CT 9290 "Beehive" by DT01816

Species
Clone Human
Career
Bounty Hunter
Specializations
Assassin, Sharpshooter, Gadgeteer, Gunslinger
System
Age of Rebellion

6
Threshold 20
Current 0
Threshold 19
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

3
5
4
2
3
2

Skills

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

Attacks

DC-17
Range
Medium
Skill
Ranged: Light
Stun Setting, Accurate 1
Damage
7
Critical
2
DC-15A
Range
Medium
Skill
Ranged: Heavy
Auto-Fire, Pierce 1, Stun Setting
Damage
9
Critical
3
Flamestrike
Range
Short
Skill
Gunnery
Burn 4, Blast 9, Cumbersome 3, Vicious 2
Damage
9
Critical
2

0
1500
0
6/8

Weapons & Armor

ARC Armor 1 2 5 hp Includes an integrated comlink with scrambler capable of using all standard republic communications protocols. The survival pack incorporates emergency rations, a water filtration system, microfiber line and a distress beacon.

Physiological Enhancement System - Whenever the character suffers strain involuntarily, reduce the amount of strain suffered by 1, to a minimum of 1. The wearer adds ⬛ to all Athletics, Coordination and Resilience checks. 1 Skill (Athletics) Mod, 1 Skill (Coordination) Mod, 1 Skill (Resilience) Mod,

Squad Tacs - Wearer adds ⬛ to all Perception and Vigilance checks while withing medium range of one or more allies also using armor with this attachment. Includes intergrated Comlink

Kiirium Coating Adds + 1 soak to armour against blaster and flame attacks 2 Decreases the difficulty of Resilience checks made to resist the effects of fire and extreme heat by 1 Mods.

2 DC-17 Hand Blaster Ranged Light 7 2 Medium 2 3 Accurate 1, Stun Setting
paired, custom grip, hair trigger

DC-15A Blaster Carbine Ranged Heavy 9 3 Medium 3 4 Auto-Fire, Pierce 1, Stun Setting

Flamestrike Gunnery 9 2 Short 8 3
Burn 4, Blast 9, Cumbersome 3, Vicious 2
Lightweight frame Reduces a weapons encumbrance by 1 to a minimum of 1 1 Reduce a weapons encumbrance by 1 to a minimum of 1 mod
custom grip,

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 5 Each rank of Grit increases a character’s strain threshold by one.
Toughened 3 The character increases his wound threshold by two per rank of Toughened.
Lethal Blows 7 The character adds + 10 per rank of Lethal Blows to any Critical Hit rolls inflicted on opponents.
Dedication 4 Each rank permanently increases a single characteristic of the player’s choice by one point
Deadly Accuracy (All) 6 . This cannot bring a characteristic above six.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 to any damage inflicted while using it. He may not choose the same combat skill twice.
Stalker 3 The character grants ⬛ per rank of Stalker to his/her Coordination and Stealth Checks
Dodge 3 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 his ranks in Dodge.
Precise Aim 2 Once per round on the character's turn. the character may perform a Precise Aim maneuver before attempting a combat-related skill check to reduce a target's defense by one.
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.
Quick Draw 1 Once per round on the character’s turn, he 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.
Quick Strike 3 The character adds ⬛ per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Targeted Blow 1 On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character may spend one Destiny Point to add damage equal to his Agility to the attack.
Anatomy Lessons 1 After a successful attack with a personal (non-starship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack.
Master of Shadows 1 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (d).
Defensive Stance 1 Once per round on the character’s turn, the character may perform a Defensive Stance maneuver to defend 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 times equal to the strain suffered by the character in this way.
Disorient 1 After hitting with a combat check, the character may spend x to disorient his foe. Disoriented targets add ⬛ to all skill checks. The target is disoriented for a number of rounds equal to the attacker's ranks in Disorient.
Point Blank 1 Add one damage per rank of Point Blank to successful Ranged (Heavy) or Ranged (Light) checks made while at close range or engaged.
Jury Rigged 2 "The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one, decrease the a cost on its Critical Hit or any single other effect by one, or increase armor's ranged or melee defense by one. Alternatively, he 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."
Spare Clip 1 The character does not run out of ammo on a y. Items with a listed clip size run out of ammo as normal.
Tinkerer 1 The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its hard points by one. He may only do this once per piece of equipment. but may modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment. he may apply Tinkerer to a new one.
Armor Master 1 When wearing armor, the character increases his total soak value by one.
Armor Master Improved 1 When wearing armor with a soak value of two or higher. The character increases his defense by one.
Sniper Shot 2 Once per round before making a 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 (this is in addition to the increased difficulty of the shot due to longer range)
True Aim 2 Once per round. before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and may also upgrade his attack roll once per rank ofTrue Aim.
Expert Tracker 2 The character removes ⬛ per rank of Expert Tracker from his checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).
Crippling Blow 1 The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If he succeeds and deals damage to the target’s wound threshold, the target suffers one strain whenever he moves for the remainder of the encounter.
Quick Fix 1 Once per game session, the character can choose to make one skill check using Agility, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his agility is helping him overcome this challenge.
Natural Marksman 1 Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Rapid Reaction 2 The character may suffer a number of strain to add an equal number of s to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Improved Quick Strike 1 The character may activate the Quick Draw talent twice per round (instead of just once per round).
Call Em 1 This character does not add any ⬛ to his combat checks due the use of the Aim maneuver
Confidence 1 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.
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.
Sorry About the Mess 1 The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Guns Blazing 1 When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.

Force Powers

Force Rating
Power
Unmatched Devestation
Description
Upgrade Effect
Remove Setback 2
Improve Mobility
Increase Number 3
Target Priority
Draw and Fire

Background

Motivation

Duties

Description

Other Notes

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