G4-01001110-Kappa “Phyzer” by Tavy2000

Species
Gank
Career
Hired Gun
Specializations
Heavy, Marauder, Cyber Tech
System
Edge of the Empire

5
Threshold 22
Current 0
Threshold 14
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

3
4
2
2
3
2

Skills

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

Repulsor Fist
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Concussive 1, Slow-Firing 2
Damage
8
Critical
3
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
4
Critical
5
MWC-35c Repeating Cannon (Standard Mode)
Range
Long
Skill
Gunnery
Auto-Fire, Cumbersome 3, Pierce 2, Vicious 1
Damage
9
Critical
3
MWC-35c Repeating Cannon (Single-Shot Mode)
Range
Medium
Skill
Gunnery
Cumbersome 3, Pierce 4, Prepare 1, Vicious 2
Damage
13
Critical
3

0
295
2075
7/22

Weapons & Armor

Kav-Dann Power Armor (Special Item)
-Soak 2
-Defense 2
-HP 6
-Encum 4
-Worn, reduce Encum to 1
-Vaccum Sealed
—4 Hours breathable atmosphere, gains □ to checks to resist Radiation.
-Remove ■ due to darkness, smoke, or other environmental factors that might affect vision from all Perception, Vigilance, and Combat checks.
-Brawn +1 (Does not increase Soak/Wounds)
-If the suit loses power for any reason, the encum­brance increases to 12, defense is reduced to 0, and the bonus to Brawn is lost.

MWC-35c Repeating Cannon (3,000cR/4,750cR)
-Encum 5
-HP 2

Personal Gear

Biofeedback Regulator (1,500cR)
-Cybernetic Implant Cap +2
-Doesn’t count towards Implant Cap

Surge Override Switch (500cR)
-Once per encounter as an action, a character with a Surge Override Switch may make an Average (◆◆) Discipline check. If he succeeds, he may reactivate any number of cybernetic implants that have been overloaded. For each implant, he suffers 2 strain.
-Cannot be disabled by Ion weapons or overloaded by other means.

Cybernetic Arm Mod VI (5,000cR)
-Agility +1

Q-22 Retinal Tracker (1,250cR)
-Add automatic :Adv: to Gunnery and Ranged (Heavy) checks.

Gank Comm Implant (125cR)

Neural Recorder (125cR)
-Allows user to make an Easy (◆) Discipline check to recall information while the recorder was running.

Multi-Tool Hand (325cR)
-A Multi-Tool hand provides all the benefits of a tool kit.

Repulsor Fist (2,375cR)
-Defensive Stance 1
-Counts as a Brawl weapon (see weapon profile)

Mk. III Modular Backpack (75cR/165cR)
-Encum +2
-Extra Pouch x6 (15cR/90cR)
—Encum +1

Load-Bearing Gear (100cR)
-Encum +3

Utility Belt (25cR)
-Encum +1

Wizard Pouch (50cR)
-Encum +1

Stimpack x4 (25cR/100cR)

Grav Chute (450cR)
-Wearer takes no damage or strain from falling when Grav Chute is active.
-Encum 1

Assets & Resources

110xp Racial Starting
150xp Heroic Level
10xp Christmas Bonus
25xp 11th Brother

Critical Injuries & Conditions

Cybernetic Implant Cap 7/9
-Biofeedback Regulator
-Surge Override Switch
-Cybernetic Arm Mod VI
-Q-22 Retinal Tracker
-Gank Comm Implant
-Neural Recorder
-Multi-Tool Hand
-Repulsor Fist

Talents

Name Rank Book & Page Description
Cyborg LoNH Ganks have a cybernetic implant cap of 3 plus Brawn rating.
Barrage 1 Add 1 damage per rank of Barrage to one hit of a successful attack while using Ranged (Heavy) or Gunnery at Long or Extreme range.
Grit 1 Gain +1 Strain Threshold.
Toughened 5 Gain +2 Wound Threshold.
Frenzied Attack 1 When making a Melee or Brawl attack, suffer Strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
Feral Strength 2 Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
Cyberneticist 1 Remove ■ per rank of Cyberneticist from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less.
More Machine Than Man 1 Increase Cybernetic Implant Cap by 1 per rank of More Machine Than Man.
Defensive Stance 1 Once per round, as a maneuver, suffer Strain up to ranks in Defensive Stance to upgrade the difficulty of all incoming melee attacks by that number for the next round.

Background

Phyzer, like many Ganks, served the Hutt Clans. He was an expert in heavy weapons, and was typically the last one to get called into the job, simply because the amount of laser he would unleash tended to be unnecessary. That being said, he was an expert at what he did, gaining much favor in the eyes of numerous Hutt crimelords.

That all changed when a bounty was put on his head by an unknown Hutt, which caused him to go into hiding. Since he was already on the Republic’s Wanted list, he knew he’d have to leave Hutt space and go further into the Outer Rim. This brought him to a planet known as Daktar where he lived out the end of the Clone Wars and into the reformation of the Republic into the Empire...

Motivation

Best In the Field
Be the best; that’s the creed by which Phyzer lives. He strives to be the best combatant. He wants to be the last one standing on the field of battle, the consummate warrior. He is willing to do whatever it takes to accomplish this.

Obligations

Bounty; 20
Phyzer has a bounty on his head from an unknown Hutt crimelord.

Description

Other Notes

Agility 3; 30xp
Willpower 3; 30xp
Presence 2; 20xp

Gank;
Vigilance 1, Cyborg

Hired Gun;
Athletics, Discipline 1, Piloting (Planetary), Resilience 1, Vigilance 2, Brawl 1, Melee, Ranged (Light)

Heavy;
Perception, Resilience 2, Gunnery 1, Ranged (Heavy)

Heavy; 15xp
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Ranged (Heavy) 1; 5xp
Gunnery 4; 45xp
Brawl 3; 25xp

Cyber Tech; 30xp
Athletics, Mechanics, Medicine, Vigilance

Cyber Tech; 25xp
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Mechanics 1; 5xp

Marauder; 30xp
Coercion, Resilience, Survival, Melee

Marauder; 35xp
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