Qant Shornt by incandis

Species
Human
Career
Hired Gun
Specializations
Mercenary Soldier
System
Edge of the Empire

5
Threshold 14
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Characteristics

2
3
3
3
2
2

Skills

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

Merr-Sonn Model 53 "Quicktrigger" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Pierce 2, Stun 5, Stun Setting
Damage
9
Critical
3
Blade-breaker
Range
Engaged
Skill
Melee
Defensive 2, Pierce 1, Sunder
Damage
+0
Critical
4
Ionization Blaster
Range
Short
Skill
Ranged: Light
Disorient 5, Stun Damage (Droid Only)
Damage
10
Critical
5
Speizoc Arms Spore Stun Grenade
Range
Short
Skill
Ranged: Light
Blast 7, Limited Ammo 1, Pierce 3, Stun Damage
Damage
8
Critical
NA
Field Sports Model 77 Air Rifle
Range
Long
Skill
Ranged: Heavy
Pierce 4, Stun Damage, Telescopic Optical Sight
Damage
6
Critical
NA
S-MTAR II
Range
Long
Skill
Ranged: Heavy
Autofire, Accurate 3, Point Blank
Damage
Critical
Kirgo Blastworks Lightning 22 Ion Grenade
Range
Short
Skill
Ranged: Light
Blast 7, Disorient 5, Stun Damage (Droid only), Limited Ammo 1
Damage
10
Critical
5
S-MTAR II (Under-barrel Grenade Launcher)
Range
Medium
Skill
Ranged: Heavy
Limited Ammo 4, Cumbersome 1
Damage
See Grenade
Critical
See Grenade
SWE/2 Sonic Rifle
Range
Long
Skill
Ranged: Heavy
Concussive 1, Slow Firing 1, Stun Damage
Damage
8
Critical
6
Kirgo Blastworks NOVA40 Plasma Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Limited Ammo 1
Damage
12
Critical
3
Speizoc Spore Stun Grenade
Range
Short
Skill
Ranged: Light
Blast 7, Pierce 3, Stun Damage, Limited Ammo 1
Damage
8
Critical
NA

19
404
9 / 19

Weapons & Armor

S-MTAR II
(Base: 9 Damage, Crit3, 3Enc, 5/5HP)
Autofire, Accurate 1
-Forearm Grip (1 HP)
Accurate 1, Point Blank 1, Engaged Ranged (Heavy) checks have additional difficulty of 1P instead of 2P
-Augmented Spin Barrel (2 HP)
Accurate 1, +3 Damage, Add setback to mechanics when performing maintenance
-Under-barrel Grenade Launcher (2HP)
Cumbersome 1, Increase Encumberance 2, Limited Ammo 4, Weapon can fire grenades using Ranged (Heavy) skill.

Field Sports Model 77 Air-Rifle
(Base: 6 Damage, 3 Enc. 1/3HP)
Pierce 4, Stun Damage
- Telescopic Optical Sight (1 HP)
Decrease difficulty of combat checks at long and extreme range by 1

Ionization Blaster
(Base: 10 Damage, Crit5, 3Enc, 1/3HP)
Disorient 5, Stun Damage (Droid Only)
-Multi-optic Sight (1 HP)
Remove 2 setback on checks to use this weapon due to smoke, darkness, or other environmental conditions that obstruct vision.

Merr-Sonn Model 53 "Quicktrigger"
(Base: 6 Damage, Crit3, 1 Enc, 4/4 HP)
Stun Setting, Reduce difficulty of Mechanics check to repair, modify attachments by one
-Integrated Illuminator (1HP)
Remove two setback due to darkness on targets within short range
-Mandalorian Chamber (1 HP)
Stun 5
-Custom Grip (1 HP)
Accurate 1, Remove 1 setback from all attack checks. Non-owners add two setback.
-Blaster Actuating Module (1 HP)
+3 Damage, Pierce 2, Add one setback on attack checks


Blade-breaker
(Base: +0 Damage, Crit4, 1 Enc, 0/1HP)
Defensive 2, Pierce 1, Sunder

Combat Armor, Crafted (2 Enc, 2/4 HP)
+2 Soak
-Integrated Holsters (2 HP, +4 Enc)
Quick Draw, May holster 5 weapons up to 3 Enc in the armor. While holstered, they do not count to character's Encumbrance value.
Holster 1 (L Shin) - Blade-breaker
Holster 2 (Chest) - Quicktrigger
Holster 3 (R Thigh) - Ion Blaster
Holster 4 (U Back) - Sonic Rifle
Holster 5 (L Back) - S-MTAR

Personal Gear

Comlink (handheld),
Stimpack 12x,

Tracker goggles (Add 1 boost to wearer's perception skill checks to locate a target by sight. Remove two setback imposed due to concealment, darkness, fog or mist from Ranged Light and Heavy checks.)

Utility Belt (1/1 Enc):
Canteen (1 Enc)

Load-Bearing Gear (3/3 Enc):
Kirgo Blastworks Lightning 22 Ion Grenade (DC 46) x10,
Kirgo Blastworks NOVA40 Plasma Grenade (DC 47) x10,
Speizoc Spore Stun Grenade (DoH 43) x10,

Mk III Modular Backpack (5/8 Enc):
CAPC ECM-598 Medpac (2 Enc, Grant a boost to Medicine checks, Decrease difficulty to heal Crit injuries by 1 to a min of Easy)
Anti-grav Chute (1 Enc)
Wampa Cloak (2 Enc, Remove 2 setback from checks made to handle the effects of extreme heat or cold, Add 2 boosts on Stealth checks in snowy terrain)

Assets & Resources

320cr of scrap & components,

-"Bantha's Eye" Laser Sight (1 HP)
Add 1 advantage to successful check

Speizoc Arms Spore Stun Grenade x2
(Base: 8 Damage, 1 Enc)
Blast 7, Limited Ammo 1, Pierce 3, Stun Damage

Vibroknife
(Base: +1 Damage, Crit2, 1 Enc, 0/2HP)
Pierce 2, Vicious 1

Combat Armor, Crafted by Ravvil
(1 Enc, 2/5 HP, +3 Soak)
+3 Soak
-Ceremonial Adornment (0HP, Tauntaun Kama)
Remove 2 setback from social skill checks due to wearing armor in socially inappropriate situations. Add 1 setback to Coordination checks
-Integrated Holsters (2 HP, +4 Enc)
Quick Draw, May holster 5 weapons up to 3 Enc in the armor. While holstered, they do not count to character's Encumbrance value.
Holster 1 (L Shin) -
Holster 2 (Chest) -
Holster 3 (R Thigh) -
Holster 4 (U Back) -
Holster 5 (L Back) -

Augmentative Armor, Crafted (6 Enc, 5/7 HP)
+2 Soak, 2 Defense, +7 Enc threshold, Innate Skill (+2 Athletics, +1 Stealth)
-Vacuum Sealed (1 HP)
Ignore effects of vacuum or poisonous atmospheric environment for up to 10 minutes
-Repulsor-assisted Lifting (2 HP)
Increase Enc threshold by 7, +2 Athletics
-Optical Camouflage Systems (2 HP)
Upgrade the ability of all Stealth checks twice, Innate Master of Stealth (Reduce difficulty of stealth check by 1 to a minimum of Easy, take 2 strain), +1 Stealth
-VX Hands-Free Weapon (2 HP, mounted SWE/2 Sonic Rifle)
Aim and fire mounted weapon without using hands.

SWE/2 Sonic Rifle
(Base: 8 Damage, Crit6, 4 Enc. 2/3HP)
Concussive 1, Slow Firing 1, Stun Damage
-Lightweight Frame (1 HP)
Decrease Enc by 1
-Sonic Scope (1 HP)
May observe and target enemies completely hidden by solid objects, +1 Cool, +1 Vigilance

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Side Step 1 EoTE 142 Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in Side Step.
Second Wind 1 EoTE 142 Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Confidence 1 EoTE 133 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Command 1 EoTE 136 Gain one Boost when making Leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command. Inspired targets also add one Boost per rank to any subsequent Discipline checks they make over the next twenty-four hours. This does not increase with additional ranks of Command.
Natural Marksman 1 EoTE 139 Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Sniper Shot 2 EoTE 142 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).
Lethal Blows 3 EoTE 138 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Grit 1 EoTE 136 Each rank of Grit increases a character's strain threshold by one.
True Aim 2 EoTE 145 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.
Deadly Accuracy - Ranged (Heavy) 1 EoTE 134 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.
Toughened 1 EoTE 145 The character increases his wound threshold by two per rank of Toughened.

Background

Qant isn't sure that it's even his real name. He knows now that as a child, he was sold to this crew, a motley gang of pirates of middling success. Chores such as deck scrubbing and galley preparation were his earliest memories.

As he grew up, his size earned him more complex chores such as ship maintenance and weapons handling, and eventually ship boarding action. It was fun at the beginning, as Qant felt camaraderie while doing these dastardly acts. But with each successful battle was a desperate flight from Imperial ships, and Qant began to lose friends and faith in this life of his.

After its most recent defeat, the ship limped into the port of Cryanokin. Qant decided to part ways with the crew, and make his own way forward.

Motivation

Obligation - Favor (8)
To make good his escape, Qant relied on the help of an old comrade, Jorde, to fake his death. Qant has promised him a place in his future homestead, but in the meantime, he will do what he can to ease his friend by answering favors.

Motivation - Reward: Credits
Qant has dreams of owning a ship, and building his home. For all of this to happen, though, he must first have credits.

Obligations

Favor (see Motivation)

Description

Qant is a youngish looking Human male. He dresses in a Survivalist armor from Creshaldyne, a chaotic assortment of armor patches, pouches and amd straps that reinforce the vagabond look he uses to remain far from the center of attention.

A hunting kama, seemingly comprised of Tantan leather with warm fur along the edges. An interlacing pattern of stylized permafrost creates tribal scrawls along the fresh, chilled leather.

Other Notes

https://1drv.ms/x/s!Au79zUIo2w-1rz-MzYV4GwwJA2VA

Inspiration for Qant came from Khan in this scene.
https://www.youtube.com/watch?v=v2irhdZJg3M

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