IG-X by Legion001

Species
Droid
Career
Assassin/Bodyguard
Specializations
System
Edge of the Empire

20
Threshold 105
Current 105
Threshold 55
Current 55
Ranged 7
Melee 6

Characteristics

7
7
7
6
6
6

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 5
Athletics (Br) X 5
Charm (Pr) 0
Coercion (Will) X 5
Computers (Int) X 2
Cool (Pr) X 4
Coordination (Ag) X 5
Deception (Cun) X 3
Discipline (Will) X 5
Leadership (Pr) X 2
Mechanics (Int) X 5
Medicine (Int) X 2
Negotiation (Pr) 0
Perception (Cun) X 5
Piloting: Planetary (Ag) X 4
Piloting: Space (Ag) X 2
Resilience (Br) X 5
Skulduggery (Cun) X 5
Stealth (Ag) X 5
Streetwise (Cun) X 5
Survival (Cun) X 5
Vigilance (Will) X 5
Brawl (Br) X 5
Gunnery (Ag) X 5
Lightsaber (Br) 0
Melee (Br) X 5
Ranged: Light (Ag) X 5
Ranged: Heavy (Ag) X 5
Knowledge: Core Worlds (Int) X 2
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 4
Knowledge: Underworld (Int) X 2
Knowledge: Warfare (Int) X 4
Knowledge: Xenology (Int) X 2

Attacks

2x Superior Energy Pistol, Galven Pattern Resequencing, Overcharged Actuating Module
Range
Long
Skill
Ranged: Light
Disorient 5, Knockdown, Vicious 5, Stun Setting, Ensnare 5, Pierce 12, Accurate 3, Auto-fire, Burn 5, Blast 10+9, Concussive 1, +(SS), 2 Threat damages 1 step.
Damage
30
Critical
2
Superior Solid Projectile Rifle Telescopic Optical sight
Range
Long
Skill
Ranged: Heavy
Cumbersome 2, Disorient 5, Knockdown, Vicious 5, Stun setting, Ensnare 5, Pierce 9, Accurate 3, Auto-fire, Burn 5, Blast 10+9, Concussive 1, Reduce long or extreme range combat checks
Damage
25
Critical
3
Superior Missile Launcher Telescopic Optical sight
Range
Extreme
Skill
Gunnery
Blast 14+9, Breach 1, Cumbersome 3 Guided 3, Prepare 1, Limited Ammo 7, Disorient 5, Knockdown, Vicious 5, Accurate 3, Auto-fire, Burn 5. Concussive 1, Reduce long or extreme range combat checks.
Damage
46
Critical
1
Ion-Shielded Cybernetic Arms In Built Armour Piercing Grenade
Range
Short
Skill
Ranged: Light
+1 Brawn, Blast 4+9, Limited Ammo 1, Pierce 3.
Damage
16
Critical
3
Ion-Shielded Cybernetic Legs Mini-Torpedo (Anti-Personeel)
Range
Medium
Skill
Ranged: Heavy
+1 Agility, Blast 2+9, Limited Ammo 1. Pierce 4
Damage
12
Critical
3
Superior ,Electrostaff, Shock Pulse Emitter
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Linked 1, Stun 8 Setting, Unwieldy 3
Damage
29
Critical
3
Knockout Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Stun Damage, Limited Ammo 10
Damage
12
Critical
0

23
8130

Weapons & Armor

Superior Solid Projectile Rifle Telescopic Optical sight
Superior Missile Launcher
Telescopic Optical sight
2x Superior Energy Pistol, Galven Pattern Resequencing, Overcharged Actuating Module
Ion-Shielded Cybernetic Arms
In Built Armour Piercing Grenade
Ion-Shielded Cybernetic Legs Mini-Torpedo (Anti-Personeel)

Personal Gear

Superior Cortosis Droid brain, Augmentative Armour Automated Weapon mount Plasma Shield, Reactive Plating
Protective Amulet
Shield Amulet
Ion-Shielded Cybernetic Brain
Implant Armour
Surge Override Switch

Assets & Resources

PX-7 Heat Sensor 2B
BlackOps Data Breaker 2B
Com Jammer
Bioscan (Scanner)
Com-Scan

Critical Injuries & Conditions

First strike (B) Brawl:20
Bralw and Melee (B) :13
Ranged (L-H) :8 + 4Y
Gunnery :7 + 4Y

Talents

Name Rank Book & Page Description
Flight 1 Can move on the vertical axis and ignore any penalties for terrain.
The Bigger They Are 1 Once per game session as an action, the character may spend 1 Destiny Point, nominate one vehicle, starship, or living creature of Silhouette 4 or smaller that he can see, and make a (PP) (Warfare), (Survival), (Athletics) check. If he succeeds, for the next 5 rounds, he and each other friendly character within Medium range of him ignore the target’s Armor (or Soak) when inflicting damage on the target with non-vehicle/starship weapons. May spend one Destiny Point to select a new target once the first has died.
Unmatched Protection 1 Once per session, as an incidental, Spend 1 Destiny Point. After suffering a hit and determining damage. Half the damage dealt +2 (rounded up) before applying Soak. This ability is active for 6 rounds. Increase soak by 1. When an engaged ally is hit you may be hit instead
Rapid Reaction 8 Suffer 8 Strain to add an equal number of success results to any Vigilance or Cool check to determine initiative order.
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.
Natural Hunter 1 Once per session, The character may reroll any one Perception or Vigilance check
Lethal Blows 15 150 crit
Vicious 5 50 crit
Quick Strike 7 add 7 B
Prey On The Weak 4 +4 Damage to Disoriented Targets.
Point Blank 10 Add +10 Damage using Ranged (H,L) at short range.
Creative Killer 1 Reduce the critical rating of all improvised weapons he is wielding by 2 to a minimum of 1.
Steady Aim 1 The character does not lose the benefits of the Aim manoeuvre if they perform other manoeuvres or actions.
Combat Veteran 6 Adds 6 (B) to brawl and Discipline checks.
Powerful Blast 9 Adds 9 damage to Blast.
Persistent Targeting 1 After landing a successful combat check add (B) to the same target.
Momentum 1 When making a melee attack, the character deals additional damage equal to the number of range bands they moved during the current round.
Multiple Opponents 1 Add (B) to Brawl, Melee and Lightsaber combat checks when engaged with multiple opponents.
Feral Strength 7 Add plus 7 damage to a successful hit of Brawl or Melee.
Disorient 4 Spend 2 Adv to disorient the foe. Add (S) for four rounds.
Burly 7 The character reduces any wielded or carried weapons cumbersome and encumbrance rating by 7 to a minimum or 1.
Moving Targe 1 If the character has already acted this round, increase ranged defence by 1.
Suppressing Fire 2 The character and each ally within Short range may spend an Adv result on their failed combat checks toinflict 1 strain on 2 respective targets. Each character can only activate this effect once per round.
Deadly Accuracy 7 Add additional damage to one hit of a successful attack. (Brawl 5) (Melee 5) (Ranged H 5) (Ranged L 5) (Gunnery 5) (Lightsaber 2)
Knockdown 1 Spend Tri to knock the character Prone.
Master Grenadier 1 Decrease the Adv to activate the Blast Quality on any weapon by 1 to a minimum of 1.
Strong Arm 1 The character can throw weapons one step greater range, to a maximum of medium range.
Spare Clip 1 Does not run out of ammo with a Despair result. Items with Limited Ammo quality run out of ammo as normal.
Barrage 6 Add 6 damage to one hit of successful Ranged (Heavy) or Gunnery at long or extreme range.
Blind Spot 1 The character and allies within short range adds an automatic advantage result to combat checks they make while benefiting from cover
Iron Body 2 Removes (SS) from Coordination and Resilience checks. The Critical rating of unarmed attacks is reduced by 2 to a minimum of 1.
Overbalance 1 Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend a despair or 3 Threat results to Stagger the attacker until the end of the attackers next turn.
Call ‘Em 1 Do not add any setback dice to combat checks due to the use of the Aim manoeuvre
Sorry About The Mess 1 Decrease the critical rating of any non-starship weapon they wield by 1 against targets that have not yet acted this encounter.
Spit Fire 1 After the character makes a successful combined check with two ranged (Light weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.

Background

Motivation

Obligations

Description

Defence:
Enduring 7: Gain +1 Soak.
Durable 10: Reduce Critical injuries by 100.
Resolve 4: Reduce strain suffered by 4.
Superior Reflexes 2: Gain +2 Melee Defence.
Sixth Sense 2: Gain +2 Ranged Defence.
(Improved) Comrades In Arms: Once per encounter, Take an action and make a (PPP) Discipline check. The character plus one ally per success within medium range gains +1 defence for the remainder of the encounter. Should an ally move outside of medium range, that ally loses this benefit. May spend 3 Adv or 1 Tri to also gain +1 Soak or to give one affected ally +1 Soak.
(Improved) Armour Master: While wearing armour, add + 1 Soak, 1+ Defence. Once per round, when the character suffers a Critical Injury,
Survivor's Instincts: Once per session after the character suffers a Critical Injury but before the result is rolled, they may spend 1 Destiny Point. Then, the attacker must roll two results for the Critical injury and the player chooses which will apply to their character.
Tactical Evasion: Upgrade the difficulty of any ranged combat checks targeting the character a number of times equal to the number of manoeuvres the character has performed to move during the current round.
Unstoppable: When the character receives a Critical injury of 1 or reduced to 1 the character does not receive the Critical injury and suffers none of the effects.
Recovery:
As The Force Wills It: Make a (P) Lore check to heal Strain at the end of an encounter. Tri heals all strains.
Stimpack Specialisation 1: The target heals an 1 additional wound.
Rapid Recovery 2: Recovers strain after an encounter and recovers 2 additional strain.
One With Nature: When in the wilderness, Make a (-) Survival check, Instead of Discipline or Cool) to recover Strain at the end of an encounter.
Social:
Confidence 6: Reduce fear check by 6.
Fearsome 3: When engaged make opponent roll a (PPP) fear check
Loom:
Black Market Contracts:
Command 2:
Convincing Demeanour 2:
Up The Ante 3:

Other Notes

Baltor outer rim
Darth banden x padowan ritual apokalyps
Jedi 256k1658..........

7b 7s

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