FDX-15 (L-campain) by Hunts

Species
Cybernetic Human (gank reskin)
Career
Spy
Specializations
Infiltrator, assassin, Martial artist, commando
System
Edge of the Empire

12
Threshold 40
Current 0
Threshold 27
Current 0
Ranged 1
Melee 3

Placeholder Image

Characteristics

7
4
2
4
3
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 1
Coercion (Will) X 1
Computers (Int) X 1
Cool (Pr) X 3
Coordination (Ag) X 5 3 boost, -1 setback
Deception (Cun) X 2
Discipline (Will) 3
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 2
Resilience (Br) 0 -1 setback
Skulduggery (Cun) X 0
Stealth (Ag) X 2 2 blue
Streetwise (Cun) X 2
Survival (Cun) 0
Vigilance (Will) 2
Brawl (Br) X 0
Gunnery (Ag) 2
Lightsaber (Br) 0
Melee (Br) X 5 1 adv.
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 0
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) X 0
Knowledge: Xenology (Int) 0

Attacks

Cybernetic neuronic whip
Range
Short
Skill
Melee
Disorient 4, Ensnare 1, stun Damage, paired weapon
Damage
13
Critical
ωωωω
Virbosword
Range
Engaged
Skill
Melee
Defensive 1, Pierce 4, Vicious 2, paired weapon
Damage
14
Critical
ω
Foxis's Custom Vibrosword
Range
Engaged
Skill
Melee
Defensive 1, Pierce 6, Vicious 2, Sunder, Knockdown, paired weapons.
Damage
14
Critical
ω
Retractable Light blaster Pistol (quick draw)
Range
Medium
Skill
Ranged: Light
Stun Setting, Pierce 1
Damage
9
Critical
ωωωω
Portable Kyber laser
Range
Medium
Skill
Ranged: Light
Auto Fire, Breach 2, Limited Ammo 3, Accurate 1
Damage
10
Critical
ω

0
1125
0
7/12

Weapons & Armor

Personal Vibrosword (Ancient, old republic era)
Retractable, Light blaster pistol
Cybernetic Neuronic Whip (Tail)
Custom Segmented Armour.
Custom kyber powerd beam laser (Mounted in place of retractable blaster)

Personal Gear

3-MAL Secure Comlink
Padded armour

Assets & Resources

Critical Injuries & Conditions

Cybernetic legs (Mod III)
Cybernetic arms (Mod V)
Cybernetic Weapon Implant
Multi-Tool Hand
Adrenal Implant

Talents

Name Rank Book & Page Description
Grit 10 Each rank of Grit increases a character’s strain threshold by one.
Dodge 4 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, them upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Frenzied Attack 4 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. The number cannot exceed his ranks in Frenzied Attack.
Defensive Stance 2 One per round on the character’s turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character’s next turn, upgrade the difficulty of all melee combat checks targeting the character a number of time equal to the strain suffered by the character in this way.
Stunning Blow 2 When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak.
Soft Spot 1 After making a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit of the successful attack.
Knockdown 1 After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires an additional Triumph for each silhouette larger.
Jump up 1 Get up as a incidental
Improved stunning blow 1 When dealing strain damage with Melee or Brawl checks, the character may spend a Triumph result to stagger his target for one round per Triumph.
Natural brawler 1 Once per game session, the character may reroll any one Brawl or Melee check.
Rapid Recovery 2 When this character heals strain after an encounter has concluded, he heals one additional strain per rank in Rapid Recovery.
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.
Jump up 1 Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental.
stalker 2 The character adds a Bonus die per rank of Stalker to his Coordination and Stealth checks.
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.
lethal blows 7 +10 to criticals
sniper shot 1 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.
Deadly accuracy 1 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.
Precision strike 1 may suffer 1 strain to change a critical injury roll to any easy result.
Precision strike (Improved) 1 may suffer 2 strain to change a critical injury roll to any average result.
Quick draw 1 may draw a weapon as incidental
martial grace 1 once per round, may suffer 2 strain to add damage equal to ranks in coordination to next brawl check made this turn.
Iron body 2 remove a setback per rank of iron body to coordination and resilience checks. reduce critical rating of unarmed attacks bt 1 per rank of iron body.
Clever solution 1 Once per session may replace the characteristic of a skill check with cunning.
Mind over Matter 1 May spend 1 destiny point to recover strain equal to willpower
Coordination dodge 1 May spend 1 destiny point to add failures equal to ranks in coordination to attacker's check
Parry 2 When hit by a melle attack, suffer 3 strain to reduce damage by 2 plus ranks in parry
Unarmed Parry 1 May parry while unarmed, reduce strain cost to parry while unarmed by 1 (to a minimum of 1)
Overballance 1 Whenever an enemy character makes a combat check, after the attack is resolved, the character pay spend 1 dispair or 3 threat to stagger the attacker untill the end of the attacker's next turn.
Durable 5 may reduce any critical injury suffered by 10 per rank of durable to a mimimum of 1
physical training 1 add 1b per rank of physical training to athletics and resilience checks
Armour master 1 increase soak by 1 while wearing armour
Toughened 14 gain +2 wound threshold
Unstoppable 1 IF a critical injury roll is 1 or reduced to 1, do not recieve that critical injury
heroic fortitude 1 may spend 1 destiny point to ignore effects of critical injuries on brawn or agility checks untill the end of the encounter
Enduring 2 +1 soak value
Toughened (improved) 1 Once per session may heal wounds equal to ranks in Toughened.
Feral strenght 2 add 1 dmg per rank of feral strenght to one hit of successfull attacks made using Brawl or Melee.

Background

Motivation

Obligations

Maintenance(20) - FDX-15 needs to ensure their many moving parts stay in good condition. Having a wrench or two on hand never hurt.

Description

Other Notes

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