Protocol Blood Spatter, PBS by BotFilip

Species
Gank
Career
Bounty hunter
Specializations
Assassin, Gadgeteer
System
Edge of the Empire

4
Threshold 14
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

2
5
3
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) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 3
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 0
Stealth (Ag) X 2
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 1
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 4
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

Arquebus "Princess"
Range
Long
Skill
Ranged: Heavy
Cumbersome 2, Prepere 1
Damage
9
Critical
5
Blaster Rifle (Stun)
Range
Long
Skill
Ranged: Heavy
Stun setting
Damage
9
Critical
3

0
410
0
12

Weapons & Armor

Armored Half-vest
Whenever a character wearing an armored half-vest suffers a Critical Injury, the armor becomes damaged by one step (1 Defence, 1 Soak, 0 HP)

Arquebus [Jury Rigged decrease the advantage cost on its Cumbersome 3->2, Mod: Sonic Scope] (9 Damage, 5 Crit, HP 3/4, Cumbersome 2, Prepere 1)
As a maneuver, a character wielding an arquebus may suffer up to 5 strain. The PC's next combat check with the arquebus gains Pierce with a rating equal to the strain suffered

Sonic Scope
Base Modifiers: The character may observe and target enemies who are completely hidden by solid objects that the weapon can penetrate. At the Game Master's discretion, the target might receive additional defense or even soak to reflect shooting through a solid object.

Blaster Rifle (9 Damage, Crit 3. HP 4, Stun setting)

Personal Gear

Comlink (handheld)
Mk. III Modular Backpack
Breath Mask and Respirator
Tool Kit

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 1 EotE page 57 Gain +2 Wounds Threshold
Jury Rigged 1 EotE page 57 The character chooses one personal weapon or piece of armor per rank of Jury Rigged. [They] may increase the damage of the weapon by one; decrease the advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, [they] can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Armor Master 1 EotE page 57 While wearing armor, the character increases their total soak value by one.
Tinkerer 1 EotE page 57 The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one.
Dedication 1 EotE page 57 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. (Agility))
Improved Armor Master 1 EotE page 57 When wearing armor with a soak value of two or higher, the character increases their defense by one.
Grit 1 EotE page 59 Each rank of Grit increases a character's strain threshold by one.
Precise Aim 1 EotE page 59 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 their ranks in Precise Aim. They then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check.
Targeted Blow 1 EotE page 59 On a successful attack during combat using a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to [their] Agility to one hit of the successful attack.
Lethal Blows 2 EotE page 59 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Dodge 1 EotE page 59 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge.
Jump Up 1 EotE page 59 Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Quick Strike 1 EotE page 59 The character adds a boost die per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter.
Quick Draw 1 EotE page 59 Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of 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.
Spare Clip 1 EotE page 57 The character does not run out of ammo on a despair result. Items with Limited Ammo quality run out of ammo as normal.
Brace 1 EotE page 57 As a maneuver, the character may Brace themself. This allows the character to remove one setback die per rank of Brace from their next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other physical obstacles that would make a skill check more difficult.

Background

Motivation

Obligations

Description

Other Notes

Gank Comm Implant
Characters with Gank comm implants can communicate silently with each other at ranges of up to several kilometers. Since these implants do not use audible information exchange, they cannot be used to communicate with a normal comlink. Likewise, due to the unique nature of these devices, it is virtually impossible for anyone without the implant to listen in on others' comm implant communications, though comm jammers can disrupt their signals. The messages sent via Gank comm implants are not auditory, so effectively communicating requires the users to share a language

Cyberscanner Limb (COMBAT SCANNER)
The Mod IV Scanner Limb incorporates a portable scanner and, unlike most cybernetics, is concealed by a synthflesh covering to disguise that there is anything out of the ordinary about the limb.

Combat Scanner
Combat scanners remove two setback dice added to the user's checks due to darkness. Enemies add two setback dice to any checks they make to intercept or decrypt data broadcast from the unit.
The Mark 6 offers some of the features of a general purpose scanner, scanner goggles for night-vision capability, and a com scrambler. This means it allows the user to see normally in dark conditions, can be set to track motion, heat, and metal, and adds two setback dice to any checks made to attempt to decode and understand transmissions from the combat scanner to other combat scanners.

Return to Top