Cyr-Rho5 by brawlyn

Species
Droid
Career
Soldier
Specializations
Commando/Vanguard
System
Edge of the Empire

8
Threshold 21
Current 16
Threshold 13
Current 5
Ranged 0
Melee 0

Characteristics

6
4
1
1
2
1

Skills

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

Attacks

Vibro-Machete
Range
Engaged
Skill
Melee
Pierce 1, Sunder, Viscious
Damage
+2
Critical
2
Exoglove
Range
Engaged
Skill
Brawl
Knockdown - see Notes
Damage
+2
Critical
4
Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Viscious 3
Damage
5
Critical
3
DR-45 "Dragoon" Cavalry Blaster
Range
Medium
Skill
Ranged: Light
Accurate, Stun Setting
Damage
8
Critical
3
Spray Foam Grenade
Range
Short
Skill
Ranged: Light
Ensnare 4, Limited Ammo 1
Damage
Critical

30
450
3377
7/17

Weapons & Armor

Flare jacket - Soak 1 - Encumbrance 3 - see below

K2 Droid Helmet

Vibro-Machete - Encumbrance 2(0 - stowed)

Spray Foam Grenades - Encumbrance 1 x3(0 - stowed)

DR-45 "Dragoon" Cavalry Blaster - Encumbrance 1(0 - stowed)

Fusion Cutter - Encumbrance 2

Personal Gear

Com-link
backpack - +4 encumbrance threshold
Emergency Repair Patch x2
Exoglove - Encumbrance 2

Assets & Resources

Note from unknown Trandoshan
Box with Mythosaur skull on it
Spacesuit - Encumbrance 1
Sample container(mushroom) - Encumbrance 1

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Non-Organic Being 1 Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons
Inorganic 1 Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1.
Mechanical Being 1 Droids cannot become force-sensitive or acquire Force Rating by any means. Cannot be affected by mind-altering Force powers.
Enduring 1 +1 Soak per rank
Grit 1 +1 Strain threshold
Toughened 3 +6(2x) Wound threshold
Durable 1 May Reduce any Critical Injury suffered by10 per rank of Durable to a minimum of 1.
Armor Master 1 +1 soak, while wearing armor
Heroic Fortitude 1 May spend 1 Destiny point to ignore effects of critical injuries on brawn or agility checks until the end of the encounter.
Dedication 2 +1 to a trait. This can't go higher than 6, +1 to Brawn, +1 to Agility
Body Guard 1 Once per round, perform the Body Guard manuever to guard an engaged character. suffer a number of strain no greater than ranks of Body Guard. Then, until the beginning of the next turn upgrade the difficulty fo combat checks targeting the character by that number.
Conditioned 1 Remove 1 black per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Improved Body Guard 1 Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Point Blank 2 add 1 damage per rank of Point Blank to damage of one hit of successful attack using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.

Background

Enemies and Antagonists: Simply put, the character rubbed someone the wrong way and found themself fleeing their former life.

Motivation

Freedom: The character desires the freedom to do what they want. This could be a passion to overcome one or more of their current Obligations or to see others freed from the shackles of bondage and servitude in all its forms.

Obligations

Bounty: For some reason, the character has a price on their head. This may be in the form of a legal warrant or a contract by criminals, collection agencies, or even someone who felt their honor violated in some way. What they did to earn this mark is up to their background, and the severity of their actions can be based on the size of their Obligation.

Description

They are a former BX-series droid commando that fought for the CIS. He remained unconscious/turned off for years. He ended up in the possession of a crime syndicate(Baktoid Combat Automata), possibly as a collectible prize or potential research asset. He was restarted by Vasher De'Varr(Zach's character) and together they fled the crime syndicate. After he fled he realized that he no longer had a primary directive and was no longer receiving orders to be a soldier. He now seeks to enjoy his newfound freedom and never return to forced servitude. For this reason he wears an old cloak that hides his face and torso.
His ID is BX-C-R078425 but his name is now Cyr-Rho5

Other Notes

Knockdown - As an action, a character may make an Average (2 difficulty) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, they may reel in the cord, pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).

Flare Jacket - Once per encounter, a character wearing the jacket can trigger the charges as a maneuver. Everyone in short range (except the wearer) must make a Hard (3 difficulty) Vigilance check. Failure leads to being staggered for 1 round, plus 1 per 3 disadvantages.

Spray Foam Grenades - Ensnare 4, Limited Ammo

Pierce - Ignore Soak

Staggered - A staggered target cannot perform actions

Sunder - When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or moderate to major. If a weapon already suffering major damage is the target of a successful Sunder, it is destroyed.

Sunder requires one advantage result to activate. If activated multiple times in the same attack, each activation can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack.

Vicious - When this weapon scores a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, the victim adds +30 to [their] Critical Injury or Hit result.

Breach - Breach weapons ignore one point of armor for every rating of Breach (meaning they also ignore 10 points of soak for every rating of Breach).

Burn - If the attack is successful, the target continues to suffer the weapon's base damage each round for a number of rounds equal to the weapon's Burn rating. Damage is applied at the start of each of the target's turns.

A victim might be able to stop the damage by rolling around on the ground and making an Agility check as an action. This is an Average difficulty Coordination check on hard surfaces such as the hall of a ship, or an Easy difficulty Coordination check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is little the victim can do

Electrobinoculars - are, at their most basic, a pair of macrobinoculars with one or more integrated optical enhancement systems, such as long-range digital zoom, passive light amplification, thermal imaging, ultrasound imaging, and the like.
Electrobinoculars allow their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometers away. When using electrobinoculars, characters may remove a setback die from any Perception checks made to identify an object in low light or at long distances.

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