ARC-64 "Game" by P47Thunderbolt

Species
Clone
Career
Spy
Specializations
Infiltrator, Sleeper Agent, Recruit, ARC Trooper
System
Age of Rebellion

6
Threshold 26
Current 0
Threshold 24
Current 0
Ranged 1
Melee 1

Characteristics

3
4
2
4
3
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2 +2B, -3S
Charm (Pr) X 2 Nat
Coercion (Will) X 2
Computers (Int) X 0
Cool (Pr) X 2
Coordination (Ag) X 0 -1S
Deception (Cun) X 3 -2S Nat
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) X 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3 -2S?
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 1
Resilience (Br) 1 +2B
Skulduggery (Cun) X 3 -2S Master, Nat
Stealth (Ag) X 4 -2S, Master, Nat
Streetwise (Cun) X 2
Survival (Cun) X 0
Vigilance (Will) X 2 +1
Brawl (Br) X 0 Nat
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 5 Nat
Ranged: Light (Ag) X 3 PB2
Ranged: Heavy (Ag) X 2 PB2
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) X 3
Knowledge: Xenology (Int) 0

Attacks

DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun setting
Damage
7
Critical
3
Stealth Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1 [4]
Critical
1
Vibroknife
Range
Engaged
Skill
Melee
Accurate 1, Pierce 3, Vicious 1, -1S
Damage
+1 [4]
Critical
1
Slicewire
Range
Engaged
Skill
Brawl
Pierce 2, Vicious 3
Damage
+2 [5]
Critical
2

0
1600

Weapons & Armor

Phase II ARC Trooper Armor (+2 Soak, +1 Defense) (2/2: Enhanced Optics Suite [Removes 2 Setback due to effects that obscure vision, +1 Vigilance, fully modded], Custom Fit [Removes 2 Setback from Athletics and Stealth checks, fully modded]). Includes integrated comlink with scrambler capable of using all standard Republic communications protocols. Survival pack incorporates emergency rations, water-filtration system, microfiber line, and distress beacon.

DC-17 Hand Blaster (3/3: Shadowsheath [increase difficulty to detect sheath or weapon by 2, fully modded], Weapon Signature Reduction [increase difficulty to detect using scanners by 2, add Setback to mechanics, fully modded], Blaster Suppressor [add 2 Setback to Perception or Vigilance checks made to detect concealed shooter, fully modded]).

Stealth Vibroknife (1/1: Mono-Molecular Edge [Crit -1, Pierce +1]). Add 2 Setback to Perception checks to find a Stealth Vibroknife on a person's body.

Vibroknife (2/2: Mono-Molecular Edge [Crit -1, Pierce +1], Custom Grip [-1 Setback, Accurate +1, fully modded]).

Slicewire: 3 Threat or a Despair on failure to inflict full damage on wielder.

Personal Gear

Load-Bearing Gear
Utility Belt
Handheld Comlink
Comm Scrambler
Datapad
Electrobinoculars
Concealed Escape Kit
Scramble Key
Climbing Gear
Canteen
(3) Field Rations
(1) Extra Reload
(2) Smoke Grenades

Assets & Resources

Banal Apparel
Advanced Flesh Camouflage Kit
Fingerprint Masque
Falsified Credentials

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit [INF], [SA], [REC], [ARC] 10 AoR CRB 148 Increase ST by 1 per rank of Grit.
Second Wind [REC] 3 AoR CRB 155 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Toughened [INF], [SA], [REC], [ARC] 6 AoR CRB 158 Increase WT by 2 per rank of Toughened.
Enduring [REC] 1 AoR CRB 146 Increase Soak by 1 per rank of Enduring.
Durable [SA] 1 AoR CRB 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Dedication [INF], [SA], [REC], [ARC] 4 AoR CRB 145 Each rank permanently increases a single characteristic of the player's choice (Cunning, Presence, Agility, Cunning) by one point. This cannot bring a characteristic above six.
Physical Training [Species], [ARC] 2 AoR CRB 154 The character adds 1 Boost per rank of Physical Training to his Athletics and Resilience checks.
Conditioned [ARC] 1 CotR 38 The character removes 1 Setback per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by 1 per rank of Conditioned.
Swift [ARC] AoR CRB 158 The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Jump Up [INF] AoR CRB 150 Once per round on the character's turn, the character may stand from prone or a seated position as an Incidental.
Defensive Stance [INF] 1 AoR CRB 146 Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.
Dodge [INF] 2 AoR CRB 146 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Tactical Evasion [ARC] CotR 44 Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers the character has performed to move during the current round.
Quick Draw [REC] AoR CRB 154 Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Quick Strike [ARC] 2 AoR CRB 154 The character adds 1 Boost per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Point Blank [ARC] 2 AoR CRB 154 The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Frenzied Attack [INF] 2 AoR CRB 147 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. This number cannot exceed his ranks in Frenzied Attack.
Knockdown [ARC] AoR CRB 150 After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires one additional Triumph for each silhouette larger.
Stunning Blow [INF] AoR CRB 157 When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak.
Improved Stunning Blow [INF] AoR CRB 157 When dealing strain damage with Melee or Brawl checks, the character may spend a Triumph result to stagger his target for one round per Triumph spent.
Soft Spot [INF] AoR CRB 156 After making a successful attack with a non vehicle/starship weapon, the character may spend one Destiny Point to add damage equal to Cunning to one hit of the successful attack.
Convincing Demeanor [SA] 2 AoR CRB 145 The character removes a Setback per rank of Convincing Demeanor from his Deception and Skulduggery checks.
Cunning Persona [SA] The character may suffer 2 Strain to make a Charm check with Cunning instead of Presence.
A Step Ahead [SA] Once per session, the character may suffer 2 Strain in order to count his Cunning as 1 higher than normal for the remainder of the encounter.
Clever Solution [INF] AoR CRB 144 Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his Cunning is helping him overcome this challenge.
Well Rounded [SA] 1 AoR CRB 159 The character chooses any two skills (Coercion, Piloting [Space]). They permanently become career skills.
Basic Combat Training [REC] AoR CRB 143 Brawl and Ranged (Light) become career skills.
Tactical Combat Training [REC] AoR CRB 158 Melee and Ranged (Heavy) become career skills.
Codebreaker [SA] 2 AoR CRB 144 The character removes 1 Setback per rank of Codebreaker from his attempts to break codes or decrypt communications. In addition, the character decreases the difficulty of his Computers or Intellect checks made to break codes or decrypt communications by one (this does not increase with additional ranks of Codebreaker).
Bypass Security [SA] 2 AoR CRB 144 The character removes 1 Setback per rank of Bypass Security from his Skulduggery and Computers skill checks made to disable a security device or open a locked door.
Inside Person [SA] Once per session, may spend a Destiny Point to establish he has been undercover in an identified enemy base or large vehicle. For the remainder of the session, add automatic 2 Advantage to checks he or his allies make associated with the location.
Get the Drop [ARC] CotR 40 Once per session, the character and any number of allies in the current encounter may add Success equal to the character's ranks in Stealth to a check to determine Initiative order. The player must explain how their character's stealth approach helps the PCs to get the drop on their opponents.
Master of Shadows [INF] AoR CRB 151 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy.
Natural Brawler [INF] AoR CRB 153 Once per game session, the character may reroll any one Brawl or Melee check.
Natural Rogue [INF] AoR CRB 153 Once per game session, the character may reroll any one Skulduggery or Stealth check.
Natural Charmer [SA] AoR CRB 153 Once per game session, the character may reroll any one Charm or Deception check.

Force Powers

Force Rating
Power
Unmatched Tradecraft
Description
Once per game session, as an incidental, after the player rolls the dice for a Deception check, but before resolving the results, he may spend two Destiny Points to remove one of the rolled Difficulty dice from the pool. The results from that Difficulty die are ignored, and the check is then resolved as normal.
Upgrade Effect
Destiny To activate Unmatched Tradecraft, the character needs to spend only one Destiny Point instead of two Destiny Points.
Increase Effect Unmatched Tradecraft may also be used on Setback dice.
Increase Effect Unmatched Tradecraft may also be used on Challenge dice.
Change Skill Unmatched Tradecraft may be used with the Stealth skill instead of Deception.
Change Skill Unmatched Tradecraft may be used with the Skulduggery skill instead of Deception.
Increase Number The number of dice removed through Unmatched Tradecraft increases by one per Increase Number upgrade.
Frequency Unmatched Tradecraft can be used an additional time per game session.

Background

Motivation

Duties

Description

Other Notes

XP:
Characteristics:
Brawn (3) 30XP
Agility (3) 30XP
Willpower (3) 30XP
Total: 90XP
Species Bonus:
Physical Training, Knowledge (Warfare), Resilience
Career Skills:
Cool, Perception, Skulduggery, Stealth
Spec Skills:
Skulduggery, Melee
Skills:
Athletics (2) 5XP, 10XP (15)
Charm (2) 5XP, 10XP (15)
Coercion (2) 5XP, 10XP (15)
Cool (2) 10XP (10)
Deception (3) 5XP, 10XP, 15XP (30)
Discipline (3) 5XP, 10XP, 15XP (30)
Perception (3) 10XP, 15XP (25)
Piloting (Planetary) (2) 5XP, 10XP (15)
Piloting (Space) (1) 5XP (5)
Skulduggery (3) 15XP (15)
Stealth (4) 10XP, 15XP, 20XP (45)
Streetwise (2) 5XP, 10XP (15)
Vigilance (2) 5XP, 10XP (15)
Melee (5) 10XP, 15XP, 20XP, 25XP (70)
Ranged (Light) (3) 5XP, 10XP, 15XP (30)
Ranged (Heavy) (2) 5XP, 10XP (15)
Knowledge (Warfare) (3) 10XP, 15XP (25)
Total: 390XP
Talents:
Infiltrator (starting spec):
Grit (A1) 5XP
Dodge (A2) 5XP
Frenzied Attack (A3) 5XP
Defensive Stance (A4) 5XP
Stunning Blow (B1) 10XP
Grit (2) (B2) 10XP
Soft Spot (B3) 10XP
Jump Up (B4) 10XP
Knockdown (C1) [OWNED]
Frenzied Attack (2) (C2) 15XP
Grit (3) (C3) 15XP
Dodge (2) (C4) 15XP
Natural Brawler (D1) 20XP
Toughened (D2) 20XP
Improved Stunning Blow (D3) 20XP
Dedication (E1) 25XP
Clever Solution (E2) 25XP
Master of Shadows (E3) 25XP
Natural Rogue (E4) 25XP
Total: 265XP
Sleeper Agent (20XP):
Codebreaker (A1) 5XP
Grit (4) (A2) 5XP
Cunning Persona (A3) 5XP
Well Rounded (A4) 5XP
Toughened (2) (B1) 10XP
Bypass Security (B2) 10XP
Convincing Demeanor (B3) 10XP
Creative Killer (B4) 10XP
Codebreaker (2) (C2) 15XP
Grit (5) (C3) 15XP
Convincing Demeanor (2) (C4) 15XP
Grit (6) (D1) 20XP
Bypass Security (2) (D2) 20XP
Durable (D3) 20XP
A Step Ahead (D4) 20XP
Dedication (2) (E1) 25XP
Inside Person (E2) 25XP
Natural Charmer (E3) 25XP
Total: 270XP
Recruit (30XP):
Basic Combat Training (A1) 5XP
Second Wind (A2) 5XP
Tactical Combat Training (A4) 5XP
Second Wind (2) (B1) 10XP
Toughened (3) (B4) 10XP
Quick Draw (C1) 15XP
Grit (7) (C2) 15XP
Toughened (4) 15XP
Second Wind (D1) 20XP
Jump Up (D2) [OWNED]
Grit (8) (D3) 20XP
Creative Killer (D4) [OWNED]
Dedication (3) (E2) 25XP
Toughened (5) (E3) 25XP
Enduring (E4) 25XP
Total: 225XP
ARC Trooper (50XP):
Toughened (6) (A1) 5XP
Grit (9) (A2) 5XP
Physical Training (A3) 5XP
Conditioned (A4) 5XP
Quick Strike (B2) 10XP
Knockdown (B3) 10XP
Point Blank (B4) 10XP
Swift (C2) 15XP
Point Blank (2) (C3) 15XP
Quick Strike (2) (D1) 20XP
Grit (10) (D2) 20XP
Get the Drop (E1) 25XP
Tactical Evasion (E2) 25XP
Dedication (4) (E3) 25XP
Total: 245XP
Engineer Signature Ability: Unmatched Tradecraft (30XP):
Increase Effect (A1) 10XP
Increase Number (A2) 10XP
Change Skill (A3) 10XP
Change Skill (A4) 10XP
Increase Effect (B1) 15XP
Destiny (B2) 15XP
Frequency (B3) 15XP
Total: 115XP
Grand Total: 1600XP

Credits:
25,000 (starting credits)
-5,500 (Phase II ARC Trooper Armor)
-1,750 (Enhanced Optics Suite)
-100 (Modding)
-400 (Custom Fit)
-100 (Modding)
-1,000 (DC-17 Hand Blaster)
-1,500 (Shadowsheath)
-1,000 (Weapon Signature Reduction)
-750 Blaster Suppressor
-350 (Stealth Vibroknife)
-1,000 (Mono-Molecular Edge)
-250 (Vibroknife)
-1,000 (Mono-Molecular Edge)
-500 (Custom Grip)
-200 (Slicewire)
-100 (2x Smoke Grenades)
-100 (Load-Bearing Gear)
-25 (Utility Belt)
-25 (Banal Apparel)
-25 (Handheld Comlink)
-1,000 (Comm Scrambler)
-250 (Electrobinoculars)
-450 (Concealed Escape Kit)
-750 (Scramble Key)
-2,500 (Advanced Flesh Camouflage Kit)
-1,000 (Fingerprint Masque)
-800 (Falsified Credentials)
-30 (3x Field Rations)
-7 (Canteen)
-50 (Climbing Gear)
-25 (Extra Reload)
-75 (Datapad)
=1,588

Encumbrance:
Phase II ARC Trooper Armor (1)
DC-17 Hand Blaster (2)
Stealth Vibroknife (1)
Vibroknife (2)
Slicewire (1)
Handheld Comlink (0)
Comm Scrambler (0)
Datapad (1)
Electrobinoculars (1)
Concealed Escape Kit (0)
Scramble Key (1)
Climbing Gear (1)
Canteen (1)
3x Field Rations (0)
Extra Reload (1)
2x Smoke Grenades (2)
Carried Encumbrance: 15
Encumbrance Threshold: 12

Assets:
Banal Apparel (0)
Advanced Flesh Camouflage Kit (2)
Fingerprint Masque (0)
Falsified Credentials (0)

Return to Top