Soldier - Athletics, Medicine, Survival, Knowledge (Warfare), Brawl, Melee, Ranged (Light), Ranged (Heavy).
Soldier - Sharpshooter (Base Spec) - (Talents : 120/150xp) - Cool, Perception, Ranged (Light), Ranged (Heavy).
□ ■ □ □ - (05xp) - X - Sniper Shot - X - Grit
□ ■ □ □ - (10xp) - X - True Aim - X - Lethal Blows
□ ■ □ □ - (15xp) - X - Lethal Blows - X - True Aim
□ ■ ■ □ - (40xp) - X - Deadly Accuracy - Toughened - X
□ ■ ■ □ - (50xp) - X - Natural Marksman - Dedication - X
Technician - Cyber Tech (30xp) - (Talents : 5/125xp) - Athletics, Mechanics, Medicine, Vigilance.
■ □ □ □ - (05xp) - Cyberneticist - More Machine Than Man - Engineered Redundancies - Toughened
□ □ □ □ - (00xp) - X - Toughened - X - X
□ □ □ □ - (00xp) - X - More Machine Than Man - Durable - X
□ □ □ □ - (00xp) - X - X - More Machine Than Man - Surgeon
□ □ □ □ - (00xp) - X - X - X - Dedication
Ace - Gunner (40xp) - (Talents : 25xp) - Discipline, Resilience, Gunnery, Ranged (Heavy).
■ □ □ □ - (05xp) - Durable - Grit - X - Debilitating Shot
■ ■ □ □ - (20xp) - Toughened - Brace - X - True Aim
□ □ □ □ - (00xp) - Durable - enduring - X - X
□ □ □ □ - (00xp) - Toughened - Enduring - X - X
□ □ □ □ - (00xp) - X - Jury Rigged - Dedication - True Aim
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Character Creation Details
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#Starting XP :
+260xp : Race (110xp), Knight (150xp).
#Total xp Spent :
-260xp
#Characteristics :
-100xp : 70xp Agility, 30xp Cunning.
#Starting Skills :
Career : Soldier
Athletics +1, Medicine, Survival +1, Knowledge (Warfare), Brawl, Melee, Ranged (Light) +1, Ranged (Heavy) +1.
Spec.: Sharpshooter
Cool, Perception, Ranged (Light) +1, Ranged (Heavy) +1.
Race : Vigilance +1.
#Extra Specialization :
-30xp Technician Cyber Tech
#Talents :
-120xp : 5xp Sniper Shot, 10xp True Aim, 15xp Lethal Blows, 20xp Deadly Accuracy, 20xp Toughened, 25xp Natural Marksman, 25xp Dedication.
-5xp : 5xp Cyberneticist.
#Skills :
-5xp : 5xp Perception.
#Gear :
Starting Credits : 17000cr (500cr Base, 9000cr Knight, 2500cr Duty(10), 5000cr Gank's Cybers)
#Spent : 16985
- Gank's Cybernetics Fund :
Cybernetic Arms mod VI - 5000
-Regular Fund :
SKZ Sporting Blaster with attachments - 600cr (2700cr)
Katarn-class Commando Armor with attachment - [R]6500cr (6900cr)
Q-22 Retinal Tracker - 1250cr
Surge Override Switch - 500cr
Gank Comm Implant - 125cr
Verpine Headband : 500cr E1 R6
Military Belt Pouch - 10cr
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Katarn-class Commando Armor
Defense 1 | Soak 2 | Price [R] 6,500 | Enc 4 | HP 3 | Rarity 7
Features:
• Insulated Bodysuit: Add 2 Boost to Resilience checks to resist environmental effects. Removes up to 2 Setback added to checks due to environmental effects.
• Vacuum Sealed: Allows user to ignore the effects of vacuum, toxic or poisonous atmospheric environments for up to 6 hours.
• Integrated Scanners: The user benefits from a General-Purpose Scanner and an Enhanced Optics Suite. Removes up to 2 setback added to Perception, Vigilance and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision and adds boost to perception checks made to detect movement or hidden enemies.
• Communications Suite: The user benefits from a 3-MAL Secure Comlink. This comlink transmits up to medium range on the planetary scale. Encryption adds 1 setback to any check made to intercept and unscramble the signal. Monitoring a standard clear frequency on civilized worlds can add 2 boost to Knowledge checks related to current events or conditions at the GM's discretion
• Modular Backpack: Increases the users encumbrance threshold by 6. The user benefits from a Modular Backpack Frame with one unit of the user’s choice. Can hold one additional unit beyond the first.
Free Unit : Sensor Unit (3,000 credits, Encumbrance 2, Rarity 3):
Features a raised, rotating dish similar to the smaller unit on astromech droids, which feeds into a wrist-mounted touchscreen which can be set to alert the wearer to nearby movement or scan the area in general up to long range. In addition to receiving narrative benefits such as advance warning of movement, the wearer adds an automatic Advantage to Vigilance checks
Neural Recorder 125 (250) - 8
Make a Easy (1) Discipline check to recall information gained while the recorder was running. Recorded data can be copied to a more common external storage device using a included connection port
Gank Comm Implant 125 (250) - 7
Characters with the implant can communicate silently with each other at ranges up to 3 kilometers. Cannot be used to communicate with a normal comlink. Virtually impossible for anyone without the implant to listen in, but comm jammers can disrupt the signal.
Surge Override Switch 500 (1,000) - 6
Once per encounter as an action, a character with a surge override switch may make an Average (2) Discipline check. If he succeeds, he may reactivate any number of cybernetic implants that have been overloaded by weapons with the Ion quality, the Overcharge talent, or similar effects. For each implant he reactivates this way, he suffers 2 strain. A surge override switch cannot be disabled by Ion weapons or overloaded by other means
Q-22 Retinal Tracker 2,500 - 6
Provides an automatic Advantage on Gunnery and Ranged (Heavy) checks.