ARC-7767 "Sergeant Major Shep" by GreatArelius1

Species
Clone
Career
Soldier CR 3
Specializations
Vanguard/Trailblazer/Modder
System
Age of Rebellion

7
Threshold 25
Current 0
Threshold 15
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
4
2
4
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2 +🟦; -⬛,⬛*
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0 +🟦; -⬛
Deception (Cun) 0
Discipline (Will) 0 +🟦*
Leadership (Pr) 0
Mechanics (Int) X 1
Medicine (Int) X 2 +🟦,🟦*
Negotiation (Pr) 0
Perception (Cun) X 4 +🟦🟦*; -⬛*
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 1
Resilience (Br) X 2 +🟦🟦
Skulduggery (Cun) 0
Stealth (Ag) X 3 +🟦 ; -⬛*
Streetwise (Cun) X 1
Survival (Cun) X 2
Vigilance (Will) X 1
Brawl (Br) X 1
Gunnery (Ag) X 1
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) 0

Attacks

DC-15 Blaster rifle
Range
Long
Skill
Ranged: Heavy
Cumbersome 4, Pierce 1, Stun Setting, Combat tested
Damage
10
Critical
3
KD-30 "Dissuader" Pistol
Range
Short
Skill
Ranged: Light
Pierce 2, Vicious 1
Damage
4
Critical
5
Model 80 Blaster pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
6
Critical
2
SKZ sporting blaster rifle
Range
Long
Skill
Ranged: Heavy
Stun setting, Stripped down, Combat tested, Tinkerer
Damage
8
Critical
4
Stealth serrated vibroknife
Range
Engaged
Skill
Melee
Pierce 1, Vicious 2
Damage
5
Critical
2
Exo glove
Range
Engaged
Skill
Brawl
Knockdown
Damage
6
Critical
4

45
730
6318
24

Weapons & Armor

**Armors**
--Phase I ARC Trooper Armour ENC: 1(4) (HP: 6/6) *Reversed engineered, Tinkerer* Permanent Attachments: Superior, Custom fit
Current attachments:
Omniscan OR Squad Tac system, Biofeedback system OR Scannerweave
Vacuum sealed

--Survivalist armor


**Weapons**
--DC-15 blaster rifle ENC: 6 *Revered engineered* (HP: 5)
--KD-30 "Dissuader" Pistol ENC: 2
--Stealth vibro-knife (HP: 1) ENC: 1
--Exo glove (HP: 1) ENC: 2
--Model 80 blaster pistol (HP: 3) ENC: 2
--SKZ Sporting Blaster (HP: 5) ENC: 2

--------------------------------------

**Available Armor attachments**
Whipcord thrower
Omniscan Integrated Scanner (Exceptional performance; Perception +1)
Squad Tactical System (Exceptional performance; +1 Perception, +1 Vigilance)
Scannerweave
Vacuum seal
Biofeedback system
------
**Available Weapon attachments** Weapon Sling (Innate quick draw)
Built in blaster sight
Telescopic optical sight
Under-barrel grenade launcher (Limited Ammo +5)

Personal Gear

Extra reload ENC: 1
Synthrope ENC: 1
Load bearing gear
Utility Belt
Mk. III Modular Backpack + 4 extra pouches
Military Belt Pouch x3

----Storage unless noted on loadout----
Ribbon Rank
*Casualty Medal
Physician's kit ENC: 2
Glow rod ENC: 1
CorChemCo Fire Paste x5
Disguise Kit
"Survivalist" Mess Kit
Thermal Cloak ENC: 2
Com Jammer (Laat/i)


Assets & Resources

**CR Rewards:**
CR3:Sensor baffler
CR3:??
CR2: Biofeedback System
CR2:Squad Tactical System
CR1:Fogger attachment
CR1:Laat/i
https://swsheets.com/v/decdv5wpt-warden

Hours: 14 hr for crafting
Hours Remaining: 178

Critical Injuries & Conditions

1. 4/23 Mission: Havoc Ensues (25xp/15Duty/1000cr/24hr)
2. 4/28 Mission: Of Mercenary Mind (25xp/15Duty/1000cr/24hr)
3. 5/1 Mission: Scout & Clear part 1
(25xp/15Duty/1000cr/24hr)
4. 5/4 Mission: Alesia
Critical: Shatter senses (healed)- Casualty Medal
(25xp/15Duty/1000cr/24hr)
5. 5/5 Mission: Find Vepam
(20xp/20Duty/1000cr/24hr)
6. 5/8 Mission: Neighborhood Outreach
(15xp/15Duty/1100cr/24hr)
7. 5/11 Mission: Humble beginning
(25xp/15duty/1100credits/24Hours)
8. 5/16 Mission: Metal Optics (25xp/15duty/1100cr/24hr)
9. 5/18 Mission: The Malastare Void III
(30xp/15Duty/1100cr/24hr)
10. 5/21 Mission: McGarrett on the Loose
(20xp/10Duty/1100cr/24hr)
11. 5/23 Mission: Frag 'em All
(25xp/20duty/1200cr/24hr)
12. 5/25 Mission: Medical Mayhem
(20xp/15duty/1200cr/24hr)
13. 5/26 Mission: A New Entrance
(25xp/15duty/1200cr/24hrs)
14. 5/25 Mission: One Mans Trash I
(25xp/10duty/1200cr/24hr)
15. 5/27 Mission: One Mans Trash II
(20xp/10duty/1200cr/24hr)
16. 6/4 Mission: We were never here
(25xp/20duty/1200cr/24hr)
17. 6/7 Mission: One Mans Trash III
(25xp/15duty/1300cr/24hr)
18. 6/18 Mission: Death and Mourning
(25xp/15duty/1300cr/24hr)
19. 7/9 Mission: Deepest Cult
(30xp/15duty/1300cr/24hr)
20. 7/23 Mission: Valley of Despair
(25xp/15duty/1300cr/24hr)
GM Reward
(15xp/10Duty/1300cr/24hr)
GM Reward
(15xp/10Duty/1300cr/24hr)
Hrs: 144; +15XP= 750

Talents

Name Rank Book & Page Description
Toughened 5 Vanguard x3, Trailblazer x2 Gains +2 Wound threshold
Conditioned 1 Vanguard Removes 1 setback dice per rank of Conditioned from Athletics & Coordination checks. Reduce the damage & strain from falling by 1 per rank of Conditioned
Moving Target 2 Vanguard If the character has already acted this round, increase ranged defense 1 per rank of Moving Target
Bodyguard 2 Vanguard Once per round, perform the Body guard maneuver to guard an engaged character. Suffer a number of Strain no greater than ranks of Body guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting that Character
Improved Body guard 1 Vanguard Once per session, when an ally protected by Body Guard maneuver suffers a hit, suffer the hit instead
Rapid Reaction 2 Vanguard Suffer a number of Strain to add an equal number of * to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction
Dedication 3 Vanguard, Trailblazer, Modder +1 to Willpower, +1 Agility, +1 Cunning
Physical training 1 Species Add boost dice per rank of Physical training to Athletics & Resilience checks
Stalker 1 Trailblazer Add boost dice per rank of Stalker to Coordination & Stealth checks
Outdoorsman 1 Trailblazer Remove setback per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel time by half
Expert Tracker 1 Trailblazer Remove setback per rank of Tracker from checks to find tracks or track targets. Decrease time to track a target by half
Disorient 1 Trailblazer After hitting with combat check, may spend two Advantage to disorient target for number rounds equal to rank
Grit 1 Trailblazer +1 to Strain Threshold
Dodge 2 Trailblazer When targeted by combat check, may perform a Dodge incidental to suffer strain per rank to upgrade the difficulty of the combat check that number
Resolve 2 Modder When the character suffers strain, he suffers one less strain per rank of Resolve, to a minimum of one. This does no apply to voluntary strain loss.
Tinkerer 2 Modder 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.
Hidden Storage 1 Modder Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to old a total encumberance value of items more than the character’s ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable (5 Difficulty Dice) difficulty.
Seize the Initiative 1 Vanguard Once per session as a maneuver, make a hard Athletics check. On success, other PCs may take their action immediately.

Background

ARC-7767 (Originally CT-7767) or Shep; was normal clone until a glitch in clone selection caused an error that had him and three other random troopers to be sent to Commando training after their accelerated education.

It would take their Mandalorian trainer, Jaica Vullott; a few days to notice that they weren't commando clone breeds. Normally, an error like this would return the clones to retraining pods or disposal but Jacia had some sympathy for the four as they had heart. She confided with Kal & Jango about them and asked fora favor from the men. The two would convinced the Kaminoans overseers that some diversity would help normal clones adapt to combat situations and to keep the four troopers alive. The overseers agreed to the suggestions and fold the four clones back into with general troopers.

The four of them excelled under normal trooper training after the incident. Shep was more paternal with other clones, feeling that he had to watch out for them and help them through harsh situations. The other three, Lele, Sorr & Trie; felt the same to an extent but not as much as Shep. Lele & Sorr kept up the unarmed aspect of commando training as Trie was more medically inclined. The three were drawn together naturally but it wouldn't last.

The four of them bonded in a way different from normal troopers and this was noticed. They would be separated when given their first missions. Kaminoans weren't known for their sympathy. The four brothers made a pact to always leave each other messages when on some R&R.

Transferred.

Due to loses the 77th Legion has suffered, they have been folded into the 7th System Army. Shep has been promoted to ARC trooper and reassigned to Special Operations.

Motivation

**Motivation: Relationship**-- Comrades/Camaraderie
Tries his best to get along with others in current squad and bond with them.
The reason Shep feels this way he is survived harder training, even though short; has given him a unique perspective on how others view him and his comrades.

Duties

Value: 50 CR: 3
**Personnel**
ARC-7767 or Shep was assigned to Commando training by accident shortly after his general education. He was reassigned back to normal clone training after a short duration but it was enough to alter his views.
He sees other clone troopers as his little brothers and watches over them.

Hours invested: 168 for 35 Duty

Description

Other Notes

Languages: Basic, Binary & Mando'a

Initial 100xp: Rank in Brawl, Agility & Cunning (90xp); Talents: Rapid Reaction 1 & Bodyguard (10 Xp)

Additional 150 XP
Skills: 5- Medicine, 10- Ranged (heavy), 10- Survival, 10- Cool
Talents: 15- Toughened 1 & 2, 15- Conditioned rank, 10- Moving target, 20- Improved Body guard, 25- Dedication
Second Specialization: Trailblazer (20pts)
Skills: 5-Stealth, 5- Perception
----------
Vanguard talents: 15-Bodyguard 2, 15-Toughened 3, 15-Rapid Reaction 2, 20-Moving target, 25-Seize the Initiative
Trailblazer Talents: 5-Toughened, 5-Stalker, 5-Expert tracker, 10- Outdoorsman, 15-Toughness, 10-Disorient, 15- Grit, 35- Dodge, 25-Dedication
Modder Talents: 20-Resolve 1 & 2, 15- Tinkerer 1 & 2, 20-Hidden Storage, 25- Dedication

1 rank Skills: 5- Brawl, 5-Gunnery, 5- Mechanics, 5- Melee, 5-Piloting (space), 5- Streetwise
2 rank Skills: 10- Athletics, 10- Knowledge (Warfare), 10-Medicine, 10-Melee, 10-Perception, 10-Resilience, 10- Stealth
3 rank Skills: 15- Perception, 15- Ranged (heavy), 15- Stealth

Third Specialization: Modder (40 pts)








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