Merick Tel

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Star Wars: Edge of the Empire
Edge of the Empire logo.jpg
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 in laminate armor with a modified marksman carbine

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
Skill Ability Level Roll
General Skills
Astrogation Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Athletics Brawn Eote-yellow-die.pngEote-green-die.pngEote-green-die.pngEote-force-die.pngEote-force-die.png
Charm Presence Eote-green-die.pngEote-green-die.png
Coercion Willpower ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png, Strain (1) to downgrade/upgrade checks
Computer Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Cool Presence Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Coordination Agility Eote-green-die.pngEote-green-die.pngEote-green-die.png
Deceit Cunning Eote-green-die.pngEote-green-die.png
Discipline Willpower ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Leadership Presence Eote-green-die.pngEote-green-die.png
Mechanics Intellect ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.pngEote-green-die.pngEote-blue-die.png (Gear)
Medicine Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Negotiation Presence Eote-green-die.pngEote-green-die.png
Perception Cunning ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-blue-die.png (Talent)
Pilot (Planetary) Agility ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Pilot (Space) Agility ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Resilience Brawn Eote-green-die.pngEote-green-die.pngEote-green-die.png
Skulduggery Cunning Eote-green-die.pngEote-green-die.png
Stealth Agility Eote-green-die.pngEote-green-die.pngEote-green-die.png
Streetwise Cunning Eote-yellow-die.pngEote-green-die.png, remove one Eote-black-die.png
Survival Cunning Eote-green-die.pngEote-green-die.png
Vigilance Willpower ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.pngEote-blue-die.pngEote-blue-die.png (Talent)
Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.pngEote-blue-die.pngEote-blue-die.png (Talent + Armor)
Combat Skills
Brawl Brawn ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Gunnery Agility Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Lightsaber Intellect ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Melee Brawn Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Ranged (Light) Agility ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Ranged (Heavy) Agility ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Knowledge Skills
Core Worlds Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Education Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Lore Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Outer Rim Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Under World Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png, remove one Eote-black-die.png
Xenology Intellect Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png

Talents

Gadgeteer

  • Toughened: +2 to Wound Threshold
  • Intimidating (1): Suffer (1) strain to downgrade difficulty of Coercion checks, or upgrade difficulty by (1) when targeted by Coercion checks
  • Defensive Stance (1): Once per round, suffer (1) strain to upgrade difficulty of all incoming melee attacks
  • Jury-Rigged: Modify 1 piece of armor or weapon
  • Point Blank Range: +1 Damage at Close and Engaged Range
  • Armor Master: +1 Armor Soak
  • Disorient: On successful attack, spend Eote-advantage.pngEote-advantage.png to Disorient target 1 round
  • Tinkerer: Add 1 HP to a number of items equal to the number of Tinkerer upgrades
  • Dedication: +1 to Intellect

Merick - Bounty Hunter - Gadgeteer.png

Force Sensitive Exile

  • Uncanny Senses: Add Eote-blue-die.png to Perception
  • Uncanny Reaction: Add Eote-blue-die.png to Vigilance
  • Quick Draw: Draw or holster as an Incidental Action
  • Insight: Perception and Discipline become class skills
  • Touch of Fate: Once per session add Eote-blue-die.pngEote-blue-die.png to any 1 check
  • Street Smarts: Remove Eote-black-die.png per rank from Streetwise or Knowledge (Underworld) checks
  • Uncanny Reaction: Add Eote-blue-die.png to Vigilance
  • Dedication: Brawn +1
  • Force Rating +1

Merick - Force Sensitive Exile.png

Soresu Defender

  • Parry x 2: Spend 3 Strain to negate 2 + (Parry) Wounds from a melee attack
  • Soresu Technique: Use Intellect instead of Brawn
  • Reflect: Spend 3 Strain to negate 2 + (Reflect) Wounds from a ranged attack
  • Toughened: Gain +2 wound threshold
  • Defensive Stance (1): Once per round, suffer (1) strain to upgrade difficulty of all incoming melee attacks (second one)

Merick - Guardian - Soresu Defender.png

Force Powers

Sense

  • Sense Basic Power:
    • Spend to sense living beings in Short range
    • Spend to sense emotional state of someone in Engaged range
  • Control: Ongoing effect: Commit Eote-force-die.png. Once per round, when an attack targets the Force user, upgrade the difficulty of the pool once
  • Duration: Can use the save twice
  • Strength: When using Sense's ongoing effect, upgrade the pool twice instead of once

Merick - Force Power - Sense.png

Enhance

  • Enhance Basic Power:
    • When making Athletics checks, add Force Dice to the pool
    • May spend Force Points to gain Eote-success.png or Eote-advantage.png (user's choice) on the check
  • Control: May leap horizontally up to short range (10 xp)

Merick - Force Power - Enhance.png

Move

  • Move Basic Power:
    • Move small objects via the Force by spending to move a Silhouette 0 object within Short range to within Short range
  • Range 5 - Spend to increase range to Medium
  • Control 10 - Hurl objects to damage targets, make Ranged Discipline check with Move Object check, causing 10 Damage per silhouette
  • Control 5 - Can Force Pull objects out of secure mountings or out of opponent's grasp

Merick - Force Power - Move.png

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 Eote-black-die.pngEote-black-die.png 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)
    • Marksman Barrel (Weapon Quality +2, Talent: Sniper Shot) (HP 2)
    • Telescopic Optical Sight (HP 1)
    • Weapon Sling (HP 1)
    • Stun setting, add Eote-blue-die.pngEote-blue-die.png to shoot, Reduce difficulty of ranged combat at long or extreme range, Cumbersome 1
  • 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)
    • Dmg 7, Crit 2, Rng Medium, Enc 2, HP 3, 1200 credits, Rarity 8
    • Superior, Stun
    • Add automatic Eote-advantage.png to attacks
  • 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 (Red) (Dam 6, Crit 2, Enc 1, HP 5 (3 used))
    • Breach, Sunder, Defensive 1
    • Red Synthetic Crystal (treated as Ilum Crystal)
    • Curved Hilt (Adds automatic Eote-advantage.png to successful Lightsaber combat checks when engaged with a single opponent); Mod (Defensive +1)
  • Lightsaber (Silver) (Dam 9, Crit 1, Enc 1, HP 5 (3 used))
    • Breach, Sunder, Defensive 1, Vicious 2
    • Curved Hilt (Adds automatic Eote-advantage.png 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
    • Damage +1 - FAIL

Droids

  • Marksman-H Combat Remote [Minion] (training remote) (Keeping the Peace, p. 49)
    • Brawn 1, Agility 3, Intellect 1, Cunning 1, Willpower 1, Presence 1
    • Soak 1, Wounds 3, M/R Defense 1/1
    • Skills: Perception, Ranged (Light)
    • Equipment: Micro stun blaster (Ranged [Light]; Damage 1; Critical -; Ranged [Short]; Stun Damage)
  • RMD-20 "Eye in the Sky" [Minion] (Keeping the Peace, p. 50)
    • Brawn 1, Agility 3, Intellect 1, Cunning 1, Willpower 1, Presence 1
    • Soak 1, Wounds 3, M/R Defense 0/0
    • Skills: Perception, Vigilance
    • Equipment: Recording holocam

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