When forced to work with other, less disciplined species, Ganks frequently become frustrated by their disordered approach to combat." - Lords of Nal Hutta, 95

"Ganks often take trophies from their foes, a habit that has garnered them the reputation of being thieves as well as killers. Certainly, many Ganks are prone to looting their victims’ bodies, to claim tokens that show the quality and number of foes they have slain. Even amongst Ganks who do not lead a life of violent crime, trophy-taking is often a culturally important practice." - Lords of Nal Hutta, 96

"Few species in the galaxy modify themselves with cybernetics as readily as the Ganks. It is completely unknown for an adult Gank to have eschewed all implants; Ganks commonly have several...Among the Ganks, more cybernetics means greater prestige, and highly successful veterans are often more machine and wire than flesh and bone...Such is their obsession with cybernetic technology that Ganks will accept contracts offering payment in high-tech implants and artificial limbs in lieu of gold or credits. This reliance on technology does have one particularly notable drawback—Ganks are unusually susceptible to ionization weaponry, which can effectively shut down the cybernetic portions of their bodies. Because of this, Ganks rarely utilize ionization blasters and grenades, and they often find being shot at by such weapons more disconcerting than blaster fire." - Lords of Nal Hutta, 96

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