7th - Codename: Váli by BadgersDontCare

Species
Gank
Career
Soldier
Specializations
Sharpshooter, Cybertech, Ace
System
Age of Rebellion

4
Threshold 16
Current 0
Threshold 12
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
6
2
3
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1 -■
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) X 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 1 -■■
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0 -■
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1 +v -■■
Brawl (Br) X 0
Gunnery (Ag) 0 +v
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) X 3 +□□□v -■
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

MKII EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 1
Damage
8
Critical
4 +10
SKZ Sporting Blaster
Range
Extreme
Skill
Ranged: Heavy
Stun Setting (Short)
Damage
11
Critical
4 +10

40
365
3515
5+2 / 13 (Base 7)

Weapons & Armor

SKZ Sporting Blaster - 600cr (3250cr)
E3, HP4/4, R4
Can be broken down for transport in a small case.
+ Custom Grip : 600cr, HP1, R6
Remove ■ from combat check
Mod : Accurate +1 (Add □ to checks)
+Telescopic Optical Sight 250cr HP1 R2
Reduce Long and Extreme Difficulty
+ Marksman Barrel : 1500cr, HP2, R4
Increases range by 1 range band.
Cumbersome 2
Mod : Accurate +2 (Add □ □ to checks)

Katarn-class Commando Armor
D1, S2, 6500cr (6900cr), E1/4, HP3, R7, E+6
+ Custom Fit : 400cr, HP1, R3
+ Sensor Unit (Free)
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

Personal Gear

Cybernetics (4/5) :

Cybernetic Arms mod VI - 5000
Q-22 Retinal Tracker - 1250
Surge Override Switch - 500
Gank Comm Implant - 125

Gear :

Verpine Headband : 500cr E1 R6
Military Belt Pouch : 10cr E0 R0
0x Vutalamine : 125cr per E0 R5


--- Requisitions ---

5/5 Stimpacks
1/1 Reload
2/2 MKII EMP Grenade

Assets & Resources

Hours : 96 / 96
Duty : 75 / 75
CR : 0

Critical Injuries & Conditions

2020-05-31: Vidarr (♦♦) Hamstrung: Healed
2020-05-31: (♦) Distracted: Healed
2020-05-31: (♦♦) Scattered Senses: Healed
2020-05-31: (♦♦) Winded: Healed
2020-10-12: (♦♦♦) At the Brink: Healed
2020-10-12: (♦♦) Scattered Senses: Healed
2020-10-12: (♦♦) Bowled Over: Healed

Talents

Name Rank Book & Page Description
Sniper Shot (Maneuver, Yes) 1 AoR, 156 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 (this is in addition to the increased difficulty of the shot due to longer range).
True Aim (Maneuver, Yes) 1 AoR, 158 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 also upgrades his attack roll once per rank of True Aim.
Lethal Blows (Passive, Yes) 1 AoR, 151 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Deadly Accuracy (Passive, Yes) 1 AoR, 145 (Ranged Heavy) - 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.
Toughened (Passive, Yes) 2 AoR, 158 The character increases his wound threshold by two per rank of Toughened.
Dedication (Passive, Yes) 1 AoR, 145 #1 : Agility, #2 :
Natural Marksman (Incidental, No) 1 AoR, 154 Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Cyberneticist (Passive, Yes) 1 SM, 34 The character removes ■ per rank of Cyberneticist from his checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional ranks of Cyberneticist).
Durable (Passive, Yes) Battlescar : Hamstrung - 15xp (2020-05-31), At the Brink - 10xp (2020-10-12) 3 AoR, 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Brace (Maneuver, Yes) 1 AoR, 143 As a maneuver, the character may Brace himself. This allows a character to remove ■ per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, gm%m\ heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.

Background

As a young Gank, according to my clan's history, I was given a codename : Váli. I was also assigned a mentor : Hœnir. From my training and tests results, the role of sharpshooter was attributed to me. I went on a few mission with my group and they were all successful so far, yet, somehow, something didnt go right... When I knew my mentor and his brother were fleeing from Nal Hutta, I had no time to think what was right, and I could not let him go like that, my training was not over yet, so I boarded clandestinely their ship. I did not like the idea of joining the Republic army at first but the idea of fighting against overwhelming odds won me over.

Motivation

2020-10-14 : REDACTED : 40xp, 20 duty, 1000cr, 24 hrs
Kill Count: 10x B2s, 1x Octuptarra, 10 mini-assassin droids.
Used 1 dose of Vutalamine.

2020-10-13 : For Whom the Bell Tolls Part 2: Electric Boogaloo : 40xp, 20 duty, 1000cr, 24 hrs
Kill Count: 10x BX-Commandos, 1x Octuptarra.
Used 1 dose of Vutalamine.

2020-10-12 : For Whom The Bell Tolls : 35xp, 20 duty, 1000cr, 24 hrs
Kill Count : 5x B1s, 2x B2s, 2x BX-Commandos, 1x Dwarf Spider Droid
Used 1 dose of Vutalamine.

2020-05-31 : A Night to Remember : 30xp, 15 duty, 1000cr, 24 hrs
15xp spent Ranged Heavy, 250cr spent Telescopic Optical Sight, 250cr spent Vutalamine x2.

Duties

**Motivation : Mentor**
```Váli focuses on maintaining standards instilled by a more experienced combatant. He fights to achieve greatness in battle to impress this mentor, and show that those lessons weren't given in vain.```

**Duty : Combat Victory**
```Váli is driven to show that the Ganks can hold their owns against CIS forces in any troop vs. troop engagement. He wants to engage the CIS's military—their best, whenever possible—and provide more victories for the Republic to tout to the galaxy as proof it can ultimately win the war. This means daring raids, excellent tactics, and acquiring the best firepower possible.```

Description

**SKZ Sporting Blaster** (Custom Grip, Telescopic Optical Sight, Marksman Barrel) :
Damage 11 (8+3), Crit 4 +10, Encumbrance 4, Cumbersome 2, HP 4/4, Range : Extreme, Accurate 3.
!r 3g 3y 3b 1v
!r gggyyybbbv
With True Aim
!r 2g 4y 4b 1v
!r ggyyyybbbbvp

Grenades
!r 4g 2y
!r ggggyy
With True Aim
!r 3g 3y 1b
!r gggyyyb

Gunnery
!r 6g 1v
!r ggggggv

Other Notes

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.

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