Verx Ordo by Gabriel410

Species
Mandalorian corellian human
Career
Soldier
Specializations
Gunslinger, death watch, sharpshooter, Vanguard
System
Edge of the Empire

7
Threshold 26
Current 0
Threshold 17
Current 1
Ranged 5
Melee 4

Placeholder Image

Characteristics

4
6
2
2
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 3
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) X 0
Mechanics (Int) X 2
Medicine (Int) X 1
Negotiation (Pr) X 2
Perception (Cun) X 0
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) X 2
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) X 2
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 0

Attacks

Westar-35
Range
Medium
Skill
Ranged: Light
Linked 1, Inaccurate 1, Accurate 2, stun setting
Damage
6
Critical
3
Westar-35
Range
Medium
Skill
Ranged: Light
Pierce 2, linked 1, inaccurate 1, Accurate 1, stun setting
Damage
9
Critical
3
Superior Disruptor rifle
Range
Long
Skill
Ranged: Heavy
Cumbersome 2, vicious 5
Damage
14
Critical
1
Z-6 MISSILE
Range
Long
Skill
Ranged: Heavy
Blast 10, Breach 1, Inaccurate 1, Limited Ammo 1, Prepare 1
Damage
13
Critical
3

5
1125
150100
13/15

Weapons & Armor

Mandalorian Armor

3 Soak
2 defense
3 ENC
5 HP
HP usage:

2 in portable plasma shield - 2.5k (check, upgraded 4 times(3 range, 1 melee)
2 in cortosis - (check)
1 in vacuum sealed (check)


Disruptor rifle
11 damage
Long
4 HP
Vicious 5
Cumbersome 2
Special:
Whenever a critical injury is dealt, the minimum injury is the "Crippled" effect.

May not be modified to increase range or rate of fire.

HP Usage:
Banthas eye - Add automatic advantage result on successful combat checks with the weapon.

Sonic scope - May observe and target enemies completely hidden by solid objects.

Superior - generates automatic 1 advantage on all checks related to its use, and has its base damage increased by one.

Telescopic optical sight - Reduce the difficulty of long or extreme range combat checks by one.

Wester-35(first)
11 damage
3 crit
Medium
3 HP
Accurate 2
Stun setting

HP usage:
Paired: Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.

Custom grip - Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it. (Accurate 1)

Hair trigger - Gains Linked 1 & Inaccurate 1



Wester-35(second)
11 damage
3 crit
Medium
3 HP
Accurate 1
Stun setting

HP Usage:
Paired - Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.

Hair trigger - Gains Linked 1 & Inaccurate 1

Blaster Actuating Model - Damage +3, Pierce 2 , and Add 1 setback dice to all checks made with weapon.

Z-6 Jetpack
Silh - 1
Speed - 2
Handling - 0
System strain - 3




Personal Gear

My backpack - +6 enc
Utility belt - +1 enc

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 6 The character increases [their] wound threshold by two per rank of Toughened.
Intimidating 2 When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating.
Conditioned 4 The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Grit 5 Each rank of Grit increases a character's strain threshold by one.
Armor master 1 While wearing armor, the character increases their total soak value by one.
Side step 2 Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target.
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.
Point blank 2 The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Improved armor master 1 When wearing armor with a soak value of two or higher, the character increases their defense by one.
Hit and run 1 While the character is using a jetpack, after they complete an attack targeting an opponent they are engaged with, the character may immediately disengage as an incidental.
Dedication 4 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
To the death 1 Once per session, the character may take the To the Death! maneuver, suffering strain no greater than their Willpower rating. For each strain suffered this way, add +10 to Critical Injury rolls the character inflicts and suffers until the end of the encounter.
Improved side step 1 When the character performs a Side Step maneuver, until the start of their next turn, they may spend three threats or a despair result from a combat check targeting them to inflict one hit on that attacker from a Ranged (Heavy) or Ranged (Light) weapon the character is currently wielding. The hit deals its base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character.
Skilled jockey 1 The character removes setback dice per rank of Skilled Jockey from [their] Piloting (Planetary) and Piloting (Space) checks.
Quick draw 1 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.
Improved quick draw 1 The character may activate the Quick Draw talent twice per round (instead of just once per round).
Rapid reaction 3 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.
Quick strike 2 The character adds a boost dice per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter.
Deadly accuracy 2 Each time the character gains a rank of Deadly Accuracy, they must choose one combat skill. The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice.
True aim 2 Once per round, before the character makes a ranged attack, [they] may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades [their] attack roll once per rank of True Aim.
Sniper shot 2 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 their 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).
Jury rigged 1 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 amour.
Lethal blows 4 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Call ‘em 1 This character does not add any setback dice to [their] combat checks due to the use of the Aim maneuver.
Sorry about the mess 1 Decrease the Critical Rating, of a weapon by 1 (To a minimum of 1) against targets that have not yet acted this encounter.
Moving target 1 If the character has already acted this round, increase [their] ranged defense by 1 per rank of Moving Target.
Jetpack Expertise 1 The character may spend advantages from their checks to remove 1 system strain from their jetpack. (They may choose this effect multiple times when spending advantages
Precise aim 1 Once per round on the character's turn, the character may perform a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decrease the target's defense (ranged and melee) by one per strain suffered for that combat check.
Momentum 1 The character deals additional damage with their first hit equal to the number of range bands they moved during the current round.
Death From Above 1 Once per encounter, inflict 1 system strain on jetpack and make a Hard (PPP Piloting check. For each success one adversary in short range is knocked prone. May spend triumph to stagger one affected target
Crippling blow 1 Increase the difficulty of the next combat check by one. If check deals damage, target suffers 1 strain Whenever he moves for the remainder of the encounter
Expert tracker m 1 Remove a Setback dice per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Spitfire 1 After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.
Improved Bodyguard 1 Once per session, when an ally protected by the character's Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer that hit instead of the ally.

Background

Verx was born on Alderaan on 21 BBY to a Corellian family who taught him their skills in flying and were teaching him to be a pilot. His father taught him how to shoot pistols, a little bit of the rifle, and most importantly how to fly. His mother taught him how to cook and keep himself safe and healthy in dire situations. He also had his two siblings, whom he played with whenever he had the chance and taught them what he could. When he hit 20 he decided that he wanted to go make a name for himself out there and told his family. They were proud of him and happy that he wanted to go on his own. He decided to go to coruscant to try to make it big with big contractors as a pilot. As soon as they started going into hyperspace he saw it, his home blown into nothing, his family gone. He didn’t know it till he got to coruscant where he realize he wasn’t just daydreaming or insane, he tried calling them time and time again, nothing, nobody picked up it was just static. He was lost and scared, he couldn’t hold a job and had no money to support, to the point where he reverted to a street rat mentality, starving and desperate for anything. After a year of scavenging, stealing, and whatnot, he had the misfortune of being starving again while a mando walked by. He was desperate enough to attack this man who was in clad armor who was easily able to dodge and defend against the attacks. The mando wasn’t really mad though, in fact he was amused at Verx attempts. Once Verx was tired out and couldn’t go further the Mando asked “do you want a chance at life? Would you like to become stronger? Or perhaps you wanna stay here and stay a street rat and a coward attacking anyone that has the misfortune of walking by you” Verx would look at his hands and drop the knife he had, he would shed a a tear and accept the mandos offer. As his one shot in life, to finally make it somehow, Verx was very desperate to learn everything he could. As soon as he could he began accepting the teachings and the indoctrination of the Mandalorian. Verx would train with the mando for a two years, learning mando’a, hot to properly shoot, the values of the mandalorians, and most importantly he would learn most if not all of the history of the mandalorians. The Mandalorian he had the fortune of meeting was from the clan Ordo and finally after 2 years learning under the Mandalorian, Verx was sworn in as part of the clan and took the oath of the Resol’nare and the canons of honor. Verx donned a yellow and black armor to signify Justice and Vengence, he feels pure hatred towards imps, and wants to get vengeance and justice for not just his family that was lost but for the countless other families. He wasn’t outspoken about it but he abhorred the new factions of mandalorians, and believed that they needed to unite under a new mand’alor and go back to being a form of the crusaders or neo crusaders, and then they would truly be back in power. Since 3 ABY he has been working as a contractor taking various jobs, bounty hunting, assassin, bodyguard, he’s also done various jobs for the NR and taken many contacts for them. Now he finds himself in coruscant on another mission by the NR. These are always personal because of what the empire did to him.

Motivation

* He wants to get justice and vengeance on what the empire did. He

* He believes in uniting mandalore once again, and begin a crusade like the world has never seen, albeit not towards the republic seeing how that’s ended in horrible fashion twice now.

* Money

Obligations

Duty bound: He is duty bound to his jobs as a merc, contractor of all sorts, and his service to the military.

Oath: He has sworn under the Resol’nare and the canon of honor and follows them deeply.

Obsessed: He is obssesed with following the canon of honor and the Resol’nare. He believes in always following these rules in a strict manner enough to put his own life in danger.

Bountied: he has a bounty put out on him by the empire remnants for working with the new republic

Family: He was adopted by the Ordo Clan and wears the symbol proudly, for awhile he has worked alone but he would drop everything if needed for them.

Description

Verx wears a Mandalorian suit of armor that’s black and yellow to signify justice and revenge. He has old worn scratches on his shoulder pads and chest, and some of his right shin pad. He has a bounty x kill count on his plate of how many bounties and hits he’s done. He has the symbol of the mythosaur on his helmet and his right thigh, and a painted red claw mark on the left of his visor. On his left leg he has the symbol of the Ordo clan and the crusaders surrounding it.

Other Notes

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