Oz by Bliks

Species
Gank
Career
Hired Gun
Specializations
Mercenary Soldier, Gunslinger, Sharpshooter
System
Age of Rebellion

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

Characteristics

3
5
2
2
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) X 1
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) 0
Resilience (Br) X 3
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) X 0
Gunnery (Ag) X 1
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) X 5
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

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Model 57 "Homesteader" Hunting Rifle
Range
Long
Skill
Ranged: Heavy
Accurate 1, Cumbersome 2
Damage
7
Critical
5
Disruptor Pistol
Range
Short
Skill
Ranged: Light
Vicious 4, paired
Damage
10
Critical
2
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, Paired
Damage
7
Critical
3

30
485
0
5/17

Weapons & Armor

Light Blaster Pistol ( arm blaster)
Heavy Blaster Pistol 2 ( paired )
Heavy Clothing
Disruptor Pistol 2 ( paired )
hunting rifle
concealing robe
personal deflector shield

Personal Gear

Cybernetic Weapon Implant
This cybernetic arm appears as a normal one, however features a retractable light blaster pistol

Gank Comm Implant
Can communicate silently with others using the implant within a range of several kilometres. Jammers can disrupt the signals.

emergency repair kit

Backpack

Assets & Resources

Cyborg: Start with up to 2 implants (with value up to 5000 credits, or more, using character creation credits in addition). Implant maximum is 3 + Brawn rating.

Jetpacks
Jetpacks are ideal when you want a form of transport without using an entire vehicle or speeder. It also has the added benefit of allowing one to reach higher grounds in an extended 'leap'.

Critical Injuries & Conditions

Inspiration 0

adrenaline shot 0

Talents

Name Rank Book & Page Description
True Aim 4 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Lethal Blows 2 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Grit 1 Each rank of Grit increases a character’s strain threshold by one.
Side Step 1 Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character’s next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.
Sniper Shot 2 Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Point Blank 1 The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Strong Arm 1 Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Natural Marksman 1 Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Dedication (Ag) 1 Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Deadly Accuracy (ranged: light) 1 Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice.
Quick Draw 1 Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Quick Strike 1 When performing a combat check during combat, the character adds a Bonus Die (Blue Die) per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter.
Improved Quick Draw 1 May use quick draw twice per round.

Force Powers

Force Rating
Power
Last One Standing
Description
The Hired Gun may very well be the last one standing when things go south, this signature ability allowing them to completely obliterate all living things they can see.
Upgrade Effect
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 character. but shout be suitably exciting, and must be approved by the GM.

Background

Birth of origin : Nar Shaddaa

Being born as a gank Oz never experienced childhood like other races. From a young age he was covered in cybernetics and trained in survival since he could walk and trained in shooting when he was able to hold up a gun.

family for ganks are a novel idea the only family that he knows is the squad that he trained with and did missions with. for 24 years he lived, trained, went to war with Squad Tower 1.

Spending most of his life protecting criminal bosses or procuring information for the empire or the rebel alliance he has started to grow weary of this life style. Now vowing to make enough credits so see to it that his brothers are taken care of and buy a plot of land somewhere in a far of planet to maybe settle down start a farm.

Motivation

vowing to make enough credits so see to it that his brothers are taken care of and buy a plot of land somewhere in a far of planet to maybe settle down start a farm.

Duties

Description

Other Notes

CryoBan Rifle encum 2
When used against a target wearing armour that protects against extreme cold, the weapon loses the Pierce quality.

Making melee attacks against targets struck by a CryoBan in the current round, add 2 boost dice to the check.

Heavy Clothing encum 1

Disruptor Pistol encum 2 x 2
Whenever a critical injury is dealt, the minimum injury is the "Crippled" effect.

May not be modified to increase range.

Model 57 "Homesteader" Hunting Rifle encum 5 (1 degree of damage)

May be loaded with detonator rounds which adds Blast 4 and Knockdown to the weapon's qualities. Box of rounds costs 450 credits (rarity 7) - if the weapon runs out of ammunition, a new box must be bought.

Blaster Rifle encum 4

Reduce the difficulty of long or extreme range combat checks by one.

Heavy Blaster Pistol encum 2

It is possible for this weapon to suddenly run out of ammunition (if 3 disadvantages are rolled as a result of a combat check).

Backpack

Concealing cloak

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