I chose Gank as a species which is pg 95 - 96 of "The Lords of Nal Hutta Expansion"
Ganks receive:
- Base Stats Brawn: 2, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 2, Presence: 1.
- 110 Starting Experience
- Cyborg: All Ganks are cyborgs, and each one often possesses several different cybernetic implants. A Gank begins play with up to two cybernetics (such as those on page 173 of the Edge of the Empire Core Rule book or on page 106 of this book) that cost a total of up to 5,000 credits. If a character takes on additional Obligation for credits at character creation, he may apply these extra funds to the 5,000 credit budget to purchase cybernetics. Ganks have a cybernetic implant cap of 3 plus Brawn rating.
- Wounds = 10+Brawn
- Strain = 10+Willpower
- Ganks begin the game with one rank in Coercion or Vigilance. They still may not train Coercion or Vigilance above rank 2 during character creation. (I chose Vigilance Rank 1)
I took a total of 15 Obligation(5 to provide myself 5 more starting experience which made it 115 experience Starting and 10 to provide myself with 2,500 credits Granting me 8,000 starting credits However, 5,000 is obligated to implants).
I took 2 Motivations Relationship & Fame to make a better backstory and to set my alignment a bit.
Starting Experience Spent:
-30 Experience +1 Brawn
-30 Experience +1 Agility
-20 Experience +1 Presence
-(5+5) Rank 1 Ranged (Heavy)
-(5+10) Rank 2 Ranged (Heavy)
-(5+5) Rank 1 Melee
=115 Experience Spent
Starting Cybernetic Credit Expenses (Max 5,000 and 2 implants)
-2,500 credits Q-22 RETINAL TRACKER (pg 106 "The Lords of Nal Hutta Expansion")
-2,000 credits CYBERNETIC RESPIRATOR (pg 106 "The Lords of Nal Hutta Expansion")
=4,500 credits spent leaving 500 credits wasted
Starting Credit Expenses at 3,000 max
-850 credits For the Blaster Carbine (pg 160 of the Edge of the Empire Core Rule book)
-100 credits Weapon Sling (pg 193 of the Edge of the Empire Core Rule book) Slings are lengths of hide or synthetic fabric designed to allow easy handling of long arms like blaster rifles and slugthrower rifles. They come in a dizzying array of styles, from the simple adjustable single-strap sling for carrying a weapon off the shoulder to multi-strap slings made of specialized materials that allow for any number of custom sling configurations. These attachments can only be used with Ranged (Heavy) weapons. Models Include: Custom-tooled Bantha hide sling, Tactical three-point sling, Quick-release one-point drop sling.
Base Modifiers: Decrease Cumbersome rating by 1. Modification Options: I Innate Talent (Quick Draw) Mod. Hard Points Required: 1
-250 credits Forearm (pg 193 of the Edge of the Empire Core Rule book) GripLittle more than a vertical handgrip affixed below the barrel of a rifle-sized weapon, forearm grips are a popular modification among mercenaries, designed to give the user better control over the weapon. This Attachment can only be used on rifles (but not heavy rifles) and carbines. Other Models Include: Galactic Arms Model 9 Forearm Grip, Dolmax 1 4A Detachable Pistol Grip, Merr-Sonn AG44S Ergonomic Tactical Foregrip.
Base Modifiers: Decreases the additional difficulty of making Ranged (Heavy) checks with this weapon while engaged to an additional t (rather than
Modification Options: 1 Innate Talent (Point Blank Rank + 1) Mod, 1 Weapon Quality (Accurate + 1) Mod. Hard Points Required: 1
-250 credits Vibroknife (pg 160 of the Edge of the Empire Core Rule book)
-50 credits Serrated Edge (pg 191 of the Edge of the Empire Core Rule book) The simplicity of this modification belies its viciousness. Adding a serrated edge to a weapon is something almost anyone can do, and giving a bladed weapon tearing edges ensures it does terrible damage to flesh and bone. This modification may be applied to melee weapons that use a cutting edge. Models Include: None. Base Modifiers: Grants the weapon the Vicious ( + 1) Quality. Modification Options: None. Hard Points Required: 1
-500 credits ADVERSE ENVIRONMENT GEAR (pg 169 of the Edge of the Empire Core Rule book) Anyone traveling outside the civilized planets of the galaxy should make a point of packing some form of hostile environment gear. Clothing for hot, desert environments often includes voluminous robes, goggles, headwraps, self-cooling packs, and water recyclers. Clothing for cold environments often consists of insulated parkas, quilted and layered pants, ice- goggles, and head-gear.
Characters with this gear may ignore ■ imposed by the environment they find themselves in. The gear must be appropriate to the environment at hand.
Models Include: Pretormin Environmental Froz 350 and ScorSear 200 complete gear sets.
-50 credits Back Pack (Increased Encumbrance by 4)
-25 credits Comlink (Handheld)
-200 credits x2 Emergency Medpack
-400 credits x1 Medpack
-100 credits x4 Stimpack
-5 credits x5 Chance Cubes
-45 credits x9 Ration Pack
=2825 credits spent (leaving 175 for myself)
After Creation Experience (445) (Total of 560 Experience)
-10 experience Piloting: Planetary (Ag) Rank 2
-10 experience Piloting: Space (Ag) Rank 2
-10 Experience Athletics (Br) Rank 2
-15 Experience Athletics (Br) Rank 3
-20 Experience Ranged: Heavy (Ag) Rank 3
-15 Experience Melee (Br) Rank 2
-5 Experience Knowledge: Lore (Int) Rank 1
-5 Experience Knowledge: Outer Rim (Int) Rank 1
-5 Experience Medicine (Int) Rank 1
-10 Experience Medicine (Int) Rank 2
-10 Experience Coordination (Ag) Rank 1
-15 Experience Coordination (Ag) Rank 2
-15 Experience Vigilance (Will) Rank 2
-5 Experience Rapid Recovery Rank 1 When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
-5 Experience Stalker Rank 1 Add 1 boost dice per rank of Stalker to all Stealth and Coordination checks.
-5 Experience Grit Gain + 1 strain threshold.
-5 Experience Shortcut Rank 1 During a chase, add 1 boost dice per rank in Shortcut to any checks made to catch or escape an opponent.
-10 Experience Forager Remove up to 2 Negative Dice from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
-10 Experience Quick Strike Rank 1 Add 1 Boost Dice per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
-10 Experience Let's Ride Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
-10 Experience Disorient Rank 1 After hitting with combat check, may spend 2 success to disorient target for number of rounds equal to ranks in Disorient.
-15 Experience Rapid Recovery Rank 2 When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
-15 Experience Natural Hunter Once per session, may reroll any 1 Perception or Vigilance check.
-15 Experience Familiar Suns Once per session, may perform a Familiar Suns maneuver; make a Hard (♦♦♦) Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of planetary environment and other useful information.
-15 Experience Shortcut Rank 2 During a chase, add 1 Boost Dice per rank in Shortcut to any checks made to catch or escape an opponent.
-20 Experience Grit Gain +1 strain threshold
-20 Experience Heightened Awareness Allies within close range add 1 Boost Dice to Perception or Vigilance checks. Engaged allies add 2 Boost Dice
-20 Experience Toughened Gain +2 Wound Threshold
-20 Experience Quick Strike Rank 2 Add 1 Boost Dice per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
-25 Experience Utility Belt Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel.
-25 Experience Dedication Gain + 1 to a single characteristic. This cannot bring a characteristic above 6. (Gave it to Agility making it a 4)
-25 Experience Stalker Rank 2 Add 1 boost dice per rank of Stalker to all Stealth and Coordination checks.
-25 Experience Disorient Rank 2 After hitting with combat check, may spend 2 success to disorient target for number of rounds equal to ranks in Disorient.
=(445) (Total of 560 Experience) Experience Spent