Sabrek Vek (Thug Unarmed Combatant)

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Sabrek Vek
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Sabrek Vek (Thug Unarmed Combatant)

Post by Sabrek Vek »

Class: Adventurer (Expert/Warrior)
Origin: Human
Homeworld: Odessa
Goal: Make a life maybe settle down one day.
Level: 1
Background: Thug
Languages: Mandate
Attributes: Rolled randomly (3d6 each, then assigned, set Con to 14 from 6).
STR 18 +2
DEX 13 +0
CON 14 +1
INT 11 +0
WIS 13 +0
CHA 12 +0
HP 9
AC 15 vs TL3 weapons
AC 15 vs TL4+ melee weapons & firearms
Move 10m (Unencumbered)
Base Attack +1

Saving Throws:
Physical 14
Evasion 15
Mental 14
System Strain max 14, permanent 0


Equipment:
Readied: Backpack (TL 0), Combat Shotgun, Compad, Knife, Woven Body Armor
Stowed: -
Cached: -
Credits: $140

Armor
Woven Body Armor: AC 15

Ranged Weapons
Combat Shotgun: +2 to hit, 3d4 dmg, Range 10/30, mag 12, burst fire (uses 3 ammo, +4 to hit, 3d4+2 damage), The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters., TL 3, TL 3

Melee Weapons
Knife:
+0 to hit, 1d4+1 dmg, Shock 2pts/AC15, TL 0, TL 0

Unarmed Attack:
+3 to hit, 1d8+2 dmg, Shock 2pts/AC15, 1d6 dmg on a miss (plus any Shock damage), Unarmed attacks always add the attacker’s Punch skill to damage rolls, unlike other weapons., TL 0, TL 0

Foci
Specialist (Notice):
Level 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

Unarmed Combatant:
Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.
Level 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases.
  • At level-0 they do 1d6
  • At level-1 they do 1d8
  • At level-2 they do 1d10
  • At level-3 they do 1d12
  • At level-4 they do 1d12+1.
At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.

Level 2: You know locks and twists that use powered servos against their wearer.
  • Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors.
  • Even on a miss with a Punch attack, you do an unmodified 1d6 damage.
Equipment Descriptions
Backpack (TL 0): A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear. (enc. 1)

Combat Shotgun: Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns. (enc. 2)

Compad: One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity. (enc. -)

Knife: Small weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. (enc. 1)

Unarmed Attack: Unarmed attacks reflect ordinary kicks and punches. Unarmed attacks always add the attacker's Punch skill to damage rolls, unlike other weapons. Kinesis wraps, spiked knuckles, and other small fist weapons may be treated as small advanced or primitive weapons that use the Punch skill and add the skill level to their rolled damage, but not to Shock. Such weapons do not augment a hero with the Unarmed Combatant focus. (enc. 0)

Woven Body Armor: Woven body armor represents the best armor that a TL3 world can manufacture, or an up- armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection. (enc. 2)

Skills
Trained
Notice (Level 0): Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.

Punch (Level 1): Use Punch as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Fighter focus described later.

Shoot (Level 1): Use Shoot as a combat skill when using ranged weaponry, whether hurled rocks, bows, laser pistols, combat rifles, or ship’s gunnery.

Talk (Level 0): Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.

Exert (Level 0): Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other ends.

Background:
"Growing up in 'Dessa wasn't easy. I mean literally. The chemicals corroding your body, the rugged life of living in the street. I am lucky I grew up and didn't stay 4' tall. "
"I have never met a problem I couldn't punch."

Sabrek grew up in the streets. He doesn't remember his parents, and really has no desire to know who they are. He was gifted with genetics that made him stand 6'4" and his imposing stature made him an early recruit for people needing enforcers. The early part of his life was collecting debts and making threats. Sometime he had to fulfill those threats. Sabrek didn't like carrying weapons. They draw attention and hell, you can't even keep them in most places. He learned to be a hell of a hand to hand fighter. That way he is never unarmed. He also learned to shoot, so that if he runs across someone with steel, he won't be that idiot that brought his fists to a gunfight. After making a name for himself on the streets he tried to leave that life behind and go legit as a bouncer. But legit isn't a thing on 'Dessa. So his only chance to truly be free and make a real life for himself is to leave. So he started looking for a ship in need of someone that is good with their fists and a gun.
Last edited by Sabrek Vek on Tue Feb 07, 2023 1:18 pm, edited 9 times in total.
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Tribe of One
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Re: Sabrek Vek (SWN)

Post by Tribe of One »

You seem to be short on skills. Did you make rolls on the Growth table (getting attribute bonuses) for your Thug background? Also, you get 2 extra skills at Level-0, mentioned in the intro post.
GM Bennies: 7/7
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Sabrek Vek
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Re: Sabrek Vek (SWN)

Post by Sabrek Vek »

Tribe of One wrote: Sat Feb 04, 2023 7:19 pm You seem to be short on skills. Did you make rolls on the Growth table (getting attribute bonuses) for your Thug background? Also, you get 2 extra skills at Level-0, mentioned in the intro post.
Fixed. I didn’t catch the two bonus skills.
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