Codename: Víðarr by Kolos

Species
Gank
Career
Soldier
Specializations
Heavy | Cybertech | Gunner
System
Age of Rebellion

9
Threshold 22
Current 0
Threshold 12
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

5
3
2
2
2
1

Skills

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

Attacks

RF-191 Prometheus Cannon
Range
Long
Skill
Gunnery
Accurate 1, Burn 1, Blast 9, Vicious 5, Auto-Fire
Damage
14
Critical
3
Exo Glove
Range
Engaged
Skill
Brawl
Disorient 1, Knowckdown
Damage
+2
Critical
4

25
340
1420
11/22

Weapons & Armor

---Armor---
Full body Armor (Armored Clothing): Encum 3, HP 1, Base: Soak +1, Defense 1
--Attachments:
-Armor Insert: HP 0, +1 Soak, +1 Defense
-Ion Shielding: HP 1, +3 soak towards Ion

---Weapons---
--RF-191 Prometheus Cannon: Encum 6, HP 5(+1), (RE)(EP), Base: 11 Dam, Crit 3, Long Range, Qualities: Burn 1, Vicious 5, Auto-Fire
--Attachments:
-Custom Grip: 1 HP, -1 ■ to you, +2 ■ to others, +1 accurate
-Droid Targeting System: HP 3, +Upgrade, 3 strain to remove a despair, +1 boost once per encounter
-Tibanna jacked: HP 1, Can Reduce crit by 2 for 2 upgrades on the difficulty, +2 Damage
-Amplifying Chamber: HP 1, +9 Blast, +1 Dam, +1 ■ to repair or maintain weapon

--Exo Glove: Encum 2, HP 1 Base: Dam +2, Crit 4, Engaged Range, Qualities: Knockdown

Personal Gear

-Utility Belt Encum +1
-Load-Bearing Gear Encum +3
-MK. III Modular Backpack Encum+2
-x6 Pouches Encum +6
-Mk.III Targeting Goggles, Encum 1: Vehicles and starships count as 1 sil bigger for Gunnery Checks
-Earbud Comlink Encum 0, Usable to long range, Hard Perception check to notice
-Fusion lantern: Encum 2, counts as heat, power and light source

---Cybernetics---
--3/9--
-Gank Comm Inplant: Can comunitcate with others who have it without talking, Range: Several kilometers, can not be listened into without implant, jammer can disrupt signal.
-Q-22 Retinal Tracker: Add an Advantage to Gunnery and Ranged (Heavy)
-Implant Armor: +1 Soak
-Biofeedback Regulator:+2 Cybernetic Cap, does not count towards cap

Assets & Resources

Critical Injuries & Conditions

---Battle Scars---
--1/3--
-Toughened (At The Brick)

Talents

Name Rank Book & Page Description
Cyborg LoNH 96 All Ganks are cyborgs, and each one often possesses several different cybernetic implants. A Gank begins play with up to two cybernetics that cost a total of up to 5,000 credits. If a character takes additional Obligation for credits at character creation, he may apply these extra funds to the 5,000 budget to purchase cybernetics. Ganks have a cybernetic implant cap of 3 plus brawn
Engineered Redundancies SM 34 The Character Benefits from emergency repair patches as if he were a droid. The character still benefits from stim packs as usual, but can only benefit from a total of 5 stim packs and/or emergency repair patches per day. Additionally, the character can be healed with the Mechanics skill in the same manner as a droid.
Enduring 1 EotE 135 +1 Soak per rank of Enduring
Toughened 4 EotE 145 +2 wound threshold per rank of Toughened
Durable 2 AoR 146 Trees: Commando, Gunner The character may reduce a Critical Injury result he suf- fers by 10 per rank of Durable, to a minimum of one.
Cyberneticist 1 SM 34 The Character removes 1 setback per rank of cyberneticist from checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less(this does not decrease with additional ranks of Cyberneticist).
Brace 1 AoR 144 As a maneuver, the character may Brace himself. This allows a character to remove a setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.

Background

We left Nal Hutta because my employer at the time wanted me to clean up some loose ends, as i knew to much after doing some jobs for him. I escaped the planet thanks to my brothers quick thinking, sadly we didn't have time to get our stuff before leaving the planet so we had no money or purpose. He then suggested we join the republic to fight with a standardized army and make a lot of money. We volunteered and were pointed towards the 7th. While I normally find the best solution is the simplest, Hœnir normally likes to slow down a bit and spend more time on problems, it has gotten out of more trouble than id like to admit.

Motivation

---Trees---
-Heavy-
□ □ □ ■
□ □ □ □
□ □ □ □
□ □ □ □
□ □ □ □
-Gunner-
■ □ □ □
■ ■ □ □
■ ■ □ □
□ □ □ □
□ □ □ □
-Cybertech-
■ □ ■ ■
□ □ □ □
□ □ □ □
□ □ □ □
□ □ □ □

Duties

**Duty: Combat Victory**
```The Player Character is driven to show that the he can hold its own against enemy forces in any troop vs. troop engagement. He wants to engage the enemy combatants at their best, whenever possible and provide more victories for the him to tout to the others as proof that he is well worth his paycheck. This means daring raids, excellent tactics, and acquiring the best firepower possible.```

**Motivation: Violent Conquest**
```The Character is driven to conquer whatever and comes across. If they do do not submit, he is more than willing to employ force against.```

Description

1.75m tall, knows both Huttese and basic but doesn't speak either out loud if he can help it, only uses coms to listen to orders, and than communicates only with his Gank implant. Their family sigil is the Akk Dog.

Other Notes

---XP---
-Character Creation-
110 XP (Gank Starting)
-30 XP (Brawn)
-40 XP (Brawn)
-30 XP (Agility)
-0 XP (Vigilance Skill: Gank)
-0 XP (Athletics Skill: Career)
-0 XP (Ranged: heavy Skill: Career)
-0 XP (Melee Skill: Career)
-0 XP (Knowledge Skill: Warfare: Career)
-0 XP (Gunnery Skill: Spec)
-0 XP (Ranged: heavy Skill: Spec)
-Post Creation-
10 XP (Leftover from creation)
+150 XP (Heroic-Level Play)
+10 XP (Gunnery Skill)
-15 XP (Gunnery Skill)
-5 XP (Resilience Skill)
-30 XP (Cybertech Tree)
-40 XP (Colossus Tree)
-5 XP (Engineered Redundancies Talent)
-5 XP (Cyberneticist Talent)
-5 XP (Toughened Talent)
-5 XP (Toughened Talent)
-5 XP (Durable Talent)
-10 XP (Toughened Talent)
-10 XP (Brace Talent)
-15 XP (Enduring Talent)
+25 XP (Operation: The Grek Offensive)
-20 XP (Gunnery Skill)
+30 XP (Operation: Much Needed Distraction)
-25 XP (Gunnery Skill)
+25 XP (Operation: A Night to Remember)
-10 XP (Toughened Talent Battle Scar)
-15 XP (Durable Talent)
=10/315

---Credits---
500 CR (Starting)
+9,000 CR (Heroic-Level Play)
+2,500 CR (-10 Duty)
-0 CR (Biofeedback Regulator Half Price 1,500/5,000 Free: Gank
-250 CR (Implant Armor: Half Price 5,250/5,000 Free: Gank)
-125 CR (Gank Comm Implant: Half Price)
-2,000 CR (Exo Glove)
-1250 CR (Q-22 Retinal Tracker:Half Price)
-25 CR (Utility Belt)
-100 CR (Load-Bearing Gear)
-75 CR (MK. III Modular Backpack)
-90 CR (x6 MK. III Modular Backpack Pouch)
-1,000 CR (Mk.III Targeting Goggles)
-75 CR (Earbud Comlink)
-150 CR (Fusion lantern)
-25 CR (Banal Apparel)
-650 CR (Armor Inserts, +Defense, +Soak)
-600 CR (Custom Grip, +Accurate)
-3,200 CR (Droid Targeting System)
-30 CR (Booster blue)
+1,000 CR (Operation: The Grek Offensive)
-35 CR (Grenade built)
-1,000 (Flamethrower built)
-150 CR (Tibanna-Jacked)
-950 CR (Amplifying Chamber, +1 Dam, +5 blast)
+1,000 CR (Operation: Much Needed Distraction)
+1,000 CR (Operation: A Night to Remember)
-1,800 CR (Ion Shielding, -10%)
=1,420 CR

---Duty---
10 Duty
-10 Duty (+2,500 CR)
+10 Duty (Operation: The Grek Offensive)
+10 Duty (Operation: Much Needed Distraction)
+15 Duty (Operation: A Night to Remember)
=35 Duty

---Hours---
+24 Hours (Operation: The Grek Offensive)
-1 Hour (Grenade built)
-1 Hour (Flamethrower built)
+24 Hours (Operation: Much Needed Distraction)
+24 Hours (Operation: A Night to Remember)
=70 Hours

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