M8-R369 MKII by Bladesmith09

Species
Droid
Career
Hired Gun
Specializations
Heavy/Outlaw Tech
System
Edge of the Empire

8
Threshold 19
Current 19
Threshold 17
Current 17
Ranged 2
Melee 2

Characteristics

3
5
5
1
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 2
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 1
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 2
Discipline (Will) 3
Leadership (Pr) 0
Mechanics (Int) X 4
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 1
Piloting: Space (Ag) X 0
Resilience (Br) 2
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Int) X 2
Survival (Int) 0
Vigilance (Will) 0
Brawl (Br) 2
Gunnery (Ag) X 3
Lightsaber (Br) 0
Melee (Br) 1
Ranged: Light (Ag) 2
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Repulsor Fist
Range
Engaged
Skill
Brawl
Concussive 1, Slow-Firing 2
Damage
9
Critical
2
Heavy Blaster Pistol x2
Range
Medium
Skill
Ranged: Light
Stun Setting, Custom Grips (No blacks. 2 Blacks for anyone else using them)
Damage
7
Critical
3
Vibro-bayonet
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1
Critical
2
Heavy Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Auto-fire, *Jury Rigged, Gyrostabilizer, Custom Grip (ignore all blacks, anyone else adds 2 black to use)
Damage
11/12
Critical
2/1

25
645
10/15

Weapons & Armor

- Merr-Sonn N-57 Armour Plating: Soak 2, Encumbrance 3, HP 6 (7) *Tinkerer, as a manoeuvre recharge an energy weapon or item that has run out of power *Jury Rigged
Ion Plating (1HP), Intergrated Acension Gear (2HP
- Crowbar
- 2x Heavy Blaster Pistol: Encumbrance 1, HP 3 (Custom Grip (1HP each)
- Heavy Blaster Rifle: Encumbrance 5/4, HP 4 *Tinkerer (Gyrostabilizer (1HP), Vibro-Bayonet (1HP)
- Vibro-knife: Encumbrance 1, HP 2
- Thermal Cloak

Personal Gear

- Crowbar
- 225 Credits parts for guns

Assets & Resources

- Multi-Tool Hand: Counts as a tool kit
- Networked Slicing Up-link: Counts as slicer gear, adds 1 setback dice to computer checks identifying use
- Repulsor Fist: Provides 1 rank of defensive stance, provides weapon.
- Escape Circuit: Resist restraining bolt with easy discipline check, 2 advantage can overload bolt.
- Surge Override Switch: As an action make an average discipline check to reactivate implants that have been overloaded, suffer 2 strain per implant.
- Q-22 Retinal Tracker: Add 1 automatic advantage to gunnery and ranged (heavy) checks
- Crowbar
- Cybernetic Reflexes: Provides 1 rank of the Rapid Reaction talent

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Inorganic 1 Does not eat, sleep or breath, unnaffected by poisons, cybernetic implant cap of 6, do not gain the benefits of bacta or stimpacks or medicine checks, uses mechanics instead
Enduring 1 +1 to soak
Mechanical Being 1 Cannot be force-sensitive or be affected by mind altering powers
Tinkerer 2 Choose 2 pieces of equipment to increase the hard points by 1, can only do this once per item, can be re-applied if item is los
Utinni! 2 Remove 2 setback dice from checks made to scavenge gear, checks take half the normal time
Speaks Binary 1 Add 1 boost dice to any tasks Npc droids are directed to do
Solid Repairs 1 Repair 1 extra hull trauma for vehicle repairs
Toughened 3 +6 wound threshold
Utility Belt 1 Can spend a destiny point to produce a tool with a rarity of 4 or less, cannot be a weapon unless with limited ammo 1
Brace 2 As a manoeuvre, allow character to remove 2 setback dice from the next skill check affected be environment
Jury Rigged 2 Choose 1 personal item to jury rig. May increase damage by 1, decrease critical rating by 1, reduce affect cost by 1, increase ranged or melee defence by 1, or decrease encumbrance by 1. If the item is lost, can be re-applied
Burly 2 Reduce any wielded weapons cumbersome quality and encumbrance rating by 1
Barrage 3 Add 2 damage to hits with ranged (heavy) or gunnery attacks with non-vehicle weapons at long or extreme range
Grit 1 +1 strain theshold
Durable 1 Reduce critical injuries by 1
Heroic Resilience 2 Immediately after being hit by an attack spend 1 destiny point to reduce damage by ranks in resilience
Rapid Reaction 1 Spend Strain to add 1 success to any Initiative score (1 Strain per Rank)
Resourceful Refit 1 May perform this action. Make an average mechanics check to scavenge an attachement to make a new one, reducing the price of the scavenged attachment
Gearhead 2 Remove 1 black die from mechanics checks equal to ranks in Gearhead
Hidden Storage 1 Gain hidden storage in vehicles and self for items of encumbrance equal to ranks in hidden storage
Natural Tinkerer 1 Once per session, may re-roll any 1 mechanics check
Resolve 2 When a character suffers strain, suffer less strain equal to ranks in resolve
Armour Master 1 When in armour, increase soak by 1

Background

- was originally an artillery loader for a pirate band in the outer rim, their memory wiped from the ownership before the capture by the pirates. - spent years as a loader, but as he survived frequent assaults carried out by the pirates (the Drowners), - was subject to more modifications and spared the frequent memory wipes. Eventually - developed a personality and was considered a valuable member of the crew. Eventually the pirates joined a larger fleet, but was betrayed by an unknown imperial operative who had infiltrated one of the other groups. - was taken as salvage when the imperials descended on the fleet and wiped it out, but was able to escape the recycling facility.

Having fled to Corellia, - was taken in by the Zann Consortium, and refitted as one of their enforcers, but not before being fitted with a restraining bolt. The engineers however did not spot the modifications made by the pirates, allowing - to keep his abilities hidden. Working as an enforcer for the Consortium, - has learnt a lot about the underworld, gathering information and contacts till they decide on their next move.

Motivation

Aid in increasing Tiber Zann's influence
Make new weapons and enhancements to aid the consortium
Distain of the Imperials

Obligations

Contract - Keep an eye on Drake ("dead") for Metalhead
Favor - Spy on Metalhead for Tiber Zann (dead)
Responsibility - Aid the consortium (currently bring Hector and the artifacts in his possession to Tiber Zann)

Description

Captain Worland

Other Notes

Key information:
- Metal Head: Zann Consortium Controller for Coronet City. No one knows his real name but he is responsible for all operations in the city. Badly scarred face, wears a mask to hide it. Ony other thing known is that he is from the core system.

- Recent incursion of rebels on Corellia, have been talking to the Consortium about supplies in return for information on force relics. Leader is a woman, promising Tyber Zann a powerful relic for their supplies.

- Three Fault Line Race series is back. Highly illegal swoop race run by a combination of the Black Sun and the Hutts. Prize money has been raised to 50,000 credits for the winner. Dangerous race, four deaths when it was last run three years ago. The reigning champion and his co-rider are returning. Dex and Traleb were formerly professional racers from Corellia. Dex was arrested for murdering a competitor with a bomb and now races for the hutts. Crime gangs use the races for influence and bragging rights, and the corrupt imperial city governor has taken a vested interest in the race.

- Recent imperial influence has grown massively, governor is working with a number of gangs, but there are rumours of an admiral arriving to crack down on the corruption.

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