Gluum Soss by MFTGalaxy

Species
Gotal
Career
Bounty Hunter - Hired Gun
Specializations
Assassin - Marauder
System
Edge of the Empire

8
Threshold 18
Current 18
Threshold 10
Current 9
Ranged 1
Melee 1

Characteristics

4
5
2
3
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) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) X 0
Skulduggery (Cun) X 0
Stealth (Ag) X 1
Streetwise (Cun) X 0
Survival (Cun) X 0
Vigilance (Will) X 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) X 3
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

Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
Stun Setting, +1 adv
Damage
12
Critical
3
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2 Vicious 1, Accurate 1
Damage
+1
Critical
2
Shock Boots
Range
Engaged
Skill
Brawl
Disorient 3, Stun 3
Damage
+0
Critical
5
Vibrosword
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, Accurate 3, Knockdown 1, +1 adv
Damage
+3
Critical
2

1
351
9113
9

Weapons & Armor

Blaster Carbine 1 = (3-2) enc Weapon Harness - Cumbersome -2 (Q)
Electronic sighting system -1 difficulty
in dark
Overcharged Actuating Module - +2 damage
Telescopic Optical Sight- Reduce difficulty of long and extreme range.
Vibroblade 1- Accurate gives 1 blue die enc
-Poison reservoir, add 1 poison to a weapon
-Balanced hilt - adds 2 accuracy
Deflective Armor*: 3 soak, 1 def, 2hp, 1 enc
Antidote set : reduce resistance difficulty by 2
Breath Mask
Instamist Generator 2 enc - Creates an area of heavy vapor or fog (5 cartridges): As an action, may activate the generator to add 3 setback dice to any ranged, gunnery or perception checks due to heavy fog which lasts 3 rounds. Individuals concealed by the fog may add 3 boost dice to their stealth checks. - Cartridges cost 10 credits. (Can shoot out of arm to short range)
Shock Boots:(Enc 2) Disorient 3, Stun 3- for a number of rounds equal to the weapon's Disorient rating. A disoriented target adds • to all skill checks he performs.
A weapon with Stun causes strain to the target. When the Stun quality is activated, it inflicts strain equal to
the weapon's Stun rating.
Jet pack (enc 2)
Accurate: add blue die to each attack used
Knockdown: use advantage to knockdown extra needed per silhouette
5 frag grenades

Personal Gear

GENERAL GEAR:
Stimpack
Comm link
Cybernetic Arm
Fingerprint Masque - Conceals or alters fingerprints of users
Poisoner's Ring - Poison container disguised as a ring; Skullduggery vs. Vigilance to detect
POISONS:
1 Synthetic Standard Anesthetic (1 dose)
(Average 2 purple difficulty while 2 or more doses have 3 purple difficulty) 5 strain damage if they fail the check.
1 Dendriton Toxin Causes slowly increased fatigue and pain
2 Oyanosis D-570 Causes slow death over time on ingestion
0 Sleeppack Rapid Sedation
2 Questioner-9 Interrogation Serum Reduces ability to lie or with-hold information
2 Antidote Set Helps in resisting poison effects
9 Dioxis Gas- Resilience 3 to resist a single dose, Resilience 4 to 1+ doses (5 Wounds ignoring Soak if check is failed, ▼=+2 Strain); stays in still air for 3 rounds; Lethal gas

Assets & Resources

Canteen: Liquid container, features a filtration system to purify water enc 1
2 Kyber crystals
2 Vibroknife 1 enc (on the ship)
48 Jungle onions -Shows you the people
47 Jungle Banana - shows the weak spots
48 Jungle Peach - shows the ships in the atmosphere through clouds and sky
48 Green Yellowish Cubes - Eat just the seeds- Clear the effects and bowels
44- Line fruits - See where people have come form

Critical Injuries & Conditions

Gorsh system - find an antidote or Helska system - Helska moon 5?

Talents

Name Rank Book & Page Description
Lethal Blows 2 68 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Dodge 2 68 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Energy Sensitivity 1 Gotal Once per encounter as a maneuver, a Gotal may sense the presence and current emotional states of all living things within short range of himself
Jump Up 1 68 Once per round, may stand from seated or prone as an incidental.
Stalker 2 68 Add bonus die per rank of Stalker to all Stealth and Coordination checks.
Sniper Shot 1 68 Before making a nonthrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase.
Deadly Accuracy 1 68 When acquired, choose Ranged Heavy. Add damage equal to ranks in that skill to one hit of successful attack made using that skill.
Dedication 1 68 Get 1 agility
Precise Aim 1 68 Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim. then reduce target's melee and ranged defense by that number.
Feral Strength 2 87 Add 1 dmg per rank to one successful hit of brawl or melee
Frenzied Attack 1 87 Melee or brawl check, suffer strain to upgrade an equal number of times
Toughened 3 87 Add +2 wound threshold per rank
Heroic Fortitude 1 87 Use 1 destiny point to ignore critical injury effects on brawn or agility checks until end of encounter

Background

Was kidnapped by robot pirates and the electromagnetic waves of the droids made me go insane as I worked as a slave for many years before escaping. Positive emotions make him uncomfortable and he is a bounty hunter because he loves feeling the fear of others.

Motivation

Power

Obligations

15

Description

Other Notes

p. 210 dual wielding - He then compares the difficulty
of the two combat checks he
would make with each of his two
weapons to hit his target, and selects
the check with the higher basic difficulty
(more 4)). He then increases the difficulty by one if the
two skills in the combined check were the same, and
by two if they were different. He then makes the check.
Unlike other weapons, Brawl weapons augment
this basic attack. Brawl weapons can add damage to
this attack (as indicated in the Brawl profile on page
166), and may have an improved Critical Rating
and additional weapon qualities. When using a Brawl
weapon, the user can choose to use its Critical Rating
instead of the standard Brawl Critical Rating. He also
adds the additional weapon qualities to the qualities
already provided by the Brawl attack. If the weapon
provides an improved version of an existing quality,
the character uses the improved version.
If he succeeds, he hits with his primary weapon as
normal. He may also spend 2 adv. or 1 succ. to hit with
his secondary weapon as well. If both weapons hit, he
may spend additional O or to activate qualities
from either weapon. Each hit deals its base damage,
+ 1 damage per uncanceled success.

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