DC-17 Hand Blaster
Skill: Ranged - Light
Damage: 7
Crit 3
Range: Medium
Encumburance : 2
Hardpoints: 3
Rarity: 6
Special: Accurate
Phase I ARC Trooper Armour
Defense 1
Soak 2
Encum 5
Hardpoints 4
Rarity 7
The systems built into this armour remove 1 setback dice from all Perception checks made by the wearer and provide all the benefits of a hardened comlink. Increase wearer's encumbrance threshold by 3.
Built-in survival pack is also included.
Personal Gear
Mk. III Modular Backpack: +5 Encumburance
Extra Pocket ×6 : +1 Encumburance Each
Utility Belt: +1 Encumburance
Physcian's Kit
Encumberance 2
It allows to perform a medical check without penalty, and grants 1 boost die to any Medicine checks and an automatic advantage result.
Stimpack x6
Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.
From Armor
Built in Hardened ComLink
Add 2 failure result to any checks made to decode transmissions. Add 2 success result to any checks user makes to break through a comms jammer.
Built In Survival Pack
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Body Guard
1
FaD pg.
Once per round, perform the Body Guard manuever 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 checjs targeting the character by that number.
Grit
1
FaD pg.
Gain + Strain threshold
Toughened
3
FaD pg.
Gain +2 wound threshold
Physcian
1
FaD pg.
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physcian.
Stimpack Specialization
1
FaD pg.
Stimpacks heal 1 additional wound ler rank of Stimpack Specialization.
Parry
2
FaD pg.
When hit by a melee attack suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Heightened awareness
1
FaD pg.
Allies within close range add 1 Blue Dice to Perception or Vigilance checks. Engaged allies add 2 Blue Dice
Constant Vigilance
1
DoR pg.
May always use Vigilance when making checks to determine initiative.
Force Powers
Force Rating
1
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend 1 force to sense all things within short range (includiny sentient and non-sentient beings).
The user may spend 1 force to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Control: Upgrade Difficulty
Ongoing effect: Commit 1 Force Die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Background
Nerrik was born into slavery on Nar Shadaa. At an early age his fighting prowess was noticed, with his uncanny abilities in close quarter combat excelling him to the tops of the Hutt's fighting pits. Known for his tendancy not to kill his opponents, he earned his masters quite a few credits before he earned his freedom from the pits.
Although his days wwrw filled with violence, Nerrik never grew to like to hurt his opponents if it could be avoided. He took work on a legitimate shipping freighter as a guard when his days in the pits were done. Starting to see a good life for himself until the Empire took interest in their cargo, and forcefully took over the company. Needless to say the owners objected, and were subsequently executed for crimes against the Empire. This never sat well with Nerrik, and while he was unable to save the kindly old couple at the time, he swore to avenge them, and make the Empire pay.
He joined up with the Rebel Alliance shortly before the Battle of Yavin and found himself working in the field with the Special Forces team Alpha Squad, going after the toughest and most dangerous targets short of Lord Vader himself. Always excelling and astonishing his peers and foes alike with his ability to miraculosly dodge blaster fire and stun batons alike while closing with his great Vibro Sword to sunder the imperial foes before him, always feeling like there was something more for him out there, guiding his destiny...
Motivation
Morality
Description
Other Notes
100 starting xp +10xp duty
150 xp build
260 total
-20 +1 Willpower
-30 +1 Will power
-30 +1 Presence
-30 +1 Agility
(-110 total)