Garm Danik by ParapluieFox

Species
Human
Career
Guardian
Specializations
Armorer
System
Force and Destiny

4
Threshold 15
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
3
3
2
2
2

Skills

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

Attacks

Model C "Fiver" Pistol
Range
Short
Skill
Ranged: Light
Accurate 1, Limited Ammo 5
Damage
5
Critical
4
Vibro-Machete
Range
Engaged
Skill
Melee
Pierce 1, Sunder, Vicious 1
Damage
+2 (5)
Critical
2
Model 4 "Thunderhead" Scattergun
Range
Short
Skill
Ranged: Heavy
Blast 5, Knockdown, Vicious 1
Damage
7
Critical
4

0
150
15
16/18

Weapons & Armor

Nomad Greatcoat*
Model 4 "Thunderhead" Scattergun
Model C "Fiver" Pistol
Vibro-Machete

Personal Gear

Crash Survival Kit
Verpine Bond Gauntlets
Scanner Goggles
Military Pack
Utility Belt
Load-Bearing Gear
Extra Reload (2)
Stimpack (2)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Gearhead 1 Remove Setback per rank of Gearhead from Mechanics checks. Halves the credit cost to add mods to attachments.
Toughened 1 Gain +2 Wound Threashold
Inventor 1 When constructing new items or modifying existing attachments, add boost or remove setback per rank of Inventor
Mental Tools 1 Always count as having the right tools for the job when making Mechanics checks

Force Powers

Force Rating
1
Power
Manipulate
Description
The Force user may attempt to mend mechanical systems on a vehicle he is engaged with/aboard. Force Points may be spent to have the vehicle recover one System Strain.
Upgrade Effect

Background

Born on a backwater Mid-Rim colony a few years before the Clone Wars, Garm was brought up as a farmer's child, growing up in a small settlement on a planet with more nerf than people. As Garm grew up, his natural talent for tinkering, and fighting came too good use, for it wasn't long that The Empire finally took notice of his backwater home. It didn't take long before Imperial edicts demanded more output from the farms, and the start of mining of materials for the Imperial Military.

The Empire was more keen to leave the burden to the locals to ensure these tasks were carried out. After some time, Garm along with others began to work harder to make sure the Empire got what they wanted, and the township didn't suffer for it. But the Empire wasn't the only group that took notice. Once the shipments began to increase, this attracted pirates and raiders.

It took time, but eventually Garm and his kin found a pattern, they found stability even in these hard times. The Imperial mandates were tough, and the occasional raiders were dangerous, but they managed. That soon would change. As the Empire began to loose ground to the Rebellion, and once the Rebels had managed to defeat the Empire at Endor, and establish the New Republic, the people of Garm's homeworld threw in their lot with the New Republic.

Having been a quiet and seemingly loyal frontier world, the confusion in the Empire made it impossible to stop them from declaring their new allegiance. For the people, and for Garm, to have the weight of Imperial governance lifted seemed like things would finally turn around, and at first, things seemed well. But as all things in this galaxy, nothing goes as planned.

Not long after the Republic found its feet, soon they too began to make requests and mandates on Garm's home. At first the people were more than willing to give, the fires of hope burned bright. However, it didn't take long before those fires turned to embers, as the demands began to grow more and more intense. It wasn't long before the wear it was putting on the people and the planet was worse than the old days of the Empire.

Things dragged on, Garm continued his efforts to try and keep things held together, but that soon became near impossible. Those resource mandates, soon became garrisoned troops, and with those troops eventually came Imperials seeking those same resources. This went on for some time, and even though Garm put in all the effort he could, it soon became apparent that his home was yet another victim in the now galaxy wide slog between these new powers.

Soon, one by one, all the people the people of Garm's home either left, were swallowed up in the military conflict, or just seemed like strangers. It was here that even Garm, and his dedication to this place, just couldn't do it anymore, he was tired, worn down by countless hardships, and felt as if he was tossed aside by a Republic that promised hope, but only brought a slugging match that ground up more than just soldiers in its wake.

Motivation

Desire:

Fear:

Strength:

Flaw:

Morality

Morality: 50

Strength: Dedication
Weakness: Weariness

Description

Garm is a human of above average height, with a broad shouldered and athletic build. His skin is tanned and sun stained from many years of working in the outdoors. He has dark brown hair which he keeps cut short and tucked under a wide brimmed hat, and his eyes are dark brown.

He wears clothing that is a common sight among the more rural and wild parts of the galaxy. Preferring materials that are rugged and easily maintained, he is also is often wearing a long heavy duster. He keeps an old slugthrower on his right hip, and a vibro-machete on his left, and he has a scattergun slung over his shoulder, or strapped to the side of an old wornout rucksack.

Other Notes

110 Starting XP (Morality Used for 2500 Credits)
-Brawn 3 (30XP)
-Agility 3 (30XP)
-Intellect 3 (30XP)
-Talent: Toughened (5XP)
-Talent: Inventor (5XP)
-Talent: Gearhead (10XP)

Skill Ranks:
-Cool 1 (Career)
-Melee 1 (Career)
-Vigilance 1(Career)
-Mechanics 1 (Specialization)
-Resilience 1 (Specialization)
-Ranged-Light 1 (Species)
-Survival 1 (Species)

10XP For Force Power
-Manipulate (10XP)

30XP Extra
-Mental Tools (15XP)
-Mechanics 2 (10XP)
-Outer Rim 1 (5XP)

Gear:
-Nomad Greatcoat (100)
-Armor Insert (450)
-Model C "Fiver" Pistol (200)
-Model 4 "Thunderhead" Scattergun (700)
-Vibro-Machete (550)
-Crash Survival Kit (300)
-Military Pack (60)
-Utility Belt (25)
-Extra Reload x2 (50)
-Stimpack x2 (50)
-Load-Bearing Gear (100)
-Verpine Bond Gauntlets (250)
-Scanner Goggles (150)

Return to Top