Hork Flerbo by spampants

Species
Aqualish (Quara)
Career
Hired Gun
Specializations
Mercenary Soldier, Gunslinger
System
Edge of the Empire

5
Threshold 16
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
6
1
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) X 3
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) 0
Resilience (Br) X 3
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 2
Gunnery (Ag) X 2
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) X 1
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) 0
Knowledge: Xenology (Int) 0

Attacks

Scum
Range
Short
Skill
Ranged: Light
Vicious 4
Damage
10
Critical
2
Villainy
Range
Short
Skill
Ranged: Light
Vicious 4
Damage
10
Critical
2
VES-700 Pulse Rifle
Range
Medium
Skill
Ranged: Heavy
Blast 6, Stun Setting
Damage
8
Critical
3
Armor Piercing Grenade
Range
Short
Skill
Ranged: Light
Blast 4, Limited Ammo 1, Pierce 3
Damage
13
Critical
3
One-shot flamer (in left arm)
Range
Engaged
Skill
Ranged: Light
Blast 2, Burn 5
Damage
10
Critical
2
Repulsor Fist (right arm)
Range
Engaged
Skill
Brawl
Concussive 1, Slow-Firing 2, 1 innate Talent (Defensive Stance) Mod
Damage
8
Critical
3

0
580
6109
13/14

Weapons & Armor

Laminate Armor: 2 soak, 0 defense.
Attachments:
- Threat Monitor: 3 Add one Advantage to Initiative Check Mods, 1 Innate Talent (Quick Strike) Mod.
- Integrated Ascension Gear: As an action, may make an Average Ranged (Light) check to secure a grappling hook to an object within medium range and reel in cord. May pull another character aloft by making an Easy Athletic check.

Scum: Disruptor Pistol
Attachments:
- Paired Weapons: Reduce Advantage required to hit with a second weapon when two-weapon fighting by 1.
- "Bantha's Eye" Laser Sight: 1 Add One Advantage to Successful Check Mod.

Personal Gear

*Stimpack (7)
*Neutron Pixie (4 doses): Add two Advantage to Agility- and Willpower-related checks until the end of the encounter. After, suffer one Disadvantage to Brawn-, Intellect-, and Cunning-related checks until the end of the session.
*AG/L Mk.III Targeting Goggles: Count the silhouette of target as one greater when making Gunnery checks against a starship or vehicle.
*Comlink (handheld)
*Glow Rod
*Cultural Etiquette Manual
*Chance Cube
*Military Pack
*Jet Pack (with grappling hook attachment)
*Cybernetic Arms (Mod VI - Agility) with integrated One-shot Flamer and Repulsor Fist

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Command 2 EotE Core: 133 Add [BO] per rank of Command to Leadership checks. Affected targets add [BO] to Discipline checks for the next 24 hours.
Confidence 1 EotE Core: 133 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Grit 3 EotE Core: 136 Gain +1 strain threshold.
Guns Blazing Fly Casual: 33 As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged (Light) check to attack with both weapons.
Natural Marksman EotE Core: 139 Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check.
Point Blank 1 EotE Core: 141 Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.
Quick Draw EotE Core: 141 Once per round, draw or holster a weapon or accessible item as an incidental.
Quick Strike 3 EotE Core: 141 Add [BO] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Quickdraw (Improved) Fly Casual: 33 May use Quick Draw twice per round.
Rapid Reaction 2 EotE Core: 141 Suffer a number of strain to add an equal number of [SU] to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Second Wind 2 EotE Core: 142 Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Side Step 1 EotE Core: 142 Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in Side Step.
Sorry About the Mess Fly Casual: 33 Decrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter.
Lethal Blows 1 EotE Core: 138 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
True Aim 1 EotE Core: 145 Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
Call 'Em Fly Casual: 32 Do not add Setback to combat checks due to the use of the Aim maneuver.
Dedication EotE Core: 134 Agility +1
Defensive Stance 1 EotE Core: 134 Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Dodge 1 EotE Core: 135 When targeted by a combat check, may perform a Dodge incidental to suffer an amount of strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that number.
Field Commander EotE Core: 135 Take the Field Commander Action: make an Average ([DI] [DI]) Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Toughened 1 EotE Core: 145 Gain +2 wound threshhold per rank.
Strong Arm EotE Core: 144 Treat thrown weapons as if they had 1 greater range (up to medium range)

Force Powers

Force Rating
Power
Last One Standing
Description
Once per game session during a combat encounter, the character may spend two Destiny Points to make a Hard ([DI] [DI] [DI]) Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so they do not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player character, but should be suitably exciting. It must also be approved by the GM.
Upgrade Effect
Add Boost When making the skill check to activate Last One Standing, the character adds [BO].

Background

Beginnings: The Outsider
Reason for Adventure: Disadvantaged

Hork has always walked the violent path, from his childhood (when he asserted his dominance over his siblings through regular beatings and dismemberments) through a short stint as a gladiator (from which he was fired at the behest of the overworked janitorial staff). He began selling his skills to gangs and criminals, which eventually lead to his arrest due to a botched bank heist on Naboo. Tried and convicted of armed robbery, assault and battery, impersonation of an officer, posession of firearms deemed inhumane, accessory to murder, grand theft speeder, illegal parking in a fire lane, and multiple counts of jaywalking, he was set to be locked away for most of the rest of his life. However by the end of his first month behind bars, the prison's medical supplies were nearly out and the med staff dangerously overworked, both the result of the massive amount of injuries the inmates suffered at Hork's blubbery hands. He then set - and still keeps - the record for fastest release to parole compared to time left unserved. His parole officer got Hork a one-way ticket to the Outer Rim, with a paying contract in his hands for an expedition far into unknown space. Very, very, very far.

Motivation

Conflict: Blood Mony

Fighting and killing people has always come as second nature to Hork, and fortunately many people in the galaxy will pay him to continue to fight and kill. Is it fulfilling work? Not especially, but luckily for him, Hork doesn't even know what the word "fulfilling" means.

Obligations

Criminal: 35

Hork is currently on parole from incarceration on Naboo. His parole officer, Snerwyk, has the unfortunate job of ensuring Hork does not break the terms of his parole. Unfortunate, that is, for Hork, as his terms take the form of a daily thought-journal, as well as frequent creative and art projects which are designed to grow his insight and moral values.

Description

Hork has had his tusks scrimshawed with obscene images, including a pair of naked, erotically-dancing Toydarian women.

Other Notes

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