Arkoh by Vare

Species
Gank
Career
Hired Gun
Specializations
Marauder, Force Sensitive Emergent
System
Edge of the Empire

11
Threshold 23
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

7
3
3
2
2
1

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) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 0
Vigilance (Will) X 1
Brawl (Br) X 2
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
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) 0
Knowledge: Xenology (Int) 0

Attacks

Vibro-Machete(X2)
Range
Engaged
Skill
Melee
Pierce 3, Sunder, Vicious 1
Damage
+2
Critical
1
Repulsor Fist
Range
Engaged
Skill
Brawl
Slow Firing 2 Concussive 1
Damage
8
Critical
3
Vibro-Knife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1
Critical
2
Vibro-Greatsword
Range
Engaged
Skill
Melee
Pierce 4, Accurate 2, Vicious 2, Defensive 1
Damage
+3
Critical
1

0
375
10000
17/28

Weapons & Armor

Vibro-Machete (Encum: 3, HP: 0, Mono-Molecular Edge -1 crit, +2 pierce)
Vibro-Greatsword (Encum: 3, HP: 0, Mono-Molecular Edge -1 crit, +2 pierce, Balanced Hilt, +2 accurate, minus 1 encumbrance)
Heavy Battle Armor(Encum:5 HP 2, Soak 3, Defense: 1, Superior +1 soak, Vacuum sealed, )
Cybernetic Implant Cap 9/11

Personal Gear

Breath Mask
Holo-Messenger
Load-Bearing Gear
Mk. III Modular Backpack
Mk. III Modular Backpack Extra Pouch(6)
Ration Pack(5)
Stim-Pack(32)
Utility Belt
4 Top End Bottles of Alcohol

Assets & Resources

CYBERNETICS:
Adrenal Implant(1 rank of rapid recovery)
Biofeedback Regulator Switch(+2 cybernetic cap, doesn't count towards cap)
Cybernetic Brain Implant(+1 intellect, comlink and computer access link)
Cybernetic Arm Mod(+1 brawn)
Cybernetic Leg Mod(+1 agility)
Cybernetic Respirator(1 rank of blooded, permanent breath mask)
Implant Armor(+1 soak)
Repulsor Fist(8 damage, slow firing 2, concussive 1, crit 3)
Neural Recorder(1 discipline check to recall info while active)
Surge Override Switch(2 discipline check, suffer 2 strain per cybernetic reactivated)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Frenzied Attack(2) When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack.
Feral Strength Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills
Toughened(3) Gain +2 Wound Threshold
Blooded Add boost per rank of Blooded to all checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one.
Rapid Recovery When the character heals strain after an encounter has concluded, he heals one additional strain per rank in Rapid Recovery
Indistinguishable Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
Sleight of Mind Add 1 boost to all Stealth checks unless the opposition is immune to Force Powers
Touch of Fate Once per session, add two boost to any 1 check
Grit +1 Strain threshold
Balance When the character recovers strain at the end of the encounter, he may add O per Force rating. He recovers additional strain equal to O generated.
Dedication Gain + 1 to a single characteristic. This cannot bring a characteristic above 6.
Force Rating(2) Gain +1 Force Rating
Heroic Fortitude May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter

Force Powers

Force Rating
2
Power
Enhance Basic power
Description
When making an athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend lightside to gain success or advantage(user's choice) on the check
Upgrade Effect
Control Enhance can be used with the brawl skill
Control Enhance can be used with the resilience skill
Control Ongoing Effect: Commit lightside The user increases his Brawn Characteristic by 1 (To a maximum of 6)
Control Enhance can be used with the Coordination skill.
Control Enhance can be used with the Piloting (Planetary) skill.
Control Enhance can be used with the Piloting (Space) skill.
Control Ongoing effect: Commit O. The user increases his Agility characteristic by 1 (to a maximum of 6)

Background

Ex-Military

Motivation

Honor in Battle:
The character holds true to a code of honor in warfare. This code could be an ancient tradition of one of the myriad civilizations in the galaxy or it could be his own personal beliefs. Whatever the case, his honor depends on following these tenets. even when it may be inconvenient.

Obligations

A Score to Settle: 12
The character has always been rough-and tumble. but somewhere along the way someone wronged him, and he never forgets a debt, real or imagined This could be as simple as someone promising him backup who then disappeared or someone bad-mouthing him in front of a prospective client. Now, the character is always looking for ways to even the score.

Dutybound: 13
The Hired Gun was once saved from certain death. or an unfulfilled contract. by someone he would never have expected to aid him. He knows that debt is due someday and he's going to have to save someone in turn This focuses the Dutybound Obligation on the Hired Gun's stock-in-trade: fighting and killing.

Description

Other Notes

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