Primary lightsaber pistol. | 1E | 5HP
Secondary lightsaber pistol | 1E |
Brass nuckles. | 1E
Blaster pistol. | 1E | 3HP
(2) Concussion grenades | 0E
junk blaster pistols
Multi-Goo gun |
Personal Gear
lightsaber hilt. | 1E | 5HP
Com link.(short range) | 0E
Holo messenger. | 0E
Binders. | 2E
(6) Stim pack(s) | 0E
Data pad 50cr | 1E
Utility Belt | +1E
Toolkit | 4E | onship
Unlimited) Cigarettes
Assets & Resources
Sith artifact - ssp-12 driod
Bountyhunter friend and leader of Ord-mantel bounty guild (Thordo one eye)
Critical Injuries & Conditions
1
Talents
Name
Rank
Book & Page
Description
2x Toughened
Eote: pg145
Passive. Gain +2 wound threshold for each rank.
Intimidating
Eote: pg137
Active (Incidental, Out of Turn) When attempting a Coercion check, the character may suffer a number of strain to downgrade the dif- ficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number can- not exceed his ranks in Intimidating.
2x Parry
F&d: pg149
Active (Incidental, Out of Turn)When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculat- ed (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the charac- ter is wielding a Lightsaber or Melee weapon.
2x Second wind
F&d: pg151
Active (Incidental) Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Jury rigged
Eote: pg138
Passive. The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other ef- fect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Pointblank
Eote: pg141
Passive. The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Disorient
Eote: pg135
Passive. After hitting with a combat check, the character may spend O O to disorient his foe (see page 218). Disoriented targets add • to all skill checks. The tar- get is disoriented for a number of rounds equal to the attacker's ranks in Disorient.
Conditoned
F&d: pg141
Passive. The character removes ■ per rank of Conditioned from his Athletics and Coordination checks. He re- duces the damage and strain suffered from falling by 1 per rank of Coordination.
Multiple opponents
F&d: pg147
Passive. The character adds □ to his Brawl, Melee, and Light- saber combat checks when engaged with multiple opponents. This includes single groups of multiple minions.
Durable
F&d: pg142
Passive. The character may reduce a Critical Injury result he suf- fers by 10 per rank of Durable, to a minimum of 1.
Grit
F&d: pg144
Passive. Each rank of Grit increases a character’s strain threshold by 1.
Defensive training
F&d: pg 141
Passive. When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the char- acter’s ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).
Defensive stance
Eote: pg134
Active (maneuver) One per round on the character's turn, the char- acter may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suf- fered by the character in this way.
Armor master
Eote: pg132
Passive. When wearing armor, the character increases his total soak value by one.
Quick draw
F&d: pg149
Once per round, draw or holster a weapon or acces- sible item as an incidental.
Force Powers
Force Rating
1
Power
Enhance
Description
Enhance allows Force users to perform athletic feats
beyond the original scope of their natural abilities. The
basic power has one way of spending Force points:
• When making an Athletics check, the user may
roll an Enhance power check as part of the
pool. The user may spend Q to gajn # or O (his
choice) on the check. (Remember, this counts as
a normal Force power check in every way—it is
simply combined with the overall skill check.)
Upgrade
Effect
(Control) Force jump
Take a Force Leap action: Make an Enhance power check. The user may
spend 3 to jump horizontally to any location in short range.
Power
Seek
Description
Seek’s basic power allows Force users to find faraway
things and to shatter sensory tricks that might hide
their quarry. The basic power has two ways to spend
Force points:
• The user may spend 30 to gain insight into the
general location or direction of a person or object that he knows about, regardless of its current
distance from him. The user may not activate this
multiple times.
• The user may make an Average Vigilance
check with the power check to see through all
sensory misdirections confronting him, whether
these come from technology or more esoteric
sources. This power works against tricks such as
cloaking fields, holograms, Force illusions, and
even physical disguises, at the GM ’s discretion,
but has no direct effect on spoken or written lies.
To successfully see past the deception, the character must spend 3 to activate the power and
must succeed on the Average Vigilance
check (or opposed Vigilance versus Discipline
check if illusions are being created by another
Force user). If the user succeeds, his supernatural senses pierce the falsehoods, letting him perceive
the truth they conceal.
Upgrade
Effect
Power
Move
Description
At its most basic, Move allows the Force user to move
small objects that are near him. It has one basic effect:
• The user may spend [D/L] to move one object of silhouette 0 that is within short range up to his maximum
range. The default maximum range is short range.
The user may not activate this multiple times.
Upgrade
Effect
Background
Shunned from birth because he was born looking different for the rest of the population on his home planet. His parents also suffered just from birthing him his dad left Instantly to work on some backwater planet sending his mother money from working in a bar but his mother could hardly survive as everytime she went into public she would be ridiculed and even denied access to some place and areas. At four Octavian started noticing all of this and came to the conclusion that he should leave and no one would ever care and his mother may be able to live normally again. So he ran from home and attempt to live in the jungles of his planet, Three years in and he couldn't take the life of no technology. So he study the patterns of incoming spaceships and boarded one he seen multiple times. Turned out that the ship was smuggling animals in and out of Devoron so he let them out of their cages and let them kill the crew, knowing these beasts well living in the jungle with them for three years he safely trapped them in a section of the ship but now he was stuck on a space ship, blood and bodies everywhere and not knowing how to pilot he was forced to live there for a further two years living off the animals and food left on the ship running out of food he started tinkering with the ship and technology aboard and slowly learned to pilot the ship to the nearest civilized planet. Where he was arrested for murder, smuggling animals and pirating. Five years in labour prison camps a woman in a black robes calling herself Traya wonders into the camp looking for the child pirate and frees him and explains that the men he killed years ago had a bounty on there head and that men had imprisoned him stole his bounty for their self's and locked him here to rot for ever. She then present him with a choice to be free or to kill the men that did this to him and serve her. The choice was obvious filled with rage he hunted the four men down and studied undered the woman learning the ways of the force and in his spare time earning money hunting bounties for credits and fun. After such a run Octavian meet the legendary Durge and listened to his story and was given the classic tusk tattoo on his chest.
Motivation
Relationship | droid | SP-12 a tiny spider droid that was custom made from a sith artifact, rolls into a grenade sized ball. Plenty of unknowns
Ambition | Love | Aims to find a life partner and the bearer of his children.
Morality
Emotional strength
- Pride
Emotional weakness
- Anger
Description
Octavian (20) is a rare breed among his species, born with white skin, Silver eyes, long horns that point down and follow his skull and platinum/white facial hair, standing at a tall 6'6" muscular athletic build. His teeth the usual jagged canines of the Devaronian with a wide devious grin along with the typical pointed ears. Usually in his full suit of armor and helmet with a coat over top failing at hiding his weapons.
Other Notes
Nick name "Child pirate" givin by other bountyhunters.
Race notes
Special Abilities: Survival OR Deception +1
Resilient Metabolism: Add a success result to resilience checks.
Active bounty- Gand. Doomi Reeven. Piracy, aiding and abetting, conspiracy, assaulting a republic official, the works. Last seen in the Reecee Sector. hideout there.