Neji Halcore by Hooticus

Species
Melitto
Career
Engineer
Specializations
Sapper/Demolitionist/modder
System
Edge of the Empire

6
Threshold 16
Current 16
Threshold 17
Current 17
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
4
5
2
1
2

Skills

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

Attacks

T-7 ion disruptor
Range
Medium
Skill
Ranged: Heavy
Blast 21, Breach 2, slow-firing 1, Vicious 6, cumbersome 3
Damage
12
Critical
2
SliceWire
Range
Engaged
Skill
Brawl
Pierce 2, Vicious 3
Damage
+2
Critical
2
Plasma Granade
Range
Medium
Skill
Ranged: Light
Blast 15
Damage
12
Critical
3

25
645
2500

Weapons & Armor

T-7 ion disruptor
*amplifying chamber
- adds 4 blast + 1 blast mod options
*Spread barrel
-adds 4 blast reduces range by one band +1 blast mod options
-reactive paint
-camo netting


N-57 armor (2 soak)
- As a maneuver, recharge an energy weapon or device that has run out of power or ammunition.

Slice wire
-Slice wire is a multipurpose cutting tool and makeshift weapon commonly used by intelligence services.

Explosives
2 data purge grenades

3 knockout grenades
-dmg 12 blast 10+5 stun

2 ion grenades
-dmg 10 blast 7 +5 disorient 5, stun to droids

spray foam grenade
ensnare 4 for free

10 plasma grenades
dmg 12 blast 10+5

19 proton grenades(these are charges)
-In an explosive device using proton grenades, the second grenade adds +20 damage, the third adds +30, the fourth adds +40, and the fifth adds +50, for a total of 150 damage for five grenades. After the fifth grenade, additional grenades do not add additional damage, but they do increase the blast radius by one range band per additional grenad

Personal Gear

Assets & Resources

Comm link
modular back pack (3 pouches)
utility belt
5 stim packs
duffle bag

weapon Maintech kit (Disruptors) 450
-When purchasing one of these kits, the player must specify the kit type (blaster, slug thrower, etc.) Each kit provides two boost dice to any Mechanics checks made to repair, maintain, or modify a weapon, but only for that specific class of weapon

Heavy Demolitions kit 1000
-The user of an X5R kit gains two boost dice on Mechanics checks to prepare, set, or disarm explosives. In addition, once per session, a character using an X5R can remove one despair result or up to three threat results (after canceling dice symbols but before resolving the effect) from a Mechanics check dealing with explosives.

Data Breaker
-Adds 2 boost die to computers when trying to slice into computers

entrenching shovel
climbing cord
data pad

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 5 Each rank of Grit increases a character's strain threshold by one.
Toughened 2 The character increases [their] wound threshold by two per rank of Toughened.
Known Schematic 1 Once per game session, the character may spend a maneuver to make a Hard difficulty Knowledge (Education) check. Success means they are familiar with a building or capital ship's design. They now know the location of critical components or facilities within the ship or vehicle, as well as their own location. They can also plan unconventional routes around obstacles. Additional success, advantage or triumph results can reveal other useful information at the GM's discretion.
Contraption 1 Once per game session, the character can take a Contraption action. With a successful Hard difficulty Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A triumph result may be spent to allow the tools to be recovered to be used later.
Powerful blast 5 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades [they] use by 1 per rank of Powerful Blast.
Improvised Defenses 1 The character may attempt an Average difficulty Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend two advantage results or a triumph result from the check to increase the ranged defense the structure provides to 2.
Utility Belt 1 The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from [their] utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality.
Strong Arm 1 Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Improvised Detonation 1 Once per session, the character may make a Hard difficulty Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus success results on the initial check, and possesses the Blast quality at an equal value. The character can spend a triumph result to increase the damage by an additional 2. A despair result causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent Blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect.
Master Grenadier 2 The character decreases the advantage cost to active the Blast quality on any weapon [they] use by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.
Weak Foundation 1 Once per game session, the character may identify one bunker, weapon emplacement, or other fixed combat structure (subject to the GM's approval) and then take a Weak Foundation action; making a Hard difficulty Knowledge (Warfare) check. If the character succeeds, until the end of the encounter the character and all allies add two automatic advantage results or a success result to all combat checks made targeting the structure (active character's choice)
Dedication 2 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.(Agility|int)
Improvised Position 1 The character may make a Hard difficulty Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicle's silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM's discretion. The character may spend two advantage results or a triumph result from the check to increase the ranged defense the position provides to 2.
Master Demolistionist 1 When resolving an attack from a personal (non starship/vehicle) explosive or ordnance weapon, the character may spend an advantage or triumph result to have the weapon's Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of effect is increased to medium instead.
Selective Detonation 1 When using weapons with the Blast quality or explosive devices, the character may spend an advantage result to exclude one target that would normally be affected by the explosion. Multiple targets may be excluded in this manner, but the total number may not exceed [their] ranks in Selective Detonation. The character may also spend a triumph result to exclude multiple targets, as long as the total number of targets excluded does not exceed [their] ranks in Selective Detonation.
Enduring 1 Add one soak
Time to Go! 1 The character may spend 1 Destiny point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast, but before damage is applied.
Steady nerves 1 The character removes a setback dice per rank of Steady Nerves from Cool or Skullduggery checks.
The harder they fall 1 Once per game session as an incidental, the character may spend two Destiny Points and make a Hard difficulty Mechanics check. If successful, for the remainder of the encounter, combat checks the character makes against vehicles, structures, or droids that inflict wounds or hull trauma automatically inflict a Critical Injury or Critical Hit (depending on the target). An advantage or triumph result can be spent to trigger the attack's critical rating additional times, adding +10 to the critical roll as normal.
Tinkerer 1 May add 1 hp to a weapon or armor piece, may change it if the mod is removed or the item is destroyed

Background

Motivation

Obligations

Description

Other Notes

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