Miah "GR-1M" Obornok by shadowof034

Species
human
Career
bounty hunter
Specializations
assassin, mercenary soldier
System
Edge of the Empire

6
Threshold 16
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

4
4
3
4
2
2

Skills

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

Attacks

model 38 sharpshooters rifle
Range
Extreme
Skill
Ranged: Heavy
accurate 3, limited ammo 5, pierce 3, superior
Damage
9
Critical
3
DCC-MR6 modular rifle
Range
Medium
Skill
Ranged: Heavy
stun setting,superior
Damage
8
Critical
3
M8 combat knife
Range
Engaged
Skill
Melee
accurate 1, pierce 3
Damage
+1
Critical
2
westar-35 blaster pistol X2
Range
Medium
Skill
Ranged: Light
accurate 1, stun setting, superior
Damage
7
Critical
2
"short shotty"
Range
Short
Skill
Ranged: Heavy
blast 3, knockdown, vicious 3, limited ammo 3, pierce 2
Damage
7
Critical
6

Weapons & Armor

"model 38 sharpshooters rifle"
"superior weapon customization"
base modifer: adds superior quality
"telescopic optical sight"
Base Modifier: Reduce the difficulty of long or extreme range combat checks by one.
"custom grip"
Base Modifier: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.
mods:
"accurate +1"
Special Ammunition:
Detonator round can be purchased for 450 credits until the weapon runs out of ammo.
Replace Pierce quality with Blast 5 and Knockdown qualities.

"DDC-MR6 modular rifle"
"superior weapon customization"
base modifer: adds superior quality
"motion tracker"
Base Modifier: Remove 1 setback die due to target movement or Guarded Stance maneuver.
"integrated scanner"
Base Modifier: Counts as a general purpose scanner. Add 2 automatic advantages to Initiative checks while weapon is drawn.
mod:
Remove 2 setback dice from Initiative checks
"hardpoint"
"hardpoint"

"M8 combat knife"
"mono-molecular edge"
Base Modifier: Critical Rating -1 (to minimum of 1)
mods:
Pierce +2

"westar-35 blaster pistol"
"superior weapon customization"
"arakyd 900 gene-lock"
Base Modifier: Weapon functions only in hands of its owner.
"custom grip"
Base Modifier: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it
mod: accurate 2

"westar-35 blaster pistol"
"superior weapon customization"
"arakyd 900 gene-lock"
Base Modifier: Weapon functions only in hands of its owner.
"custom grip"
Base Modifier: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it
mod: accurate 2

"custom "short shotty" 8-guage scattergun/pistol"
"corellian arms model 2 wrist mount"
Base Modifier: Can be worn on wrist, freeing hands for other uses.

"mandalorian armor"
"whipcord thrower"
Base Modifier: May be used as climbing gear to assist in climbing a steep vertical surface, reducing difficulty by 1. Supports a weight of up to 200kg.
"automated weapon mounting"
Base Modifier: May mount a weapon of encumbrance 3 or less to armour. Once per encounter, spend maneuver to make a combat action with weapon without using hands or arms. Upgrade difficulty of combat check with mounted weapon once.
mods: Allowable weapon encumbrance +2.
Add setback die to combat checks instead of upgrading difficulty
"integrated holsters"
Base Modifier: Encumbrance +4. May holster up to 2 weapons of Encumbrance 3 or lower in the armour (weapons do not count towards encumbrance threshold while holstered).
mods:
Add 2 setback dice to Perception checks to find weapons in armour
Holster 3 additional weapons of Encumbrance 3 or lower.
Innate Quick Draw talent.
"boot blade"
base: retractable boot blade

Personal Gear

marksman rifle
night vision scope
multi-optic sight

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
grit 1 Gain +1 Strain Threshold
lethal blows 4 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
quick strike 1 Add 1 Boost Die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
stalker 3 Add 1 Boost Die per rank of Stalker to all Stealth and Coordination Checks
dodge 2 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than the ranks of Dodge, then upgrade difficulty of the check by that number.
sniper shot 2 Before making a non-thrown ranged attack, may perform Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade difficulty of attack by 1 per range band increase
deadly accuracy 2 When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.
precise aim 1 Once per round, may perform a Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target’s melee and ranged defense by that number.
targeted blow 1 After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit.
anatomy lesson 1 After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
master of stealth 1 Once per round, suffer 2 strain to decrease the difficulty of next Stealth or Subterfuge check
jump up 1 once per round, may stand from a seated position as an incidental
quick draw 1 once per round may holster or draw a weapon or accessible item as an incidental
point blank 1 add 1 damage per successful ranged attack made in close/engaged range
second wind 2 once per encounter may use second wind incidental to heal strain equal to ranks in second wind
strong arm 1 treat thrown weapons as if they had one extra range bandwidth
natural marksmen 1 once per session may reroll a ranged attack check
toughened 1 gain +2 wound threshold
true aim 2 once per round, may may perform a true aim acion to gain the effects of aim and an upgraded combat check per ranks in true aim

Background

Motivation

Obligations

Description

Other Notes

Return to Top