Jex Gavec by cdzander

Species
Devaronian
Career
Smuggler
Specializations
Gunslinger, Gambler
System
Age of Rebellion

5
Threshold 17
Current 0
Threshold 17
Current 0
Ranged 2
Melee 2

Characteristics

2
5
2
3
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0 -1 setback
Charm (Pr) 0
Coercion (Will) X 3
Computers (Int) X 2
Cool (Pr) X 3
Coordination (Ag) X 3
Deception (Cun) X 3 -2 setback
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 3
Resilience (Br) 0 +1 Success
Skulduggery (Cun) X 3 -2 setback
Stealth (Ag) 0 -1 Setback
Streetwise (Cun) X 3
Survival (Cun) 1
Vigilance (Will) X 3
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 5
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 2
Knowledge: Underworld (Int) X 3
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

DR-45 "Dragoon" Cavalry Blaster x2
Range
Medium
Skill
Ranged: Light
Stun Setting, Accurate 2, Paired, Pierce 1
Damage
15
Critical
3
DE-10 Blaster Pistol
Range
Long
Skill
Ranged: Light
Accurate 1, Stun Setting, Telescopic Optical Sight
Damage
11
Critical
2

5
1055
11
5/8

Weapons & Armor

DR-45 "Dragoon" Cavalry Blaster x2. Each with the following attachments: Paired Weapons, Blaster Actuating Module (+1dmg mod, +1 Pierce mod), Custom Grip (+1 Acc mod). DE-10 Blaster Pistol

N-57 Armor with Custom Fit and Superior Attachments
Personal Deflection Shield

Personal Gear

3-MAL Secure Comlink, Lockpick set, Scanner Goggles, Utility Belt, Stimpack x2, Sulfur Inhaler (9 doses)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dedication (Agility x2) 2 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Dodge 1 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge.
Grit 4 Each rank of Grit increases a character's strain threshold by one.
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.
Lethal Blows 2 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Quick Draw 1 Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Quick Draw (Improved) 1 The character may activate the Quick Draw talent twice per round (instead of just once per round).
Quick Strike 2 The character adds a boost dice per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter.
Rapid Reaction 2 The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction.
Sorry About the Mess 1 The character decreases the critical rating of any non-starship weapon they wield by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Spitfire 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.
Toughened 2 The character increases [their] wound threshold by two per rank of Toughened.
Natural Marksman 1 Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Deadly Accuracy (Ranged-Light) 1 Each time the character gains a rank of Deadly Accuracy, they must choose one combat skill. The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice.
Confidence 1 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check.
Call'Em 1 This character does not add any setback dice to [their] combat checks due to the use of the Aim maneuver.
Convincing Demeanor 2 The character removes a setback die per rank of Convincing Demeanor from [their] Deception and Skulduggery checks.
Up the Ante 3 When the character wins at gambling, [they] earn 10% more credits per rank of Up the Ante.
Second Chances 3 Once per encounter, after the character has rolled a skill check (but before resolving the result), [they] choose a number of positive dice from [their] dice pool up to [their] ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any Force dice.
Clever 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. When [they] do this, [they] must explain how, in this particular instance, [their] cunning is helping [them] overcome this challenge.
Fortune Favors the Bold 1 Once per game session, as an out of turn incidental, the character may suffer two strain to flip one dark side Destiny point to a light side Destiny Point (this cannot be used to interrupt the spending of a Destiny Point).
Natural Rogue 1 Once per game session, the character may reroll any one Skulduggery or Stealth check.
Double or Nothing 1 Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling opposing symbols, [they] double the number of remaining advantage results.
Supreme Double or Nothing 1 When performing the Double or Nothing incidental, the character also doubles the number of triumph and despair results.
Improved Double or Nothing 1 When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of remaining success results.
Natural Negotiator 1 Once per game session, the character may reroll any one Cool or Negotiation check.

Background

Born on Devaron. Driven by typical male Devaronian wanderlust, he signed on with a smuggler crew working the Corellian Trade Spine. Learning some tricks of the trade, he picked up some useful skills such as piloting and lockpicking, and some criminal contacts and knowledge. Mostly, he had a talent for using pistols. He was always fast, but years of street fights, back alley conflicts and the occasional ship defense have honed the skills to deadly precision. He spent the last 10 years in the smuggling business, avoiding the Empire as much as possible. Used to work for Glebo the Hutt, as a procurer, now working as a target elimination specialist for the Empire, as a military contractor. Oh, the irony.

Motivation

Jex wanted to see the galaxy, but mostly he's just seen the seedy underbelly. He's been involved in too much crime, vice and violence to do anything else now. He's in this life for the money and the excitement. He enjoys testing his skills in life or death situations. When not on the job he tends to hang out in saloons or cantinas, gathering intel on possible scores or rivals, or just having a drink.

Duties

Wetwork 25

Target Elimination is a specialty

Description

An adult male Devaronian, with Reddish-brown skin, 2 grey-brown horns and yellow eyes. A slim, wiry build. Usually wears a coat over armor, with a gunbelt holding 2 holstered blasters. A third blaster is kept in a shoulder holster.

Other Notes

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