Merick Tel: Difference between revisions
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** Dmg 7, Crit 2, Rng Medium, Enc 2, HP 3, 1200 credits, Rarity 8 | ** Dmg 7, Crit 2, Rng Medium, Enc 2, HP 3, 1200 credits, Rarity 8 | ||
** Superior, Stun | ** Superior, Stun | ||
** Add automatic [[File:Eote- | ** Add automatic [[File:Eote-advantage.png]] to attacks | ||
* Holdout Blaster (Range Short, Dam 5 (6 Engaged/Close), Crit 4, Enc 1, HP 1, Price 200, Rarity 4) | * Holdout Blaster (Range Short, Dam 5 (6 Engaged/Close), Crit 4, Enc 1, HP 1, Price 200, Rarity 4) | ||
** Stun setting | ** Stun setting |
Revision as of 23:50, 20 February 2016
Star Wars: Edge of the Empire | |
---|---|
Game Status | |
Campaign Concluded | |
Player XP | |
1000 | |
Ships | |
The Flaming Cantina Layout · Cargo · Modifications Bad Part of Town Cosmopolitan · Martini · The Shot | |
Owners | |
Bacta Max · Jarash · Jax Bauer Merick Tel · "Red" · Zael | |
NPC Crew | |
Gwynnel and Jessiel | |
Droids | |
BS7-SAMI · S1-R1 R2-R9 · 41-VEX · AC Security Cookie · W-11e · Bric & Brac | |
The Kids | |
Yote Reynard · Kerrimapia and Jowdrrl | |
Allies | |
Nell Davengatt · Wookie Engineers Walker, Sector Ranger · Tooga the Hutt | |
Contacts | |
Jabba the Hutt · Kaltho the Hutt Aris Shen · Jedi Master Elaiza Chief Ereen · Honest Cal | |
Enemies | |
Agent Los · Bounty Hunter Haj | |
Former Enemies | |
Teemo & Co · Inquisitor An'ya Fell | |
References | |
Crew Obligations · Crew Duty House Rules · Adventure Log |
Merick Tel is an Outer Rim rat through and through. His family has lived out beyond the reach of the Galactic Republic and its successor state, the Galactic Empire, for uncountable generations. That is, until recently. A former childhood friend and he ran afoul of the Empire some years back over a relatively trivial matter. But, a combination of a petty bureaucrat, a naive understanding of the Empire's corruption and depravity, and a stubborn Outer Rim dweller's personality led to the death of his friend and Merick Tel's arrest. He did escape shortly afterwards, but his eyes have since been open to the Empire's oppression of worlds that fall under its sway, and he has begun to see Imperial presences everywhere.
Though not part of any Rebellion cell active in the galaxy, he has done his own 'terrorist' activities when he could. At one point he was captured by Trex, a bounty hunter in Teemo the Hutt's employment. He was in a holding cell when the ship, the Krayt Fang, was stolen by another group of adventurers with no love of Teemo or his gang. With little resources, he has joined this group in opposing Teemo and their company to do legitimate hauling. While he still hopes for an eventual overthrow of the Empire, he realizes that his time can be spent usefully as a part of this crew. More intelligence, more resources, more contacts will all help to make him a better 'freedom fighter' is his line of thinking.
He is Force Sensitive, and has become aware of this due to Jax's use of the Force. He has taken well to lightsaber training, particularly in the Soresu technique, in which he excels. His command of the Force is still weak, though he has honed his Sense abilities to the point where he can avoid shots and blows by sensing where they will be a split-second before they happen. He is also learning to apply the Force to his physical abilities with traditional Jedi athletics training in the cargo bay while in hyperspace.
He has conducted a deal to clear his bounty by the Empire in exchange for owing the Bounty Hunter's guild. This amount is still outstanding.
After the Jewel of Yavin heist, Merick Tel harbours a burning sense of vengeance against Arend Shen who initiated the theft in the first place. He resents the betrayal, his attempted murder, and pinning the whole mess on him and the crew. Complicating matters is the fact that he is the father of Aris Shen, his ex-girlfriend and someone he still feels fond for. Not to mention his thorough grounding as a legitimate businessman in the eyes of the public.
Characteristics
Career/Specialization(s): Bounty Hunter (Gadgeteer), Force Sensitive Exile, Guardian (Soresu Defender)
Brawn | Intellect | Willpower | Agility | Cunning | Presence |
3 | 4 | 3 | 3 | 2 | 2 |
Soak | Wounds | Strain | Defense (Melee) |
Defense (Ranged) |
Force Rating |
6 | 17 | 19 | 2 | 2 | 2 |
- +4 strain comes from the armor
- +2 strain from Light Side
- +1 defense comes from Heavy Battle Armor
- +1 defense (ranged) comes from armor (talent)
- +1 defense (melee) from vibrosword or lightsaber
- +2 difficulty upgrades from Sense abilities
- +2 difficulty upgrades from Defensive Stance (melee attacks only)
- Rapid Recovery (Adrenal Implant): +1 Strain recovered after combat
- Rapid Recovery (Biofeedback Mod Upgrade): +1 Strain recovered after combat
Morality | Strength | Weakness |
95 | Justice | Hatred |
Motviation | ||
Overthrow the Empire |
XP Total | XP Unspent |
520 | 0 |
Skills
- Class: Athletics, Brawl, Perception, Pilot (Planetary, Space), Streetwise, Ranged (Heavy), Vigilance; Brawl, Cool, Discipline, Melee, Resilience, Vigilance
- Specialization: Brawl, Coersion, Mechanics, Ranged (Light); Discipline, Knowledge (Lore), Lightsaber, Vigilance
- ✓ denotes class/specialization skill
Talents
Gadgeteer
Force Sensitive Exile
Soresu Defender
Force Powers
Sense
Enhance
Move
Equipment
Credits | Encumbrance | |
Capacity | Current | |
1,345 | 12 |
Cybernetics
- Adrenal Implant (2,250 credits), LoNH 106 [Rapid Recovery 1]
Armour
- Heavy Battle Armor (Soak 2, Defense 1, Encumbrance 6 (4 when worn), Hard Points 5)
- Helmet comlink (HP 0)
- Enhanced Optics Suite: Remove up to to Perception, Vigilance, combat checks due to darkness/fog/smoke/environment that obscure vision. Detect heat sources and motion within medium range, ultrasound pickups, millimeter wave emitters, video capture, and other common optical enhancements (HP 1); Upgrade 1 Skill (Vigilance) Mod [EotE p. 194]
- Biofeedback system, add +4 Strain (HP 2) [F&D pp. 200-201]; Upgrade Biofeedback System upgrade (100 credits) (Innate Talent (Rapid Recovery) Mod)
- Cortosis Weave (HP 2), immune to Breach and Pierce [EotE p. 194]
- Laminate Armor (Soak 2, Encumbrance 4 (2 when worn), Hard Points 4)
- Vacuum Sealed (HP 1)
- Padded Armour (Soak 2, Encumbrance 2 (0 when worn), Hard Points 0)
Weapons
- Blaster Carbine (Range Long, Dam 9 (10 Engaged/Close), Crit 3, Enc 3, HP 4 (4 used), Price 850, Rarity 5)
- Ion Carbine (Range Short, Dam 10 (11 Engaged/Close), Crit 5, Enc 3, HP 3, Price 250, Rarity 3)
- Disorient 5, Stun (Droids)
- Ion Blaster (Range short, Dam 10 (11 Engaged/Close), Crit 5, Enc 3, HP 3, Price 250, Rarity 3)
- Disorient 5, Stun (Droids)
- Model 44 Blaster Pistol (Range Medium, Dam 6 (7 Engaged/Close), Crit 3, Enc 1, HP 4, Price 500, Rarity 4)
- Stun setting
- Wrist-mounted (HP 1)
- Cornet Arms H-7 "Equalizer" Blaster Pisto (Sons of Fortune, p. 95)
- Holdout Blaster (Range Short, Dam 5 (6 Engaged/Close), Crit 4, Enc 1, HP 1, Price 200, Rarity 4)
- Stun setting
- Concealable Holster
- Frag Grenade (Range Short, Dam 8 (9 Engaged/Close), Crit 4, Enc 1, HP 0, Price 50, Rarity 5) x3
- Blast 6, Limited Ammo 1
- Vibrosword (Dam +2, Crit 1, Enc 3, HP 3 (1 used), Price 750, Rarity 5)
- Monomolecular Edge, Pierce (+2) (HP 1)
- Pierce 4, Vicious 1, Defensive 1
- Vibroknife (Dam +1, Crit 2, Enc 1, HP 2 (1 used), Price 250, Rarity 3)
- Serrated Edge (HP 1)
- Pierce 2, Vicious 2
- Training Lightsaber Blade (Dam 6, Enc 1)
- Defensive 1, Disorient 2, Pierce 5 (if on); as vibrosword (if off)
- Uses Lightsaber skill
- Lightsaber (Silver) (Dam 9, Crit 1, Enc 1, HP 5 (3 used))
- Breach, Sunder, Defensive 1, Vicious 2
- Curved Hilt (Adds automatic to successful Lightsaber combat checks when engaged with a single opponent); Mod (Defensive +1)
- Silver Ilum Crystal
- Crit -1 - 7 success, 4 advantage
- Damage +1 - 1 success, 6 advantage
- Damage +1 - 2 success, 5 advantage
- Damage +1 - 4 failure, 2 advantage (FAIL)
- Damage +1 - 1 success, 1 advantage
- Vicious +1 - 1 success, 1 advantage, 2 light side
- Vicious +1 - 7 success, 2 disadvantage, 1 light saber
- Lightsaber Pike (Red) (Dam 8, Crit 1, Enc 2, HP 3 (0 used))
- Breach, Sunder, Defensive 1, Cumbersome 3
- Crafted Hilt (2 Success, 3 Advantage), -1 Encumbrance
- Crit -1 - FAIL
- Crit -1 - 1 success, 4 advantage
- Damage +1 - Triumph, 1 success, 3 disadvantage
- Damage +1 - FAIL
- Damage +1 - 3 success
- Damage +1 - FAIL
Droids
- Marksman-H Combat Remote [Minion] (training remote) (Keeping the Peace, p. 49)
- Price 350, Rarity 5
- RMD-20 "Eye in the Sky" [Minion] (Keeping the Peace, p. 50)
- Price 500, Rarity 4
General Items
- Backpack (Encumbrance +4)
- Utility Belt (Encumbrance +1)
- Load-Bearing Harness (Encumbrance +3)
- Toolkit (Enc 4)
- Glowrods x3 (Enc 1 each)
- Emergency Medpac (Enc 1)
Seldom Used
- Short Range Commlink (Enc 0)
- Long Range Commlink (Enc 2)
- General Scanner (Enc 0)
- Data Chip (Enc 0)
- Droid Repair Kit (On ship)
- Scanning Goggles
Purchase Wish List
Weapon Modifications
- Blaster Actuating Module for Holdout Blaster (500 credits) (2 Damage +1 mods, 2 Pierce +1 mods)
- Blaster Actuating Module for Model 44 (mounted) blaster pistol) (500 credits) (2 Damage +1 mods, 2 Pierce +1 mods)
- Balanced Hilt for vibroknife (1,500 credits) (+1 Accurate Mod, +1 Encumbrance decrease mod)
- Balanced Hilt for vibrosword (1,500 credits) (+1 Accurate Mod, +1 Encumbrance decrease mod)
Cybernetics
- Cybernetic Reflexes (2,750 credits), LoNH 106 [Rapid Reaction]
Equipment
- 2-4 Recon Remotes (Dangerous Covenants, pp. 57, 59)
- Price 250 each, Rarity 3
Blaster Pistol options
- Raider Arms Model-1 "Nova Viper" Blaster Pistol (Fly Casual p. 43)
- Dmg 7, Crit 3, Rng Medium, Enc 2, HP 2, 4500 credits, Rarity 9
- Accurate 2, Pierce 2, Stun
- DR-45 "Dragoon" Cavalry Blaster (Stay on Target, p. 40)
- Dmg 8, Crit 3, Rng Medium, Enc 1, HP 3, 1900 credits, Rarity 6
- Accurate 1, Stun
Rifle options
- Blastech DLS-12 Heavy Blaster Carbine (Keeping the Peace, p. 43)
- Dmg 10, Crit 3, Rng Medium, Enc 4, HP 3, 1350 credits, Rarity 7
- Auto-fire, Cumbersome 2
Armor
- Dav-Dann Power Armor (Keeping the Peace, p. 47)
- Defense 2, Soak 2, Price (R) 13,500, Enc 4, HP 6, Rarity 7
Standard Loadouts
To save time for the inevitable question, 'what are you carrying?'
Loaded for Bear
- Heavy Battle Armor or Laminate Armor
- Model 44 Blaster Pistol (mounted on armor)
- Blaster Carbine
- 2 frag grenades
- Vibrosword or lightsaber, depending on environment
- Vibroknife
- Backpack
- Toolkit
- Emergency Medpac
'Civilized' Worlds
- Padded Armor, if permitted
- Vibrosword, laws permitting
- Vibroknife
- Concealed blaster pistol
- Short-ranged comlink
Cloud City (Jewel of Yavin)
- Clothing as appropriate; spacer clothing by default, upscale for sky-side
- Toolkit, if not skyside
- Vibroknife
- Lightsaber (silver), partially deconstructed, hidden in toolkit
- Ship armory blaster pistol
- Short-ranged comlink
Shipboard-duty
- Padded Armor
- Lightsaber
- Vibroknife
- Toolkit
- Short-ranged comlink