RC-1217 “Knox” by Arnpups

Species
Human
Career
Clone Soldier
Specializations
ARC Trooper
System
Edge of the Empire

7
Threshold 13
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

4
4
2
5
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0 + 1b
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1 +1 Strain +1 Success +1 b
Coordination (Ag) X 1 +1 B
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) X 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) 2 +1 b
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) X 1 +1 b
Skulduggery (Cun) X 1
Stealth (Ag) X 2 +3 b
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1 +1 b
Brawl (Br) X 1 +2b if not acted
Gunnery (Ag) 0 +2b if not acted
Lightsaber (Br) 0 +2b if not acted
Melee (Br) 0 +2b if not acted
Ranged: Light (Ag) X 2 +2b if not acted +3 dmg
Ranged: Heavy (Ag) X 2 +2b if not acted
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) X 1
Knowledge: Xenology (Int) 0

Attacks

Retractable Wrist Blades
Range
Engaged
Skill
Melee
Pierce 1
Damage
1
Critical
3
DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting, Suppressor 2 setback die to opposed perception.
Damage
7+1
Critical
3
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1, Pierce 1
Damage
1
Critical
3
Mk II EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 1
Damage
8+1
Critical
4
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8+1
Critical
4
DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Under Barrel Grappling Hook, Accurate 1, Stun Setting
Damage
7+1
Critical
3
DC-17m (Rifle)
Range
Long
Skill
Ranged: Heavy
Autofire, Accurate 1, pierce 1, stun setting 5HP apply to all modes
Damage
9
Critical
3
DC-17m (Sniper)
Range
Extreme
Skill
Ranged: Heavy
Pierce 3, Slow-firing 1, accurate 2 upgrade difficulty for engaged combat checks in this mode
Damage
10
Critical
2
DC-17m (anti-armor)
Range
Medium
Skill
Gunnery
Blast 3, Breach 1, limited ammo 4, takes maneuver to reload.
Damage
9
Critical
3
Crushgaunts (cant be worn with wrist blades)
Range
Engaged
Skill
Brawl
Cortosis, sunder, vicious 2
Damage
+4
Critical
2

0
290
1000
4

Weapons & Armor

- Mk I Commando Armour
(+2 Soak) ( 3 Hard Points)

- Utility Belt
(+1 Threshold)

- Retractable Wrist Blades

- DC-17 Hand Blaster
(Suppressor 2 setback die to opposed perception.)

- DC-17 Hand Blaster
(Under barrel Grappling Hook)

- M8 Combat Knife

- Mk II EMP Grenade

- Frag Grenade

- Squad Tactical Systems
(Add 1 boost dice to all Perception and Vigilance checks while within medium range of one or more allies using this attachment. Includes integrated comlink.)

- Military Modular Backpack Frame

- Stealth Field Generator
(Upgrade difficulty of all opposed Perception checks to spot the wearer once.)

DC-17m - has pistol grip added which allows it to be fired one handed as ranged light.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Cleaver Solution 1 Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill.
Deadly Accuracy 1 + 1 damage for every Rank in light range
Armor Master 1 + 1 Soak
Master of Shadows 1 Suffer 2 strain to decrease difficulty of stealth or skullduggery or Stealth by 1
Soft Spot 1 After making a successful attack with a non-vehicle weapon, the character may spend one Destiny Point to add damage equal to [their] Cunning to one hit of the successful attack.
Rapid Reaction 1 Suffer 1 strain to add 1 success to inititive checks using cool or vigilance
Stalker 1 +1 bonus stealth and coordination
Improved master of shadows 1 Modified talent reflecting increased rank reduce the strain required to use master of shadows talent to 1. this reflects your armor also having this talent. if you do not remove your ranks in defense you still suffer 2 strain.
Physical Training 1 The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks.
toughened 1 The character increases [their] wound threshold by two per rank of Toughened.
grit 2 Each rank of Grit increases a character's strain threshold by one.
Quick Strike 2 The character adds a boost die per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter.
Swift 1 The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed, without spending additional maneuvers).
Get the drop 1 Once per session, the character and any number of allies in the current encounter may add success results equal to the character's ranks in Stealth to a check to determine Initiative order. The player must explain how their character's stealthy approach helps the PCs to get the drop on their opponents.
Tactical evasion 1 Upgrade the difficulty of any ranged combat checks targeting the character a number of times equal to the number of maneuvers the character has performed to move during the current round.
dedication 1 adds 1 characteristic +1 Cunning
Conditioned 1 The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
point blank 1 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.
Guns Blazing 1 When making a combined combat check with two Ranged (Light) weapons, the character may suffer 2 strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.

Background

Motivation

Obligations

Description

Other Notes

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