Hokher Cherhik by Ograsek

Species
Devaronian
Career
Bounty Hunter
Specializations
Assasin/Senator
System
Age of Rebellion

4
Threshold 14
Current 14
Threshold 13
Current 13
Ranged 1
Melee 1

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Characteristics

3
4
2
3
2
2

Skills

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

Attacks

T-7 Ion Disruptor
Range
Long
Skill
Ranged: Heavy
Blast 6, Breach 2, Cumbersome 3, Slow Firing 1, Vicious 6
Damage
16
Critical
2
Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Slicewire Garrote
Range
Engaged
Skill
Brawl
Pierce 2, Vicious 3
Damage
+2
Critical
2

Weapons & Armor

T-7 Ion Disruptor - Whenever a living target is hit with a T-7 Ion Disruptor, any Critical Injury results in a "Crippled" effect unless the roll on the Critical Injury table would result in more grievous injury.
Whenever a vehicle or starship is hit with a T-7 Ion Disruptor, any Critical Hit results in a "Component Hit" effect, unless the roll on the Critical Hit table would result in more serious effect.

Second Skin Armor (Soak 1, Def 1)
Features: Add Two Black Dice to Perception checks to notice second skin armor on wearer. Multi-Band Longrange Commlink integrated into suit.

Diplomat's Robes - Features: Add Blue Dice to social checks claiming diplomatic authority, accessing classified data, and bypassing normal protocol.

Personal Gear

SLICEWIRE - Slicewire is a multipurpose cutting tool and makeshift weapon in common use among the galaxy's intelligence services. A standard-issue slicewire is a meter-long monofilament cable contained within a carbonite rod. With a twist, the rod splits in half and releases the monofilament, with the rod halves serving as handles. Thanks to the unique properties of monofilament, a slicewire can cut through nearly any material, from flesh and bone to duranium and plasteel. Also available on spools in lengths of up to one hundred meters, slicewire can be used to create deadly traps and snares and may be strung across corridors or alleys at neck height to catch pursuers unaware. Slicewire is typically only issued to the most experienced agents, as its use poses as much of a threat to the user as it does to the target.

Slicewire comes in small spools containing ten meters of wire. When used as a weapon, slicewire has the following profile: (Brawl; Damage +2; Critical 2; Range (Engaged); Pierce 2, Vicious 3). If a user fails a Brawl check when using this weapon, the Game Master can spend ♼♼♼ or ☤ to inflict the weapon's full damage onto the user.

Datapad

Infrabinoculars - A normal pair of macrobinoculars allows their user to see distant objects with great clarity, and more advanced electrobinoculars allow for surveillance in dim light or at great ranges. Both tools are limited use in a city, where the walls of high-rise buildings frequently limite lines of sight. Infrabinoculars are specialized tools designed to enhance awareness in urban environments. Instead of enhancing vision at a distance, infrabinoculars are able to pick up heat signatures through even thick or shielded walls, outlinging life forms and other heat-emitting phenomena.

A character using infrabinoculars can see through up to two meters of wall, possible allowing surveillance of a whole building at once. Walls made of dense materials or constructed to shields their interiors may impose one or more ■ on Perception checks to see inside, at the GM's discretion.

Some models of infrabinoculars can alternate between this infrared sensor package and a long-range view equivalent to that of electrobinoculars.

Surveillance Scanner - Surveillance scanners are handheld devices used to detect active and passive surveillance systems. Typically used to check rooms for bugs or search for hidden observers or electronic surveillance, these scanners can detect and locate comms signals, electromagnetic fields, power fluctuations, and more, depending on the model. Some advanced scanners have thermal imaging, ultrasonic, ultraviolet, motion, and other highly sensitive sensors that can also detect individuals attempting to use or plant surveillance devices.

Surveillance scanners have a range of close on the planetary scale or long on the personal scale. Using a surveillance scanner upgrades the ability of any checks made to locate bugs, sweep rooms for hidden cameras, pick up data streams, or engage in any other counter-surveillance activities once.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Deadly Accuracy (Ranged Heavy) 1 Passive When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of succesful attack made using that skill
Dodge 2 OOT Incidential When targeted by combat check, may perform a Dodge incidential to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number
Lethal Blows 2 Passive Add +10 per rank of lethal blows to any Critical Injury results inflicted on opponents.
Quick Draw 1 Incidental Once per round, draw or holster a weapon or acccesible item as incidental.
Quick Strike 1 Passive Add Blue Dice per rank of Quick Strike to combat cheks agains target that have not acted yet in this encounter.
Sniper Shot 1 Maneuver Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase.
Stalker 2 Passive Add Blue Dice per rank of Stalker to all Stealth and Coordination checks.
Respected Delegate 1 Passive Downgrade the difficulty of social skills checks made to interact with goverment institutions outside of homeworld a number of times equal to ranks in Respected Delegate.
Resolve 1 Passive When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1.
Grit 1 Passive Grain +1 strain trreshold
Nobody's Fool 1 Passive Upgrade difficulty of incoming Charm, Coercion and Deception checks once per rank of Nobody's Fool.
Reslient Metabolism 1 Devaronians add automatic ☼ to all Resillience checks.

Background

Motivation

Duties

Description

Other Notes

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