Burek by Justinian

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

6
Threshold 14
Current 27
Threshold 10
Current 3
Ranged 0
Melee 0

Placeholder Image

Characteristics

4
5
2
3
1
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
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 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 2
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) X 4
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 1
Ranged: Light (Ag) 1
Ranged: Heavy (Ag) X 2
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

Field Sports Model 77 Air Rifle
Range
Long
Skill
Ranged: Heavy
Pierce 4, Stun Damage, Innate Quick Draw
Damage
6
Critical
-
Air Rifle Vibro-Bayonet
Range
Engaged
Skill
Melee
Pierce 2, Inaccurate 1, Vicious 1
Damage
Brawn +3
Critical
2
Ascian Throwing Dagger (2)
Range
Short
Skill
Ranged: Light
Pierce 2, Limited Ammo 1
Damage
Brawn +1
Critical
2
Stealth Vibroknife
Range
Engaged
Skill
Melee
Pierce 1, Vicious 1
Damage
Brawn +1
Critical
2
Heavy Blaster Pistol (Wrist Mount)
Range
Medium
Skill
Ranged: Light
Stun Setting, Accurate 1, Innate Quick Draw
Damage
7
Critical
3
Boot Blade
Range
Engaged
Skill
Melee
Pierce 2
Damage
Brawn +1
Critical
3
Czerka Arms Model 38 Sharpshooter's Rifle
Range
Extreme
Skill
Ranged: Heavy
Accurate 2, Pierce 3, Quickdraw
Damage
8
Critical
3
Detonator Rounds
Range
Extreme
Skill
Ranged: Heavy
Blast 5, Knockdown
Damage
8
Critical
3
Noise grenades (3)
Range
Short
Skill
Ranged: Light
Blast 4, Stun Damage, Concussive 1, Limited Ammo 1
Damage
4
Critical
6
Synthetic Neuroparalytic grenades (2)
Range
Short
Skill
Ranged: Light
Blast 2
Damage
Critical

0
300
21/23

Weapons & Armor

Model 77 Air Rifle: 1/3 HP used
Upon a successful hit, the target must make Average (2 difficulty) Resilience check. Upon failure, target suffers 5 strain, +2 strain per disadvantage result. Make the check against next round if a despair is rolled, with difficulty increased by 1.
-3 Encumbrance (In holster so 0 encumbrance)

Air Rifle Vibro-Bayonet +1 encumbrance

Riot Armour. 2/2 used hp 2 soak
-3 Encumbrance (When carried)

Integrated Holsters
Encumbrance +4. May holster up to 2 weapons of Encumbrance 3 or lower in the armour (weapons do not count towards encumbrance threshold while holstered).
0/2 small weapons holstered
1/1 sniper weapons holstered
Innate Quick Draw


Boot Blade: 0 hp required, Pierce 2


A/KT Tracker Utility Vest: +2 Encumbrance, 1 HP

Stealth Vibroknife: 1 HP, Add 2 setback dice to Perception checks to find the stealth knife on a person's body.
-1 Encumbrance

Ascian Throwing Dagger (2): Do not increase difficulty of the check for being engaged with target. Add brawn to listed value to determine damage dealt. -1 Encumbrance (2 total)


Heavy Blaster Pistol 3/3 hp used
-2 Encumbrance

Corellian Arms Model 2 Wrist Mount (2 hp)

Electronic Sighting System (1hp)
Aim as an incidental once per round at short range. Decrease difficulty of Perception checks to locate the shooter in low light conditions by 1.
(Accurate 1)


Merr-Sonn "Rider" Ascension Pistol
Make an Average (2 difficulty) Ranged (Light) check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the object (or an unsecured object to them).
May pull themselves with another character, requiring an Average (2 difficulty) Athletics check, as to not lose grip with the gun or the person.
Quickdraw perk
-1 Encumbrance

Chem Lure
Creature targeted must make a Hard (3 difficulty) Discipline check to resist. Upon failure, they approach the lure to investigate
-1 encumbrance



Personal Gear

Gank Implant (TELEPETHY)

Reek and Acklay tooth necklace
0 Encumbrance

Binders: Breaking free requires a daunting (4 difficulty) athletics or coordination check.
0 Encumbrance

Comlink
0 Encumbrance

Hunting Goggles
Add 1 boost dice to Perception checks made to locate 'prey' & remove 2 setback dice from Ranged (Light or Heavy) checks due to concealment, fog, and mist, or light conditions.
0 Encumbrance

Falsified Credentials: Requires Hard (3 difficulty) Computers check to determine that these credentials are fake using a scanner. Or a Daunting (4 difficulty) check w/o a scanner

Utility Belt: +1 Encumbrance

Mk. III Modular Backpack (6 extra pockets) +8 Encumbrance

Backpack Includes:

Macrobinoculars: Remove any setback dice imposed by distance
-1 Encumbrance

1 extra reload of anesthetic needles

1 special bacta stimpacks: Heals 8 on the first, 7 on the next, then 6, and so on.
0 Encumbrance

2 Stimpacks: Heals 5 wounds for the first application, 4 on the next, and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.
0 Encumbrance

9 ration packs
0 Encumbrance

Glowrod (Flashlight)
1 Encumbrance

Respirator: These are used by beings to allow breathing in conditions that would usually be asphyxiating.
1 Encumbrance

Synth Rope
1 Encumbrance


Climbing Gear
1 Encumbrance

Note with the address of a cantina in Salvage City

1 deck of sabac playing cards

2 chance cubes

Datapad

8 Synthetic Anesthetic

Strong pain meds

Antidote set

Parachute

Assets & Resources

15 yehti currency
Yehti Star Chart
Scan of Yehti Star Chart (More details and one more planet in the center and clearer text by the Jungar system)
Darvell Badge
Briefcase of 21.3k credits
Scan of yehti star chart from the mine
Modified Tuxedo (can hold 2, 1 encumbrance items)
About 20 scrolls in Yehti
Datapad with pictures of the entirety of the Jedi Tomb

Critical Injuries & Conditions

No left arm (cybernetic replacement +1 brawn)

54 fearsome wound x2

46 head ringer

Talents

Name Rank Book & Page Description
Amphibious 1 May breathe underwater without penalty and never suffer movement penalties when swimming.
Dodge 2 When targeted by a combat check, may perform a dodge incidental to suffer a number of strain no greater than the rank of dodge. Then upgrade the difficulty of that check by that number.
Quick Draw 1 Once per round, draw or holster a weapon or accessible item as an incidental
Jump Up 1 Once per round, may stand from seated or prone as an incidental
Quick Strike 1 Add a boost die to all combat checks against targets that have not acted yet this encounter
Precise Aim 1 Once per round on the character’s turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed his ranks in Precise AIm. He then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check.
Targeted Blow 1 On a successful attack during combat with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Agility to one hit of the successful attack.
Stalker 3 The character adds a Bonus die per rank of Stalker to his Coordination and Stealth checks.
Lethal Blows 3 Add +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Anatomy Lessons 1 After making a successful attack, may spend 1 destiny point my point to add damage equal to intellect to one hit.
Master of Shadows 1 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy.
Dedication 1 Add 1 to agility
Unmatched Devestation 1 Once per game session as an incidental, after performing a combat check, the character may spend 2 destiny points to perform an additional combat check against the same target with the difficulty increased by 1 for each successful combat check the character has performed this turn. This combat check can be made using a non starship vehicle weapon
Target Priority 1 Character may choose a new legal target for each combat check made as part of unmatched devastation
Increase Number 3 Perform additional combat checks of Unmatched Devestation equal to ranks in Increase Number
Draw and Fire 1 Before performing a combat check with unmatched devastation, you may holster & draw a weapon
Improve mobility 1 Before performing a combat check with unmatched devastation, suffer 2 strain to perform the move maneuver as an incidental

Background

Born as an orphan on Glee Anselm, never knew my parents, passed around in the system until 7 where the assassin's guild took me in, raised and trained me from a young age until I was 20 and excelled in my job, then one day a group of people attacked us and killed everyone but me and five others out of the 33 on the planet, I want to hunt them down and get revenge, (I have a patch of theirs that someone ripped off during a fight) currently 23 and rebuilding the guild (13 people in total; 4 younglings (6-14), 3 older kids (15-19), the 4 survivors, and me; the leader along with Roth; the co-leader and hunting them down which led me to the campaign's main story.

I got kidnapped while walking out of the store with stuff for a hunt

Motivation

Revenge on the people who killed 27 people in my guild and to rebuild the guild to it's former glory

Obligations

Obessesion- Obsessed with getting revenge on the people who killed the people in my guild
Magnitude: 20

Deal- Duke Rhavelian pays them to be on retainer to solve problems and do jobs for him throughout the Barresh Sector, and when he calls they need to drop everything and help him.
Magnitude: 5

Description

Name: Burek
Age: 23
Height: 5'8"
Physical Appearance: Normal Nautolan look, dark blue skin, red eyes,
Clothing: A dark brown vest under a black trenchcoat with a sniper rifle on my back and a tool belt on my hip.
Gear: A large backpack over my sniper, a gold bracelet from the man who raised me on my left wrist, and large goggles on my forehead along with a necklace made of reek and acklay teeth from the duke.
Body: A tattoo is above my heart that marks me as a part of the guild.

Personality: Very distinguished and well-spoken, not shy at all, likes to speak his mind/opinion but knows when to shut up

Other Notes

Ambidextrous but mainly uses right hand
They are known to be capable of surviving in extreme environments.
Can translate pheromones emitted by other beings into an understanding of a being's emotional state.
Can communicate with other Nautolans through pheromones which can communicate complex ideas and whole paragraphs in mere seconds.

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