Sleec Choju by ChronoShark

Species
Rodian
Career
Hired Gun
Specializations
Mercenary Soldier, Demolitionist
System
Edge of the Empire

7
Threshold 17
Current 0
Threshold 11
Current 0
Ranged 3
Melee 3

Characteristics

4
4
2
3
1
2

Skills

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

Attacks

MODEL 4 "THUNDERHEAD" SCATTERGUN
Range
Short
Skill
Ranged: Heavy
Blast 6, Knockdown, Vicious 1, Accurate 1, Innate talent(Point Blank 1)
Damage
7
Critical
4
Stun Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
Damage
8
Critical
Brass Knuckles
Range
Engaged
Skill
Brawl
Damage +1 Mod, Disorient 3, Knockdown, Stun Setting, Add SETBACK to perception check to find
Damage
3
Critical
4
8-Gauge Scatter Gun
Range
Short
Skill
Ranged: Heavy
Blast 3, Knockdown,
Damage
7
Critical
6
ANCIENT PIERCING FIST WEAPON
Range
Engaged
Skill
Brawl
Pierce 2, Sunder, Disorient 3
Damage
3
Critical
4

0
505
56335
14/14

Weapons & Armor

PX-11 Powered armor with Armor spikes
(soak 3, def 1, +1 Athletics, +1 brawn, Remove 2 setback from perception, vigilance, and combat checks imposed by darkness, smoke, or similar environmental factors that obscure vision. Spikes - When wearer suffers a hit from a Melee, Brawl, or Lightsaber combat check, may spend ♼♼♼ or ☤ to inflict one hit for 9 damage on attacker. +1 Intimidating talent)
Laminate Armor
Stun Grenade x2
Brass Knuckles
MODEL 4 "THUNDERHEAD" SCATTERGUN
ANCIENT PIERCING FIST WEAPON
Personal Deflector shield

Personal Gear

Extra Reload
Stimpack
Datapad
Sabacc Deck
Backpack
Utility Belt

Assets & Resources

8-Gauge Scattergun

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Second Wind 1 Once per encounter, may use second wind incidental to heal strain equal to ranks in second wind
Point Blank 1 Add 1 damage per rank of point blank to damage of one hit of successful attack while using Ranged (heavy) or Ranged (light) skills at close range or engaged
Side Step 1 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 for the next round. Strain suffered this way cannot exceed ranks in side step
Strong Arm Treat thrown weapons as if they had 1 greater range.
Natural Marksman Once per session, may re-roll any 1 Ranged (light) or Ranged (heavy) check
Expert Tracker 1 Remove SETBACK per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. This does not decrease with additional ranks of Expert Tracker.
Selective Detonation 1 When using a weapon with the Blast quality, spend ADVANTAGE to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Powerful Blast 1 Increase Blast damage dealt by explosives, explosive weapons, and grenadesby +1 per rank of Powerful Blast.
Toughened 1 Gain +2 wound threshold.
Steady Nerves 1 Remove SETBACK per rank of Steady Nerves from Cool or Skulduggery checks.
Enduring Gain +1 soak value
Sniper Shot Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase.
Lethal Blows Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
True Aim 2 Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
Dedication +1 Cunning
Command Add boost to leadership checks, affected targets add boost to discipline checks for 24 hours.

Background

Motivation

Obligations

Description

Other Notes

Sig ability - Last One Standing
once per game may spend 1 destiny point to make an Average 2 diff Resilience check with 1 boost. if succeeds, skips next turn and eliminates all enemy minions and 2 rivals in the encounter. Eliminated immediately so they dont get to continue participating, but narrative spend the next round incapacitating them.
+add boost
+increase effect 2
+destiny
+reduce difficulty

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