Percy "Heads Up!" Enderon by FiveThings

Species
Mirialan
Career
Hired Gun
Specializations
Demolionist, Mercenary
System
Edge of the Empire

3
Threshold 15
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

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Characteristics

2
5
2
2
2
3

Skills

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

Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
Stun Grenade
Range
Short
Skill
Ranged: Light
Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
Damage
8
Critical
NA

9/11

Weapons & Armor

Heavy Clothing (+1 soak)

Grenade Satchel (adds 4 encumbrance capacity)

4 frag grenades

3 stun grenades

1 Itching grenade: Major irritant, sonic in nature. Droids unaffected. On success, number of successes equals number of setbacks first round. Activate blast (2 adv) for same impact on entire engaged group. On future rounds, setbacks drops to half, rounded down (i.e. 3 -> 1 -> 0)

1 Vortex grenade: On success, creates a minor gravity well that pulls target into the center, immobilizing them for 1 round and giving strain equal to number of successes, not soakable. On blast activation (2 adv), all characters in engaged range are also pulled in and immobilized but strain IS soakable. All mass within engaged range is also pulled in with impact at GM discretion (enemies may suffer wounds, get trapped for a turn, etc.)

General rule for specialty grenades: Minions generally don't get a chance to resist these, but major enemies will generally get a chance to resist with discipline, resistance, etc.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Powerful Blast 3 Demolionist Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast
Grit 3 Demolionist Gain +1 strain threshold (included).
Selective Detonation 3 Demolionist When using a weapon with the Blast quality, spend 1 advantage to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Steady Nerves 2 Demolionist Remove 1 setback per rank of Steady Nerves from Cool or Skulduggery checks.
Toughened 1 Demolionist Gain +2 wound threshold (included).
Time To Go 1 Demolionist The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Enduring 1 Demolionist Gain +1 soak value (included).
Improved Time To Go 1 Demolionist When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Rapid Reaction 1 Demolionist Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Improvised Detonation 1 Demolionist Once per session, make a Hard (3P) Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + 1 success.
Improved Improvised Detonation 1 Demolionist Reduce the difficulty of Improvised Detonation's check to Average (2P) and increase damage to twice ranks in Mechanics.
Dedication 1 Demolionist Gain +1 to single characteristic (Agility, included).
Master Grenadier 1 Demolionist Decrease the advantage cost to activate the Blast quality on any weapon used by 1 to a minimum of 1.
Point Blank 1 Mercenary Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged.
Strong Arm 1 Mercenary Treat thrown weapons as if they had 1 greater range.

Background

Motivation

Obligations

Description

Other Notes

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