Ares by ObiWan92

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

11
Threshold 22
Current 0
Threshold 12
Current 1
Ranged 3
Melee 4

Characteristics

6
2
4
2
2
1

Skills

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

RS01 "Ripper" Powersword
Range
Engaged
Skill
Melee
Cumbersome 3, Pierce 2, Sunder, Knockdown, Vicious 2, Cortosis
Damage
12
Critical
1
Boot Blade
Range
Engaged
Skill
Melee
Damage
10
Critical
3
Wrist Blades
Range
Engaged
Skill
Melee
Pierce 1
Damage
10
Critical
3
Sap Gloves x2
Range
Engaged
Skill
Brawl
Concussive 1
Damage
11
Critical
5
Poison Gas Grenade
Range
Short
Skill
Ranged: Light
Blast 2, Limited Ammo 1
Damage
0
Critical
0
Concussion Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Concussive 2, Disorient 5, Limited Ammo 1
Damage
10
Critical
5
Armor-Piercing Grenade
Range
Short
Skill
Ranged: Light
Blast 4, Limited Ammo 1, Pierce 3
Damage
13
Critical
3
Incendiary Grenade
Range
Short
Skill
Ranged: Light
Blast 5, Burn 3, Limited Ammo 1
Damage
8
Critical
3
Thermal Detonator
Range
Short
Skill
Ranged: Light
Blast 15, Breach 2, Limited Ammo 1, Vicious 4
Damage
20
Critical
2

0
210
0
20/20

Weapons & Armor

Imperial Intelligence Operative Outfit - 4 Encumbrance, 6 HP. Cortosis Weave. Inconspicuous: When the helmet is off, it is unsealed, but the outfit will look normal, civilian like [Upgrade Difficulty to recognize the wearer by 2). Boot Blade. Retractable Wrist Blades. Superior Armor Customization. Threat Monitor: Add 1 automatic advantage to Initiative checks. Armor Spikes: When hit by a Melee/Brawl/Lightsaber attack, may use 3 disadvantages to deal 6 damage to attacker.

RS01 "Ripper" Powersword - Cortosis Forged. Custom Grip (-1 setback, others add 2 setbacks). Mono-molecular Edge

Sap Gloves x2 - 1 HP, 1 Encumbrance. Spotting these gloves requires a Daunting (4 difficulty) Perception check. Paired Weapons: Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.

Poison Gas Grenade x3 - Can be loaded with any poison or drug that can be inhaled. Successful hits with the weapon deliver the poison regardless of damage. (Dioxis Gas: Single dose requires a Hard (3 difficulty) Resilience check, while 2 or more requires a Daunting (4 difficulty) check. Failure deals 5 wounds (ignoring soak), and 2 strain per disadvantage result. Gas lingers for 3 rounds (unless dissipated by wind).)

Concussion Grenade x3 - The disorient quality on this weapon affects all targets within short range of initial target if it is activated (like Blast usually would).

Armor-Piercing Grenade x3 - As with frag grenades, it may be set to detonate after 3 rounds or on impact.

Incendiary Grenade x3

Thermal Detonator x2 - The device may be set to detonate on impact or after 3 rounds, as well as using a dead man's switch. Blast effects everything within short range.

Personal Gear

Biofeedback Regulator - Increase cybernetic cap by 2, this implant doesn't count towards the implant cap.

Cybernetic Arms - +1 Brawn

Cybernetic Legs - +1 Brawn

Gank Comm Implant - Can communicate silently with others using the implant within a range of several kilometres. Jammers can disrupt the signals.

Implant Armor - Provides Soak +1.

Cybernetic Brain Implant - This implant grants a +1 to the Intellect characteristic. It also has a built-in comlink and computer access link.

Cybernetic Eyes - These implants provide +1 skill rank to the Vigilance & Perception skills

Cybernetic Reflexes - Provides 1 rank of the Rapid Reaction talent.

Cybernetic Respirator - Provides benefits of a breath mask and respirator permanently. Provides 1 rank of the Blooded talent.

Lockbreaker Hand - Count as having one rank in "Bypass Security" talent. Add 1 boost die to Skulduggery and Computers check for defeating locks.

Mk. III Modular Backpack - +8 Encumbrance

Utility Belt - +1 Encumbrance

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 4 Marauder (4) The character increases [their] wound threshold by two per rank of Toughened.
Frenzied Attack 1 Marauder (1) When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of [their] combat check by that number. This number cannot exceed [their] ranks in Frenzied Attack.
Feral Strength 3 Marauder (3) The character adds 1 damage per rank of Feral Strength to one hit of [their] successful Brawl and Melee attacks.
Enduring 1 Marauder (1) The character gains +1 soak value per rank of Enduring.
Lethal Blows 1 Marauder (1) The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Rapid Reaction 1 Cybernetic (1) The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction.
Blooded 1 Cybernetic (1) The character adds a boost dice per rank of Blooded to their checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded, to a minimum of one.
Bypass Security 1 Cybernetic (1) The character removes a setback dice per rank of Bypass Security from [their] Skulduggery and Computers skill checks made to disable a security device or open a locked door.

Background

Motivation

Obligations

Description

Other Notes

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