Kaz Contarus by SeriousConcentrate

Species
Human
Career
Explorer
Specializations
Big Game Hunter
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
3
2
2
2

Skills

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

Attacks

SKZ Sporting Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
8
Critical
4
Combat Knife
Range
Engaged
Skill
Melee
Damage
+1
Critical
3
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting
Damage
2
Critical
5

0
110
48
12/14

Weapons & Armor

SKZ Sporting Blaster Rifle
Combat Knife
Pioneer Armor (+3 ENC)

Personal Gear

Glowrod
Handheld Comlink
Syntherope
Field Rations (3)
Backpack (+4 ENC)
Macrobinoculars
Binders
Extra Reload
Medpac
Bottle of Corellian Whiskey (1)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Forager 1 AoR page 147 Remove 2 setbacks from checks to find food/water/shelter; Survival checks take 1/2 the time
Stalker 1 AoR page 143 Adds 1 boost to Stealth checks per rank
Swift 1 AoR page 158 Do not suffer the usual penalties for moving through difficult terrain
Outdoorsman 1 AoR page 154 Remove one setback per rank from checks to move through terrain or manage environmental checks; decrease overland travel times by half
Confidence 1 AoR page 144 Decrease the difficulty of Discipline checks to avoid Fear by 1 per rank

Background

[Wanderer] - [Odds & Ends] - [Steady Pragmatist]

Kaz Contarus has never spoken much about his early life, though people who have gotten him to talk about it have gotten the impression he comes from means, left home slightly younger than was legally allowed, and that the name he gives out probably isn't the one he was born with.

He's been planet-hopping for a long time, staying as far from the Empire and the civilized Core as possible. The more backwater a planet is, the better. The more game to hunt, the better. He's made a living and a minor reputation hunting dangerous beasts along the Outer Rim, and selling the locations of rare plants and minerals he finds during his travels - or simply trading the knowledge to board a ship headed somewhere else.

So how did such a man fall in with the New Republic Scouts? It was easy enough. He was simply on the same ship as a Scout mission into Wild Space and agreed to travel with them for awhile. He grew friendly with the squad and helped them several times, using his survivalist knowledge and hunting experience to help them make their way through the wilderness. Eventually he was asked to formally join and on he went, assigned to another squad, eager for a new adventure.

Motivation

[Faith: The Goodness of People] - [Explorer: Anywhere But Here]

Kaz has never been one to be nailed down for long. People, places, things... they all get old after awhile. One can only be enamored of twin sunrises, snowfields sparkling in moonlight, and lush waterfalls before moving on to see something new - new forms of life, new architecture, *new anything*.

But something that has never changed no matter where he went was that, even in the worst of times, the worst of situations, someone would always help him when he most needed it. And he would help others in their time of need, too. The galaxy would be better if everyone were willing to offer their hand more often, and he's going to embody that example.

Obligations

External Security Duty (5) - Kaz isn't exactly quick to leap into a firefight, but he knows it's his duty to protect the other two members of his team - and the reputation of the Scouts at large - from all manner of threat, be it beast, imperial, or otherwise.

Artifact Hunting Duty (5) - The real reason Kaz signed up to the Scouts is for unmitigated access to lost and undiscovered planets full of undocumented or forgotten flora, fauna, and treasures. The first to document, the first to hunt, the first to discover, to *see* it with his own eyes... The exploration of new lands is what drives him.

Description

A tall Human standing about six feet with a solid-if-tending-toward-wiry build, Kaz tends to prefer tough clothes and leather for his clothing - materials that won't snag or rip easily. He is practically never seen without a helmet of some sort - "for protection" he says.

And perhaps that is all it is, as he is rather unremarkable in form and feature. His black hair is on the cusp of aging into white, and kept in a low ponytail at the base of his skull. His eyes are brown, and he keeps his beard well-groomed when he can. He has few scars or other distinguishing marks.

Other Notes

------Species: Human------
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110 XP (XP Bank: 60 / 110 spent)
Special Abilities: +1 to two non-career skills (Medicine, Athletics)

------Equipment Details------
++SKZ Sporting Blaster Rifle [600 credits][3 Encumbrance][4 Hardpoints Available]
The Corellian Arms SKZ Sporting Blaster is a popular civilian weapon used for hunting and self-defense. A relatively compact and simple design that has been in production for centuries, the SKZ doesn’t have the power of military grade blaster rifles, but has good
range and is capable of bringing down all but the largest game. The SKZ comes with a rail system for easily adding attachments and can be quickly broken down into three parts for transport in a small case.

Kaz's SKZ sports highly polished wood for the stock and a grip, and the metal of it is slightly nicked from years of age though otherwise well-cared for.

++Combat Knife [25 credits][1 Encumbrance][0 Hardpoints Available]
Vicious combatants rely on sharp blades to slice and gash their foes. They’re also far easier to conceal than a firearm and just as deadly if the user is skilled in its use. Knives are seen as the weapons of commoners, thieves, and assassins, so carrying one in plain sight may cause social stigma in polite company, or add to a rogue's presence in more wretched hives of scum and villainy.

Kaz's knife is personalized in that he's wrapped some additional hide around the hilt for easier grip, with a trio of feathers - two red and one blue - tucked into the hide wrapping. Apparently he got them as part of a trade with a Sathari merchant. Although he can use it to fight, it's mainly for grooming and other practical applications.

++Pioneer Armor [300 credits][2 Encumbrance (when not worn)][1 Hardpoints Available][1 Soak][+3 Encumbrance limit]
Designed with the combat engineer in mind, pioneer armor consists of a rugged, reinforced jacket and trousers; sturdy boots with piasteel toe caps; gloves; and a modified engineer's helmet. The suit is reinforced with thick layers of ballistic polymer to provide extra protection to sensitive areas. What sets pioneer armor apart from normal padded armor is the suit's integrated load-bearing system. Composed of numerous adjustable loops, straps, hooks, and sealable pockets and an integrated tool belt, the armor distributes weight and provides easy access to tools and supplies in the field.

Kaz has constructed this armor over a number of years, finding what parts he needs to protect most, where he can fit some pockets to carry additional equipment, and similar.

++Comlink/Handheld [25 credits][0 Encumbrance]
This piece of gear is used to communicate between other comlinks. The handheld versions are only viable for extreme distances on planets, reaching up to low orbit. However, long range versions can usually reach the entire planet in range.

++Glowrod [10 credits][1 Encumbrance]
Glow rods are small, directional, handheld light sources used in many applications. They project a beam of bright light and can illuminate objects at respectable ranges.

++Backpack [50 credits][0 Encumbrance][+4 Encumbrance Threshold]
A backpack can serve many important functions; it can be used for carrying survival gear or even smaller allies and droids. Most are simple affairs of fabric and straps, with better styles including internal bracing and back support so that heavier weights can be carried far longer. Backpacks increase the character's encumbrance threshold by 4.

++MedPac [400 credits][1 Encumbrance]
Slightly larger and infinitely more advanced than a standard Emergency Medpac, this Medpac carries instruments for emergency held surgery, a better diagnostic computer and mediscanner, advanced synth-nutrient replicators for sustaining a patient's vital nutrients, spray splints, and counter-radiation and biological poison drugs. A Medpac allows the user to perform relatively complicated medical procedures in the held, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on page 219, and additionally grants a boost on all attempts. In addition, the internal stim storage grants the user the equivalent of one Stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).

++Extra Reload [25 credits][1 Encumbrance][# Held: 1]
Extra Reloads allow characters to ignore an "out of ammo" result with a ranged weapon. By spending a maneuver, they may reload their weapons and get back in the fight.

++Breath Mask [25 credits][1 Encumbrance]
The most basic are simple nose plugs which filter out contaminants; there are also higher quality items such as wearable face masks with gas canisters, filtration masks for poisonous atmospheres, and even aquatic rebreathers for sustained activity underwater. Breathing aids can be set to provide nearly any atmospheric mix.

++Syntherope [5 Credits][1 Encumbrance][20 meters of rope]
Syntherope is thin, lightweight, and extremely strong, with a tensile strength ten times that of durasteel. Sold in twenty-meter spools, Syntherope is used primarily for climbing, rappelling, and securing cargo, but it can be used anywhere a good stout rope is needed.

++Macrobinoculars [75 Credits][1 Encumbrance]
Macrobinoculars use rugged imaging systems to magnify far-off objects for their users.

++Field Rations [10 Credits][0 Encumbrance][# Held: 3]
The only features that distinguish field rations from standard ration packs are their awful taste and hyper infusion of nutrients that allows a soldier to survive on a single ration for up to one week. The brown goop comes in flat packages and looks like nothing so much
as digestive waste. Field rations can be heated by the thermal circuitry integrated in the packaging, and they can also be consumed cold. Soldiers report little difference in taste or enjoyment.

Not Kaz's first choice for nourishment but sometimes there isn't a choice and it's better than starving.

++Corellian Whiskey [25 credits][1 Encumbrance][# Held: 1 bottle]
A popular alcoholic drink from Corellia, distilled anywhere from three to twenty times and aged for several years in wooden casks. Corellian whiskey is characterized by a smooth, woody, slightly spicy flavor and relatively high alcohol content. With production methods strictly controlled by the government, only whiskeys distilled according to specific processes on Corellia and a few colony worlds can carry the label of Corellian whiskey. As such, Corellian whiskey is difficult to come by outside of the Corellian Sector and tends to be pricey.

Kaz won this bottle in a shooting contest and is waiting for a good occasion to open it - and good company to drink it with.

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