IG-53 by brendan

Species
Droid
Career
Bounty Hunter
Specializations
(BH) Assassin + Gadgeteer
System
Edge of the Empire

6
Threshold 16
Current 0
Threshold 14
Current 8
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
3
1
3
1

Skills

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

Attacks

Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun setting
Damage
9
Critical
3
Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3

35
700
1085
12/14

Weapons & Armor

**SIDE QUEST Received flex seal e-webb (4 ENC) and mining pistol (1 ENC) ***

***STASHED IN SIDE QUEST***x1 Blaster Rifle (+1 dmg for no armor, can give up 1 HP for lightsaber crystal, through overload or malfunction or other can destroy pistol & treated like a grenade +2 blast +2 vicious, auto cauterize, can overcharge for +2 damages wep by 10 cond and 1 mvr to get ready discipline to get past, 2 to notice what weapon you have) *Attached via basic sling*
(0/50 - Pristine)

4 ENC / 4 HP
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x1 Blaster Pistol (+1 dmg for no armor, can give up 1 HP for lightsaber crystal, through malfunction or other can destroy pistol & treated like a grenade +1 blast +1 vicious, auto cauterize) *Held in a holster*

(0/20 - Pristine)

1 ENC / 3 HP
-----------------------------------------------
***STASHED IN SIDE QUEST***
x1 Laminate Armor (Med, 1 Round Donning, Stagger reduce status by 1 to a minimum of 1, +1 cumbersome, +1 setback for stealth moving, +1 Avail Enc) (Helmet Enhancements: Low Light filters, removes a setback for low-light ; Thermal imaging ; Image magnification, x4 or long-range articulately ; Comlink built-in ; Diagnostic & environmental detection sys) *Actively worn*

(0/65 - Pristine)

0 DEF / 2 SOAK / 4 ENC / 3 HP / 5 RARITY
-----------------------------------------------

x1 Thermal Cloak *Actively worn*

(0/20 - Pristine)

ENC 2 / RARITY 1
-----------------------------------------------

x2 Utility Belt *Used like crossed bandoliers*

(0/15 - Pristine)

ENC 0 / RARITY 0
-----------------------------------------------

x1 Backpack *Worn on back*

(0/40 - Pristine)

ENC 0 / RARITY 0
-----------------------------------------------

Personal Gear

x1 Sabacc Deck *Special built-in compartment*

ENC 0 / 0 RARITY
-----------------------------------------------

x1 Comlink (handheld) *Attached to utility belt*

(0/15 - Pristine)

ENC 0.33 / 0 RARITY
-----------------------------------------------

x1 Datapad (handheld) *Attached to utility belt*

(0/20 - Pristine)

ENC 1 / 0 RARITY
-----------------------------------------------

x1 Fusion Lantern *Stowed in backpack*

(0/30 - Pristine)

2 ENC / 2 RARITY
-----------------------------------------------

Climbing Gear *Stowed in backpack*

(0/20 Pristine)

1 ENC / 1 RARITY
-----------------------------------------------

Assets & Resources

x3 Extra Reload *On utility belt*

0.33 ENC / 1 RARITY
-----------------------------------------------

x6 Emergency Repair Patch *1/2 backpack, 1/2 belt*

0.33 ENC / 1 RARITY
-----------------------------------------------

x3 Stimpack *Stowed in backpack*

0.33 ENC / 1 RARITY
-----------------------------------------------

Critical Injuries & Conditions

9/10 Power

Talents

Name Rank Book & Page Description
Rigging (BR) 0 Homebrew SKILL (Or mechanics)
Sysops (INT) 0 Homebrew SKILL (Or computers)
Space (INT) 0 Homebrew Replaces *Knowledge: Outerworlds and Core Worlds*
Jets 0 Memory Cores & Motivators (2) Become a flyer (See “Flying” sidebar in EotE 202). Agility +1. Whether functioning as a primary means of locomotion or deployed when they are needed, jets allow a droid to keep up with most flying creatures and some vehicles.
Multi-Directional Optics 0 Memory Cores & Motivators (3) Rank in Coordination and Rapid Reaction. Agility +1 Optical sensors that face all directions or pivot on in- dependent axes allow a droid to stay hyper-aware of their surroundings and react quickly.
Combat 0 Memory Cores & Motivators (5) 1 rank each in 3 combat skills. Willpower +1. Combat programming makes for disciplined, capable soldier in the field. Many of those same models are awkward and useless in any other situation due to their highly focused programming, but advanced or bounty hunting models are more well-rounded.
Interrogation 0 Memory Cores & Motivators (5) 1 Rank in Coercion, Medicine, and Intimidating. Willpower +1. Intimidation is not a skill that comes easily to most droids, but they can be programmed to be effective, particularly when they are also dosing the victim with mind-weakening substances.
Tactics 0 Memory Cores & Motivators (8) 1 rank in Leadership, Ranged (Light) and Warfare. Intellect +1. The key strength of tactical droids is pattern analysis, allowing them to continually improve their strategies against the same opponent even during a single battle.
Compact 0 Memory Cores & Motivators (2) Silhouette becomes 0. Droids that need to access small spaces or are highly specialized to use very little equipment come in more compact frames than standard models.
Power Reserves 0 Memory Cores & Motivators (3) Energy Transfer talent. The primary function of power droids is to serve as a walking battery, able to recharge or power weapons or other equipment for field teams.
Upgraded Memory Core 0 Memory Cores & Motivators (4) May perfectly recall previous events of the current session, or spend a Destiny point to perfectly recall an event from a previous session. Intellect +1. While most droids have excellent recall, they still have to prioritize storage and access. Models that need to provide deep analysis on previous observations use more sophisticated memory cores for
Grit 1 Core Rule Book (59) Gain + 1 strain threshold.
Lethal Blows 3 Core Rule Book (59) (+30 Crit) Add +10 per rank of Le- thal Blows to any Critical Injury results inflicted on opponents.
Stalker 3 Core Rule Book (59) (3 Boosts) Add [BOOST] per rank of Stalker to all Stealth and Coordination checks.
Dodge 2 Core Rule Book (59) When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Precise Aim 1 Core Rule Book (59) Once per round, may per- form Precise Aim maneu- ver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number.
Jump Up 1 Core Rule Book (59) Once per round, may stand from seated or prone as an incidental.
Quick Strike 1 Core Rule Book (59) Add [BOOST] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Quick Draw 1 Core Rule Book (59) Once per round, draw or holster a weapon or accessible item as an incidental.
Targeted Blow 1 Core Rule Book (59) After making a successful attack, may spend 1 Desti- ny Point to add damage equal to Agility to one hit.
Anatomy Lesson 1 Core Rule Book (59) After a making a successful attack, may spend 1 Desti- ny Point to add damage equal to Intellect to one hit.
Dedication 1 Core Rule Book (59) Gain + 1 to a single charac- teristic. This cannot bring a characteristic above 6.
Brace 1 Core Rule Book (60) Perform the Brace ma- neuver to remove [SETBACK] per rank of Brace from next Action This may only re- move [SETBACK] added by envi- ronmental circumstances.
Toughened 2 Core Rule Book (60) Cain +2 wound threshold.
Intimidating 2 Core Rule Book (60) May suffer a number of strain to downgrade diffi- culty of Coercion checks, or upgrade difficulty when tar- geted by Coercion checks, by an equal number. Strain suffered this way cannot ex- ceed ranks in Intimidating.
Defensive Stance 1 Core Rule Book (60) Once per round, may per- form Defensive Stance ma- neuver and suffer a num- ber of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Spare Clip 1 Core Rule Book (60) Cannot run out of ammo due to [THREAT] Items with Limited Ammo quality run out of ammo as normal. Does not account for your own energy cells from inventory or elsewhere. Applied once per encounter for only one weapon instead of using your own energy cell.
Jury Rigged 1 Core Rule Book (60) *Applied to Blaster Rifle.* Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Point Blank 1 Core Rule Book (60) Add 1 damage per rank of Point Blank to damage of one hit of successful attack whileusingRanged(Heavy) or Ranged (Light) skillsat close range or engaged.
Disorient 1 Core Rule Book (60) After hitting with combat check, may spend O O to disorient target for num- ber of rounds equal to ranks in Disorient.
Armor Master 1 Core Rule Book (60) When wearing armor, increase total soak value by 1.
Natural Enforcer 1 Core Rule Book (60) Once per session, may re- roll any 1 Coercion or Streetwise check.
Stunning Blow 1 Core Rule Book (60) When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Melee Light (BR) 1 Homebrew SKILL
Indistinguishable 2 Core Rule Book (137) The character's appearance is so common that people have a hard time identifying distinguishing traits. Oppos- ing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable.
Fearsome 1 Homebrew When engaged in range with a target, maybe cause them to make a disciple or cool check against a fear rating equal to ranks in fearsome.
Rapid Reaction 1 Core Rule Book (143) The character may suffer a number of strain to add an equal number of [SUCCESS] to any Vigilance or Cool check to determine initiative order. The number may not ex- ceed his ranks in Rapid Reaction.
Energy Transfer 1 Special Modifications (34) The character may suffer 1 strain to perform the Energy Transfer maneuver; when he does, he can power up an appropriate unpowered device (such as a datapad, a droid, or a door) until the end of the encounter. Alternatively, he can restore ammunition to an energy-based weapon, allowing a character to ignore an "Out of ammo" [SETBACK] result. The character must have at least one cybernetic installed to perform this maneuver. Also, may spend 4 Strain instead to use Energy Transfer to spend one of your own Power Points to transfer power into something that is Sil 2.
Droid Trust Issues 1 Homebrew 2 [SETBACK] every social check interaction with robots, unless the instruction is to eliminate an opponent.
Knowledge (INT) 1

Background

In 10 BBY, the same year Solo won the Millennium Falcon in a game of sabacc, Holowan Laboratories created IG-53. IG was programmed with a standard assassin droid protocol, but sold as a security droid, due to the outlawed use and creation of assassin droids. Purchased by the nephew of Jabba the Hutt, Gorga Desilijic Aarrpo, IG-53 spent a number of years undergoing a variety of customizations and upgrade until 4 ABY. After news spreads of Jabba's death, chaos ensued on Tattooine.

Lured to what Gorga believed was a trade deal, he was ambushed and attacked. IG-53 tried to defend him, but was incapacitated and left in the desert while Gorga narrowly escaped. IG was eventually found by Jawas and rebuilt by robots aboard a sand crawler.

Capable of understanding his existence and hearing the end of the Galactic Civil War, he believed it was time to forge his own path. He spent years watching other droids get sent to die at every occasion. After experiencing death himself, he grew disdain for others who did not see droids as equals, but merely as tools.

Motivation

**CAUSE - DROID RIGHTS**
- IG-53 believes that droids should be accepted as full members of galactic society, not merely tools or servants.

**AMBITION - DROID RIGHTS CONT.**
- Free droids from their chains. Build a droid army.

**SABBAC**
- Games won: 0
- Games lost: 0

Obligations

Feels obliged to help droids that seem sentient or in distress, based upon his past experiences.

Description

- 1.96 Meters Tall
- Red Sensors
- Blue-gray plating
- Masculine programmed

Other Notes

While I was in the middle of working on fixing a power issue and using the diagnostic tool and had everything brought to the main terminal when I heard a noise. I went to the cargo bay to investigate it, but nothing seemed different. Everything was right where I left it and there weren't anymore noises. Time to die.

**KEMAL STATION**
- Cantano, capital ; space trams from there to other areas to mine primarily
- Regency influence
- Kemal is name of sun and solar system and gas giant, along with a few other moons orbit
- Kemal system is a pit stop for most people
- Level 4: Promenade, touristy things, entertainment, see downward (markets with med-lrg corps)
- Level 3: The Den, starts to get seedy, not quite the promenade (markets with med-lrg corps)
- Level 2: The Commons, market and residential
- Level 1: Security and interworks, churches and civic bodies (government)
- Level 0: Public hangar, aspects are private, but reserved for corps and people with notoriety

**GALL CLAN**
- Kall Kallo (random captain, dead)
- Salacious Pete, Twilek there (Hers and Genda)
- Kiergman Menosuer (twilek woman who ran rebel cell, leader)

**BOUNTY (ACTIVE)**
- Lawns Deatree
- Klautiuianian
- 2 pucks, one for person and ship
- Ship Silver fox won from Sabac arcanus
- Silver hair possibly, alive if possible, regency clout assumption
- Smuggling ring, may spook easily

Cantina - Nu Grotto ; Phanatics

**IN LOCKER**
- 6x Binders
- 6x Restraining Bolts
- Comm jammer
- 2x Comm scrambler
- Slicer gear

-----------------------------------GENERAL-------------------------------
**GADGETEER LIFE**
- Don't take extra negatives from using gadgets in engaged range

**GRAVIK-NEZ BRAWL FORM***
- While in the form, may use coercion as a maneuver to lower the defense of targets equal to your willpower within short range and gain sunder for those coerced. Sunder can be boosted via advantages. Sunder triumph disarm them.
- 1 maneuver to enter or exit the form
- -3 strain threshold while in the stance
- Initiate level

**STABA BRAWL FORM***
- 1 maneuver to enter or exit the form
- +1 deflection
- +2 damage when unarmed weapon
- +1 green die to athletics and/or coordination in combat
- -2 strain threshold while in the stance
- Padwan level

**DROID LIFE**
- No need to eat, sleep, or breathe. Unaffected by toxins or poisons. (48)
- Cannot acquire or be affected by mind-altering force powers.
- Up to 6 cybernetic implants.

**ARMOR**
- Droids are affected by ion weapons, taking damage to their strain threshold. (157)
- Certain heavy stormtroopers, bounty hunters, and even droids are fitted with heavy armor. (171)

---------------------------------HEALING-----------------------------------

- Droids do not benefit or recover from bacta tanks, stimpacks, or Medicine skill checks. (48)
- Droids need to be tended to with a Mechanics check, using the same difficulties and results of Medicine checks for organic beings.(48)
- Emergency repair patches can be used to repair damage just like stimpacks are used on organic beings. (48)
- Droids benefit from natural rest like any other character, as their subroutines and automated systems attempt self-repairs. (220)

**EMERGENCY REPAIR PATCHES**
- Droids cannot use stimpacks. However, they benefit from repair patches in a similar fashion as stimpacks, including the limit of five per day. However, emergen- cy repair patches only heal three wounds per use (al- though their viability does not reduce over time). Fixing a droid's Critical Injuries requires Mechanics checks with a difficulty set by the Critical Injury's severity rating. (221)

**OIL BATHS**
- Droids cannot benefit from a bacta tank. However, droids can benefit from an oil bath. An oil bath is spe- cifically designed to help droids recover from damage and ill-effects. Every hour spent in an oil bath reduces one wound as the lubricant helps facilitate the droid's self-diagnostic systems. Oil baths do not restore Critical Injuries, which are instead done with Mechanics checks. (221)

-----------------------------------MODES----------------------------------

**STANDARD MODE**
- You are on and running your basic functions and advanced subroutines as normal.


**REST MODE**
- Half-asleep, doubles the time it takes to expend 1 Power Charge. Only partially aware, but can wake up on your own. Downgrade all skills by 1 and lower each characters by 1 only while in rest.

**RETIRED MODE**
- You are off and you may be out of power. Incapacitated or just turned off. You must be recharged, repaired, or turned back on.

**OVERDRIVE MODE**
- At the cost of 1 entire Power Charge, you can choose for the rest of the encounter add +1 to 3 different characteristics. (Requires a soft action to engage or spend 5 strain to engage as a maneuver. Lose your ability to use Rapid Recovery after the encounter is over. Can't go over 5.

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