Cerberus by Legion001

Species
Gank
Career
Hired Gun
Specializations
Executioner
System
Edge of the Empire

25
Threshold 125
Current 125
Threshold 56
Current 56
Ranged 8
Melee 7

Characteristics

8
8
8
6
6
6

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 5
Athletics (Br) X 5
Charm (Pr) 0
Coercion (Will) X 5
Computers (Int) X 5
Cool (Pr) X 4
Coordination (Ag) X 5
Deception (Cun) X 3
Discipline (Will) X 5
Leadership (Pr) X 2
Mechanics (Int) X 5
Medicine (Int) X 5
Negotiation (Pr) 0
Perception (Cun) X 5
Piloting: Planetary (Ag) X 4
Piloting: Space (Ag) X 4
Resilience (Br) X 5
Skulduggery (Cun) X 5
Stealth (Ag) X 5
Streetwise (Cun) X 5
Survival (Cun) X 5
Vigilance (Will) X 5
Brawl (Br) X 5
Gunnery (Ag) X 5
Lightsaber (Br) 0
Melee (Br) X 5
Ranged: Light (Ag) X 5
Ranged: Heavy (Ag) X 5
Knowledge: Core Worlds (Int) X 2
Knowledge: Education (Int) X 3
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 4
Knowledge: Underworld (Int) X 4
Knowledge: Warfare (Int) X 4
Knowledge: Xenology (Int) X 3

Attacks

Cortosis Gauntlets (Refined)
Range
Engaged
Skill
Brawl
Cortosis: Stun+4
Damage
+1
Critical
2
MWC-35c "Staccato Lightning" Repeating Cannon
Range
Long
Skill
Gunnery
Auto-fire, Pierce 12, Vicious 5, Blast 19, Burn 5,
Damage
40
Critical
1
MWC-35c "Staccato Lightning" Repeating Cannon
Range
Long
Skill
Gunnery
Pierce 18, Prepare 1, Vicious 6, Blast 19, Burn 5, Breach 1, Knockdown
Damage
50
Critical
1
BlasTech LBR-9 Stun Rifle
Range
Long
Skill
Ranged: Heavy
Disorient 5, Stun Damage
Damage
20
Critical
-
Prax Arms S-1 Vamblade
Range
Engaged
Skill
Brawl
Defensive 1, Sunder, Accurate 1,
Damage
10
Critical
1
Spray Rifle
Range
Medium
Skill
Ranged: Heavy
Burn 3, Limited Ammo 10, Pierce 10, Prepare 1, Stun Damage
Damage
10
Critical
TaggeCo. CryoBan Projector
Range
Short
Skill
Ranged: Heavy
Blast 6, Vicious 2
Damage
6
Critical
2
RGL-318 Rotary Grenade Launcher
Range
Medium
Skill
Gunnery
Blast 6, Limited Ammo 5
Damage
8
Critical
4
Sonic Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 5, Limited Ammo 1, Stun Damage
Damage
10
Critical
4
Mesonics Proton Grenade
Range
Short
Skill
Ranged: Light
+10 per
Damage
10
Critical
4
Golan Arms Mk.4 Heavy Fragmentation Grenade
Range
Short
Skill
Ranged: Light
Blast 7, Limited Ammo 1, Cumbersome 2
Damage
10
Critical
4

Weapons & Armor

Kav-Dann Power Armour
Cortosis Gauntlets (Refined)
BlasTech LBR-9 Stun Rifle
MWC-35c "Staccato Lightning" Repeating Cannon
RGL-318 Rotary Grenade Launcher


Chip??


Personal Gear

(Carbanti United Electronics Whistler Comm)
Datapad
Weapon Maintenance Kit
Explosive Ordnance Disposal (EOD) Kit
Data Breaker
BlackOps Data Breaker
Com Jammer
Vid-Vox Scrambler
Scramble Key
PX-7 Heat Sensor
Com-Scan
Synthetic Anesthetic
Synthetic Neuroparalytic
Yaladai Spice

Assets & Resources

Cybernetic Legs x2
Cybernetic Arms x2
Multi-Tool Hand
Gank Comm Implant
Biofeedback Regulator
Cyberscanner Limb
Cybernetic Brain Implant
Cybernetic Respirator
Implanted Cyberjack
Data Implant

Critical Injuries & Conditions

Medpac
CAPC ECM-598 Medical Backpack
Healer's Kit
Physician's Kit
Medical licens
Bounty hunter licens
First strike:20b
Gunnery: 7b 4y
Melee:13b

Talents

Name Rank Book & Page Description
Last Man Standing 1 Once: Once per game session during a combat encounter, Spend 1 Destiny points to make a (PP) Resilience check. If she succeeds, she skips her next turn and eliminates all enemy minions and 2 Rivals in this encounter. (The minions and rivals are all eliminated immediately, so will not get to participate further in the combat. For sake of the narrative, the PC can spend the next round of combat incapacitating them.) The narrative means by which she accomplishes this is up to the player and must also be approved by the GM. Remove (SS) from skill check to activate. Add (BB) to the skill check to activate.
Unmatched Protection 1 Once per session, as an incidental, Spend 1 Destiny Point. After suffering a hit and determining damage. Half the damage dealt +2 (rounded up) before applying Soak. This ability is active for 6 rounds. Increase soak by 1. When an engaged ally is hit you may be hit instead
Grit 40 +1 Strain
Toughened 50 +2 Wounds
Lethal Blows 15 +150 Critical Injury.
Quick Strike 7 Add 7 (B) to the first attack.
Vicious 5 +50 Critical Injury.
Prey On The Weak 4 +4 Damage to Disoriented Targets.
Creative Killer 1 Reduce the critical rating of all improvised weapons he is wielding by 2 to a minimum of 1.
Steady Aim 1 The character does not lose the benefits of the Aim manoeuvre if they perform other manoeuvres or actions.
Combat Veteran 6 Adds 6 (B) to brawl and Discipline checks.
Powerful Blast 9 Adds 9 damage to Blast.
Persistent Targeting 1 After landing a successful combat check add (B) to the same target.
Momentum 1 When making a melee attack, the character deals additional damage equal to the number of range bands they moved during the current round.
Multiple Opponents 1 Add (B) to Brawl, Melee and Lightsaber combat checks when engaged with multiple opponents.
Feral Strength 7 Add plus 7 damage to a successful hit of Brawl or Melee.
Disorient 4 Spend 2 Adv to disorient the foe. Add (S) for four rounds.
Burly 7 The character reduces any wielded or carried weapons cumbersome and encumbrance rating by 7 to a minimum or 1.
Moving Target 1 If the character has already acted this round, increase ranged defence by 1.
Suppressing Fire 2 The character and each ally within Short range may spend an Adv result on their failed combat checks to inflict 1 strain on 2 respective targets. Each character can only activate this effect once per round.
Deadly Accuracy 7 Add additional damage to one hit of a successful attack. (Brawl 5) (Melee 5) (Ranged H 5) (Ranged L 5) (Gunnery 5) (Lightsaber 2).
Knockdown 1 Spend Tri to knock the character Prone.
Master Grenadier 1 Decrease the Adv to activate the Blast Quality on any weapon by 1 to a minimum of 1.
Strong Arm 1 The character can throw weapons one step greater range, to a maximum of medium range.
Spare Clip 1 Does not run out of ammo with a Despair result. Items with Limited Ammo quality run out of ammo as normal.
Barrage 6 Add 6 damage to one hit of successful Ranged (Heavy) or Gunnery at long or extreme range.
Blind Spot 1 The character and allies within short range adds an automatic advantage result to combat checks they make while benefiting from cover.
Iron Body 1 Removes (SS) from Coordination and Resilience checks. The Critical rating of unarmed attacks is reduced by 2 to a minimum of 1.
Overbalance 1 Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend a despair or 3 Threat results to Stagger the attacker until the end of the attackers next turn.
Call ‘Em 1 Do not add any setback dice to combat checks due to the use of the Aim manoeuvre.
Sorry About The Mess 1 Decrease the critical rating of any non-starship weapon they wield by 1 against targets that have not yet acted this encounter.
Spit Fire 1 After the character makes a successful combined check with two ranged (Light weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.
Enduring 7 Gain +1 Soak
Durable 10 Reduce Critical injuries by 100.
Resolve 4 Reduce Strain Suffered by 4
Superior Reflexes 2 Gain +2 Melee Defence.
Sixth Sense 2 Gain +2 Ranged Defence.
(Improved) Comrades In Arms 1 Once per encounter, Take an action and make a (PPP) Discipline check. The character plus one ally per success within medium range gains +1 defence for the remainder of the encounter. Should an ally move outside of medium range, that ally loses this benefit. May spend 3 Adv or 1 Tri to also gain +1 Soak or to give one affected ally +1 Soak.
(Improved) Armour Master 1 While wearing armour, add + 1 Soak, 1+ Defence. Once per round, when the character suffers a Critical Injury,
Survivor's Instincts 1 Once per session after the character suffers a Critical Injury but before the result is rolled, they may spend 1 Destiny Point. Then, the attacker must roll two results for the Critical injury and the player chooses which will apply to their character.
Tactical Evasion 1 Upgrade the difficulty of any ranged combat checks targeting the character a number of times equal to the number of manoeuvres the character has performed to move during the current round.
Unstoppable 1 When the character receives a Critical injury of 1 or reduced to 1 the character does not receive the Critical injury and suffers none of the effects
As The Force Wills It 1 Make a (P) Lore check to heal Strain at the end of an encounter. Tri heals all strains.
Stimpack Specialisation 1 The target heals an 1 additional wound.
Rapid Recovery 2 Recovers strain after an encounter and recovers 2 additional strain.
One With Nature 1 When in the wilderness, Make a (-) Survival check, Instead of Discipline or Cool) to recover Strain at the end of an encounter.
Confidence 6 Reduce fear check by 6.
Fearsome 3 When engaged make opponent roll a (PPP) fear check

Background

Motivation

Animals black fur.

Obligations

Legendery Admiral in the republic Carth.

Description

Jedi force help?

Other Notes

Midiclorian data: progress 30%......6r 1p
The force Observer in science?
Midiclorian can effekt but not manipulativ by science.
Force killing teknik killing subjekt on breakthrough.
The Force might be Sentient trying to hide its secrets. reacting to observation
bigger=better?? Stress and calming no effekt.
The force reacts violently to force manipulativ.
Force Killing Drug/toxin: progress 1%.....

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