Defensive 1, Sunder 1 and Accurate 1 (when dual wielded))
Damage
+1
Critical
3
Crushgauntsx2
Range
Engaged
Skill
Brawl
Cortosis, Sunder, Vicious 2
Damage
+4
Critical
2
30
475
825
7
Weapons & Armor
Jedi Battle Armor - defense 1 soak 2
This can be sealed against vacuum.
Wearing unfitted armor adds 2 setback dice to all combat checks. Can fit the armor by passing a hard (3 difficulty) Mechanics check. Droid Brain Defense System - defense +1.
Physiological Enhancement System - Reduce involuntary strain suffered by 1 (to minimum of 1). Add 1 boost dice to Athletics, Coordination, & Resilience checks.
Philaxian Phase-Knife with Serrated Edge (Paired Weapons MOD) - When thrown using the Saber Throw talent, may spend 2 advantages (instead of force) to have the weapon return to their hand. Add 1 setback dice to attempting to find concealed weapon. Encum +1
Czerka Vibroknucklers - Add 1 setback dice to locate concealed weapon. Cannot deal damage to a target's strain threshold. Encum +1
Prax Arms S-1 Vamblade (Paired Weapons MOD) - When used as a pair, gain Sunder and Accurate 1 qualities (even if not being used with double weapon combat rules). Cannot deal damage to target's strain threshold. Encum +1
Crushgaunts - Also known as "shuk'orok" in the Mandalorian ancient language, these gauntlets were designed for raw crushing power, capable of destroying durasteel and deflecting weapons.
-Upgrade ability of Brawn checks made to grip, crush or hold on to items once.
-A despair or 3 disadvantage results made to crush or destroy something may deal 2 damage to wielder.
Type III "Berethron" Personal Modular Armour - Defense - 1 Soak - 1 HP - 3
Optical Camouflage System - Upgrade ability of all Stealth (Ag) checks by 2.
Custom Fit x2 - Remove 2 setback die from Athletics and Stealth checks while wearing the armor.
Gank Comm Implant
Can communicate silently with others using the implant within a range of several kilometers. Jammers can disrupt the signals.
Biofeedback Regulator
Increase cybernetic cap by 2, this implant doesn't count towards the implant cap.
Can only install 1, and droids may not install this.
Neural recorder - Make Easy (1 difficulty) Discipline check to recall any information experienced while the recorder was running. Data contained in the recorder may be transferred to an external storage device.
Immune implant - Grants the skill Resilience +1.
Mod II cyber-legs - provide +1 to the Brawn characteristic.
Mod V cyber-arms - provide +1 to the Brawn characteristic.
Cybernetic Brain Implant - provide +1 to the Intellect characteristic. It also has a built-in com link and computer access link.
Implant Armour - Provides Soak +1.
Cybernetic Respirator - Provides benefits of a breath mask and respirator permanently. Provides 1 rank of the Blooded talent.
Vessel Implant - These small data storage implants are generally not networked and contains information which the courier or agent cannot access. They are extremely small and unobtrusive, thus almost impossible to detect. Detecting the implant requires a Daunting (4 difficulty) Perception check.
Cybernetic Reflexes - Rapid Reaction talent rank
Assets & Resources
x5 stimpack, x10 stimsticks, Macro binoculars, glow rod
1 white lightsaber, 1 white shoto
x1 Sapith gem, Mephite crystal
Fusion Cutter x1
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Indistinguishable
1
Force-Sensitive Emergent
Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
Sleight of Mind
2
Force-Sensitive Emergent
Add 1 boost die to all Stealth checks unless the opposition is immune to Force powers.
Grit
3
Force-Sensitive Emergent
Gain +1 strain threshold.
Touch of Fate
4
Force-Sensitive Emergent
Once per session, add 2 boost dice to any 1 check.
Force Rating
5
Force-Sensitive Emergent
Gain +1 Force rating.
Blooded
1
Cybernetic Respirator
The character adds a boost dice per rank of Blooded to their checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded, to a minimum of one.
Balance
4
Force-Sensitive Emergent
When the character recovers strain at the end of the encounter, he may add (Force die) per Force rating. He recovers additional strain equal to (light force) generated.
Dedication
5
Force-Sensitive Emergent
Gain +1 to a single characteristic (agility). This cannot bring a characteristic above 6.
Toughened
1
Steel Hand Adept
+2 wound threshold
Acklay's Scything Strike
2
Steel Hand Adept
Brawl attacks gain Pierce equal to Force Rating.
Iron Body x2
1
Steel Hand Adept
Remove (2) setback die from Coordination and Resilience check per rank of Iron Body. Reduce critical rating by 1 per rank of Iron Body (To a Min. of 1)
Swift
3
Steel Hand Adept
Does not suffer usual penalties for moving through difficult terrain.
Toughened
4
Steel Hand Adept
+2 wound threshold
Far Strike
5
Steel Hand Adept
As an action, make a Brawl check as a ranged attack, adding force die up to Force rating. Increase the range of the attack by one band for each force spent, to a maximum of long.
Force Rating
5
Steel Hand Adept
Gain +1 Force Rating
Rapid Reaction talent
5
Cybernetic
The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction.
Force Powers
Force Rating
3
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend light/dark force to gain success or advantage (user's choice) on the check.
Upgrade
Effect
Control 1
Enhance can be used with the Coordination skill.
Control 2
Enhance can be used with the Piloting (Planetary) skill.
Control 3
Enhance can be used with the the Piloting(Space).
Control 7
Take a Force Leap action. Make an Enhance power check. The user may spend 1 force to jump horizontally to any location in short range.
Control 5
Enhance can be used with the Resilience skill.
Control 4
(Ongoing effect) Commit 1 Force Die. The user increases his Agility Characteristic by 1 (to a maximum of 6).
Control 6
Enhance can be used with the Brawl skill.
Power
Move
Description
The user may spend 1 light/dark die to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Strength
Spend force die to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Ebb/Flow
Description
When user makes a skill check may make a power check as part of the roll to:
Ebb: May spend 1 force die to suffer 1 strain and inflict 1 strain on all other engaged characters. (base only 1)
Flow: May spend 1 force die to heal 1 strain. (base only 1)
Upgrade
Effect
Background
Grew up in the streets and fell in with bad people, became an underground ring fighter. Eventually he left that business because it was too unrefined for him. He was approached by a man with a mask depicting a face weeping, who worked for the Crimson Dawn. The man had been sent by the ring fighter boss who Gank used to work for, but the man decided to offer him a job instead. Gank was not too thrilled about this and decided to fight anyways, but was handily defeated. Gank was still given a second chance to join a took it, deciding that he wanted to perfect a craft like this man had. He has been working for the Crimson Dawn for 2 years and had completed a 6 assignments, of which he was given a Cybernetic upgrade for each success.
Cover story is that I was a hired bounty hunter to act as a mercenary for a trade ship on the Triellus trade route. Last thing I remember was going to sleep after giving up the shift to the other hired bounty hunters (2 if asked).
Motivation
Defeat The Weeping Man.
Duties
-5 duty for "Crimson Dawn"
Form assassination contracts in the sector.
Kill Pope of the Concordance cult.
Description
Gank is 6' 3" tall and has a muscular build and has noticeably larger arms than his frame allows for. He covered from head to toe in mesh armor, with blue steel breastplate, gauntlets and shin guards that don't restrict movement. The helmet is also a blue steel with a visor that lights up yellow. The armor also has a black cloth cloak and hood.
Other Notes
Crimson Dawn calls me "Titan"
Kellrost Zellok
Garrek senior detective with sidekick vex
Morality: 84 -> +1 strain
Light sided jedi can speak with animals