Splurge by ObiWan92

Species
Gen'Dai
Career
Bounty Hunter
Specializations
Assassin
System
Edge of the Empire

6
Threshold 25
Current 11
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

4
5
3
1
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) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) X 3
Resilience (Br) 1
Skulduggery (Cun) X 0
Stealth (Ag) X 5
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 10
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

T-7 Ion Disruptor
Range
Long
Skill
Ranged: Heavy
Blast 6, Cumbersome 4, Slow-Firing 1, Vicious 6 (Minimum critical is "Crippled")
Damage
12
Critical
2
Cortosis Shield
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Defensive 2, Deflection 2
Damage
4
Critical
6
Electrostaff
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Linked 1, Stun Setting, Unwieldy 3
Damage
8
Critical
3
Under-Barrel Flame Projector
Range
Short
Skill
Ranged: Heavy
Burn 5, Blast 2
Damage
10
Critical
2

0
450
4245
14/24

Weapons & Armor

T-7 Ion Disruptor - This weapon is primarily designed as an anti-vehicle and -aircraft weapon. It fires a plasma round which is capable of piercing through the tough armour of smaller vehicles - and de-atomizing entire groups of life forms at once. When a living target suffers a critical hit from this weapon, the minimum injury is "Crippled". Whenever a vehicle suffers a critical hit, the minimum damage is "Component Hit". Encumbrance 6

Arakyd Industries PX-11 "Battlement" Powered Armour - The PX-11 is a heavy piece of armour which uses mechanical and powered musculature to reduce the weight on the user, as well as artificially increase their strength. Suit is vacuum-sealed with life support, allowing wearer to survive in a vacuum or toxic environment for up to 1 hour. Suit helmet has a comlink as well as sophisticated sensors removing 2 setback dice from Perception, Surveillance, Vigilance and combat skill checks due to darkness, smoke, or environmental factors that obscure vision. Power pack lasts 12 hours of use. Brawn +1 while wearing armour (does not increase soak or wound threshold). Athletics skill +1 while wearing armour. If armour loses power, encumbrance becomes 12, defense becomes 0 and lose Brawn increase. Encumbrance 9

Cortosis Shield - This is a lightsaber resistant shield used by the most elite defense force units or jedi hunters. From a time of the Old Republic, they are not so common. Encumbrance 4

Electrostaff - This double sided weapon is weaved with cortosis, allowing it to be used as an effective weapon against lightsaber wielding foes. Encumbrance 4

Personal Gear

Cybernetic Arms - These arms are built to replace lost limbs, but some may choose to replace a limb with these superior technical ones. They are bought separately. Mod V cyber-arms provide +1 to the Brawn characteristic.

Cybernetic Legs - These legs are built to replace lost limbs, but some may choose to replace a limb with these superior technical ones. Mod III cyber-legs provide +1 to the Agility characteristic.

Cybernetic Brain Implant - This implant is well known as a primary enhancement used by most cyborgs. It essentially adds an extra computer to the natural brain's ability. This implant grants a +1 to the Intellect characteristic. It also has a built-in comlink and computer access link.

Mk. III Modular Backpack x2 - This gear designed by Creshaldyne Industries is made to allow safe storage of equipment by survivalists and hunters. Increases encumbrance threshold by 2. Extra pockets increase the encumbrance threshold by 1 (6 can be attached). (With 6 extra pockets.)

Utility Belt - This is a belt containing an array of pockets and slots for tools and weapons to be placed in.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 1 Gain +1 strain threshold
Lethal Blows 3 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents
Stalker 3 Add 1 boost per rank of Stalker to all Stealth and Coordination checks
Dodge 2 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade then upgrade the difficulty of the check by that number
Precise Aim 2 Once per round, may perform the Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number
Jump Up 1 Once per round, may stand from seated or prone as an incidental
Quick Strike 1 Add 1 boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
Quick Draw 1 Once per round, draw or holster a weapon or accessible item as an incidental
Targeted Blow 1 After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit
Anatomy Lessons 1 After making a successful attack may spend 1 Destiny Point to add damage equal to Intellect to one hit
Sniper Shot 1 Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase
Deadly Accuracy 1 Add damage equal to skill ranks in Ranged (Heavy) to one hit of successful attack made using that skill
Master of Shadows 1 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skullduggery check by one
Dedication 1 Gain +1 to a single characteristic. This cannot bring a characteristic above 6
Durable 2 The character may reduce a Critical Injury result they suffer by 10 per rank of Durable, to a minimum of one
Advanced Nervous System 1 My make tactile Perception checks from up to Long range as if Engaged. Difficulty to perceive the subject is upgraded once per range band of distance
Regeneration 1 Recover 1 wound per round or minute at all times, and may attempt to heal critical injuries once at the end of each encounter or once per 2 hours minimum. When healing the "Maimed" injury, reattach the limb
Unmatched Devastation 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 must be made using a non-starship vehicle weapon that the character has not already used this turn

Background

Motivation

Obligations

Description

Other Notes

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