Kell "Mando" Veren by adamskevi

Species
Mandalorian
Career
Bounty Hunter
Specializations
Gadgeteer
System
Edge of the Empire

6
Threshold 18
Current 0
Threshold 12
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

3
4
2
2
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 1
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 1
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

SoroSuub X-30 Lancer Precision Blast Pistol
Range
Long
Skill
Ranged: Light
Accurate 2, Pierce 2, remove 1 setback dice from all combat checks, +1 Damage at Close Range or Engaged, +4 Damage Deadly Accuracy
Damage
9
Critical
4
Whip-cord Thrower
Range
Short
Skill
Melee
Ensnare 2. May be used as climbing gear to assist in climbing a steep vertical surface, reducing difficulty by 1. Supports a weight of up to 200kg.
Damage
1
Critical
5
BlasTech A280 Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting. +1 Damage at Close Range or Engaged.
Damage
9
Critical
3
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast-6, Limited Ammo 1, +4 Damage Deadly Accuray
Damage
8
Critical
4
Brawl
Range
Engaged
Skill
Brawl
Disorient 1 and Knockdown
Damage
3
Critical
5

1
331
8050
16/9

Weapons & Armor

SoroSuub X-30 Lancer Precision Blast Pistol x2- (Encumbrance 1, HP 3, accurate 1, Pierce 2) Probe Droid Optics: A probe droid's means of aiming at its targets, now attached to each blaster as if they were scopes. When fighting droids, add another two boosts to the roll. light weight and popular sporting blaster, favored by many beyond the hunting scene as a self-defense weapon. They are also found in a variety of escape pod and speeder bike emergency kits.
Modifications: Pistol #1- HP Remaining 0
Balanced Pair (HP-1) reduces advantage needed by 1
Custom Grip (HP-1) remove 1 setback dice from all
combat checks for owner. Add 2 setback dice if
someone other than the owner uses the gun. Option
added: 1 weapon quality (+1 accurate) mod.
Sorosuub “Bantha Eye” Laser Sight (HP-1) Gain automatic advantage on successful combat checks with this weapon.

Modifications: Pistol #2- HP Remaining 2
Balanced Pair (HP-1)

CORELLIAN ARMS MODEL 2 WRIST MOUNT- (Encum-0, HP-2) The weapon can be worn on the user's wrist, allowing him to use his hands without interference.
Mounted Items:
-Whip-cord Thrower

WHIP-CORD THROWER- (Encumbrance 1, HP 1) This armor attachment is capable of quickly deploying a decent length of high-tensile-strength cable. This may save a user in case of a free fall, reaching objects that may be out of reach, or ensnaring an opponent.

STORM TROOPER (LAMINATE) ARMOR- (Soak-2, Defense-0, Encum-4, Hp-3, Jury Rigged-Melee & Ranged Defense +1) Fully-enclosed plastoid armor that reflects and negates incoming damage. It won't stop a direct hit from heavier blasters, but is reasonably effective against indirect concussive damage and shrapnel. Features: The helmet includes built-in vision enhancements (low-light filters, thermal imaging and magnification) as well as on-board comlinks and environmental and diagnostic systems.

Frag Grenades (2)- (Damage-8, Crit-4, Range-Short, Encum-1) Frag grenades can be set to detonate on impact or set with a timer to detonate up to 3 rounds after being activated at the beginning of the attacker's action. Some also have a "dead man's" or pressure switch that, once pressed, detonates immediately upon release.

BlasTech A280 Blaster Rifle- (Damage-9, Crit-3, long range, HP-4, Encum-4) Blaster rifles are more regulated than pistols, especially military grade ones. They pack a heavy punch, along with having a long range.

Personal Gear

IMPERIAL ARMORY M-4 ARMY COMBAT WEBBING (+3 Encumbrance Threshold)

UTILITY BELT- (+1 Encumbrance Threshold)

HUNTER MODEL 6 "MULE" MODULAR BACKPACK (+4 Encumbrance Threshold)

EXTRA RELOADS/POWER PACKS (2)- Encumbrance +1, Extra reloads allow characters to ignore an "out of ammo" setback (black) dice result with a ranged weapon. By spending a maneuver, they may reload their weapons and get back in the fight.

Commlink

Assets & Resources

Speederbike

Jawa beeper with Rebel Symbol

Breath Mask- Breathing aids can be set to provide nearly anyatmosphere, although oxygen-nitrogen atmospheres
are the most common. Some variants of Gand, however,
use rebreathers to inhale an ammonia mix that mimics the atmosphere of their home planet.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened (Passive) 2 EotE Pg. 69 The character increases his wound threshold by two per rank of Toughened. (Passive)
Brace (Maneuver) 1 EotE Core Pg.132 As a maneuver, the character may Brace himself. This allows a character to remove setback (black) dice 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. (Active (Maneuver))
Jury Rigged (Passive) 2 EotE Core Pg. 138 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 effect 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. (Passive)
Armor Master (Passive) 0 EotE Core Pg. 132 When wearing armor, the character increases his total soak value by one.
Defensive Stance (Maneuver) 1 EotE Core Pg. 134 Once per round on the character's turn, the character 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 suffered by the character in this way. (Active (Maneuver))
Tinkerer (Passive) 1 EotE Pg. 145 The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one.
Point Blank (Passive) 1 EotE Core Pg. 141 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.
Dedication (Passive) 1 EotE Core Pg. 134 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Armor Master (Improved) 0 EotE Core Pg. 132 When wearing armor with a soak value of two or higher, the character increases his defense by one.
Deadly Accuracy 1 EotE Core Pg. 134 Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice.
Spare Clip 1 EotE Core Pg. 142 The character does not run out of ammo on a Despair . Items with Limited Ammo quality run out of ammo as normal.

Background

Kell was born on Mandalore. His mother, Aysr, was kind and gentle. His father, Laryn Jaul, was strong, stern, and a follower of the "Super Commando Codex" written by Jaster Mereel. Because the Codex wasn't accepted by the pacifist Mandalorians, Laryn sought jobs off world.

After Kell was born, Laryn retired from mercenary work, moved his family to Tatooine, and took jobs guarding moisture transports. Aysr had complications from a genetic heart condition and passed away soon after they made the trip. Distraught and inconsolable Laryn sank into a deep depression. Unable to cope with losing the love of his life he turned to alcohol and gambling. In a few short months he was hardly recognizable as the same man.

One night after a particularly difficult run in with Tuskan Raiders, he decided to go and let off some steam. He got so drunk during a game of Sabac at Jabba's Game Palace, that he bet his son Kell on a hand, and lost. Kell was taken as payment and sold into slavery at Jabba's Palace. He worked at Jabba's for years, more and more was added time as payment for lodging, food, clothing and education.

He received an education in languages from a protocal droid, mostly so he could listen to commands from the inhabitants and guest that came around the palace. He would do whatever was needed around Jabba's palace, running errands, fetching drinks, food, cleaning, and even fighting other slave children for amusement.

When Maul attacked Jabba the Hutt in order to force him to join the Shadow Collective, Maul ordered Pre Vizsla to send in the Death Watch to cause chaos and surround Jabba, who quickly agreed to join. Kell attempted to escape in the chaos and was helped by a Death Watch Commando by the name of Zinn Varen, who took him in as a foundling welcoming him back into the Mandalorian fold. Zinn took Kell to be trained with other foundlings in the fighting corps. However, while Zinn was gone, a struggle in maintaining power formed between the two former allies, Mand'alor Pre Vizsla and Shadow Collective's leader, Maul, ultimately resulting in Vizsla's demise, Maul's rise to power, and the separation of Death Watch into the Mandalore resistance, which was led by Bo-Katan Kryze, and Maul's Mandalorian super commandos. Zinn stayed on with the fighting corps and personally trained Kell and a select few others.

Kell took Zinn's last name in place of his own, as he came to view his fathers behavior as disgraceful, and not how a "True Mandalorian" would have acted. Kell was trained in the fighting corps, and when he came of age, took his oaths to follow "The Way of the Mandalore."

When he is old enough he has left fighting corps, to go out into the galaxy and gain experience, and follow the old martial ways of his Mandalorian forefathers. He took up bounty hunting Kuat.

After spending some time bounty hunting, for the highest bidder. Kell fell in with a motley crew who didn't agree with the current course of galactic politics and enjoyed making things difficult for the Empire. Kell accompanied the group on several of their "Missions" stealing, bombing, and causing general chaos for the Empire. He became friends with the medic, Tannan Gar, and stayed on with the group for several years. Kell eventually learned that the group was a sleeper cell for the Resistance, and they needed volunteers for a new mission. Kell volunteered, along with Tannan to form this new resistance cell, on another planet.

Personal Goals: (more will be added)
1. Find out what became of his father (Laryn Jaul) on
Tatooine. Recover his armor in order to regain his honor
it must be returned to the true Mandalorians and
reforged. This is the Way.

2. If teammates are interested, Educate them about
True Mandalorians.

Motivation

Code-Quiet Professionalism: There is an old saying in the bounty hunter trade that good work makes little noise, and the character is the embodiment of that. Like a master artisan, the character pursues bounties with far greater care and attention to detail than most. The PC sees little need for flashy accoutrements or ostentatious shows of prowess.

Specific Relationships- Extended Family/Clan: The character has a large extended family, clan, or tribe that he deeply loves. He seeks both their comfort and approval despite the many voices clamoring in his ear for attention

Obligations

Debt (5 pts)- The character owes someone a great deal, whether that debt consists of money or something else. Perhaps the PC has a huge gambling debt to a Hutt, is indebted to the Czerka Corporation for his starship, owes a wealthy family for patronage, or has some other serious financial obligation. To make matters worse, depending on who owns the debt, even fully paying it off might not get the character completely off the hook—if the character can get that money, he can surely get more. (Run away slave)(Credits)


Duty Bound (10 pts) The PC has a deep sense of duty that he feels compelled to fulfill, such as military service, making good on a contract, or following some sort of thieves' code. Unlike the Oath Obligation (see below), a Duty bound character has some legal or ritualistic bind to an organization or cause making it extremely difficult or detrimental if he fails to live up to that commitment. We are all rebels, made our way to a rebel base and volunteered for the current mission. (XP)

Description

Gender: Male
Age: 25
Height: 5'9"
Build: Muscular
Hair: Black
Eyes: Brown

Notable Features: Scar going from the bottom of his left eyelid down his cheek where part his helmet broke and cut his face while in training due to taking a rifle stock to the face.

Languages: Galactic Common, Mando'a, Huttese, Jawaese, and Tusken

Other Notes

Duty (10)
Sabotage- The largest and most powerful military force in the history of the galaxy is also the most vulnerable to acts of destruction and asset detail. The character is focused on disrupting Imperial operations in any way possible, whether it's the manufacture of weapons, troop movements, supply shipments, banking systems, or any other key operations, in order to make the Empire act more slowly and less capably. Truly showy acts of destruction also work to erode a population's will to support the Empire, or so the PC often believes (though the Alliance expressly forbids actual acts of terrorism).

Bounty Hunters Creed:
• People Don't Have Bounties; Only Acquisitions Have Bounties: Anyone with a bounty on his head isn't a person anymore; he's an
"acquisition."
• Capture By Design; Kill By Necessity: A Bounty Hunter should at least try to bring his target in alive.
• No Hunter Shall Slay Another Hunter: This rule, and the next, may be "creatively interpreted," and sometimes the cause of death
can be hard to prove.
• No Hunter Shall Interfere With Another's Hunt: In general, Hunters leave one another alone.
• In the Hunt, One Captures or Kills; Never Both: Once an acquisition has been captured alive, the Bounty Hunter is obligated to
keep him that way until the bounty is claimed.
• No Hunter Shall Refuse Aid to Another Hunter: Bounty Hunters take care of their own. But there's nothing is wrong with
negotiating a fee...

Mandalorian Cannons of Honor
Strength is life, for the strong have the right to rule.
Honor is life, for with no honor one may as well be dead.
Loyalty is life, for without one's clan one has no purpose.
Death is life, one should die as they have lived.

"You will raise your young as Mandalorians — and defend them. You will wear our armor, and speak our language. And you will serve the clan, and rally when called. These are the Resol'nare — the Six Actions — sacred to our movement. Do them — and you may live to call yourselves Mandalorians!"

Attacking with Two-Weapons
To make the attack, he performs a combined check. First, the character denotes one weapon as the primary weapon. When making the combined check, he will be attacking with this weapon. He then determines what skills and characteristics he would use when making attacks with his primary weapon, and his secondary weapon (the other weapon he wields).

Finally, he determines his target. Compares the skills that would be used to make an attack with each weapon, and compares the characteristics that would be used to make an attack with each weapon. He then takes the skill that he has lower ranks in, and the characteristic that he has lower ranks in, and uses this skill and characteristic to assemble his dice pool. It's very possible that the ranks in either the skills or characteristics are equal, in which case he can use either. If both checks would use the same skill or characteristic, he simply uses that skill or characteristic. He then compares the difficulty of the two combat checks he would make with each of his two weapons to hit his target, and selects the check with the higher basic difficulty (set back dice). He then increases the difficulty by one if the two skills in the combined check were the same, and by two if they were different. He then makes the check.

If he succeeds, he hits with his primary weapon as normal. He may also spend 2 advantage or 1 triumph to hit with his secondary weapon as well. If both weapons hit, he may spend additional advantage or triumph to activate qualities from either weapon. Each hit deals its base damage, +1 damage per uncancelled success.

Star Ship
Name: Kom'rk Class Gauntlet "3rd Edge" Hard points: 4
Hull Type/Class: Fighter Transport Sensor Range: Short
Manufacturer: MandalMotors Ships Compliment: 1 pilot, 1 co-pilot, 2 gunners
Hyperdrive Primary Class: 3 Hyperdrive Backup Class: 10
Consumables: 2 months Navicomputer: Yes
Restricted: Yes Rarity: 7
Value: 190,000 Weapons: Twin Fwd Mounted Heavy Laser Cannons
Twin Aft Mounted Medium Laser Cannons

Attachments: Whisperthrust Engines, Night Shadow Coating
Cargo Hold: Encumberance Capacity-180
Passengers: Capacity- 24

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