Merick Tel
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 in Centrality. 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 escaped 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 in the Krayt Fang on Tatooine when it 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 growing, 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 developed a burning sense of vengeance against Arend Shen who initiated the theft in the first place. He resents the betrayal, the attempted murder, and the 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. Arend Shen's thorough grounding as a legitimate businessman makes public retaliation difficult, but this has not cooled Merick's desire for payback one day.
Recent experience with the traitor Agent Los-turned-Rebel have left him with another person he fully intends to kill in the future for her attempt to have the TLB crew captured.
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 | 21 | 19 | 3 | 3 | 3 |
- +4 strain comes from the armor
- Suffer 1 less strain when suffering involuntary strain
- +1 defense comes from Heavy Battle Armor
- +1 defense (ranged) comes from armor (talent)
- +1 defense (melee) from vibrosword or lightsaber
- +1 defense from Improved Armor Master
- +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
- Balance: Add while recovering Strain
Current Status
Strain | 0/19 | |
Wounds | 0/21 |
Morality | Strength | Weakness |
42 | Justice | Hatred |
Motviation | ||
Overthrow the Empire | ||
Duty | ||
Support |
Justice | The character strives for just and deliberate actions in his life, and in his interactions with others. He attempts to make the objectively right choice every time, knowing that justice is more likely to guarantee positive outcomes than sympathy or other emotional displays. |
Hatred | The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of individuals or situations that cause others to suffer. When a character's mind roils with simmering hatred, that hatred may be all too slow to fade. |
Overthrow the Empire | The Galactic Empire has created a civilization based on inequality and injustice. The character seeks to end its tyranny, possibly in cooperation with the Alliance. |
Support | Individually, the lone agents of the Alliance don't stand a chance against the combined might or the Galactic Empire. Only by working together can they hope to achieve a victory in this civil war. This PC is devoted to helping fellow Rebels fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping. the PC has many more opportunities than his fellows to fulfill his Duty to the Rebellion. |
XP Total | XP Unspent |
1000 | 20 |
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
Intense Focus (Talent): Upgrade any skill check for one Strain.
Talents
Gadgeteer
Force Sensitive Exile
Soresu Defender
Magus
Force Powers
Bind
Enhance
Move
Seek
Sense
Equipment
Credits | Encumbrance | |
Capacity | Current | |
810 | 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)
- +1 HP (Tinkerer Talent)
- Chedak Communications Multi-band Comlink (HP 0), long-ranged comlink integrated into helmet [DC, p. 53]
- 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 3, Encumbrance 2 (0 when worn), Hard Points 0)
- +1 HP (Tinkerer Talent)
- +1 Soak (Armor Master Talent)
- +1 Ranged Defense (Jury-Rigged Talent)
- +1 Defense (Improved Armor Master Talent)
Weapons
- 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, Disorient 1 (Talent)
- Marksman Barrel (Weapon Quality +2, Talent: Sniper Shot) (HP 2)
- Telescopic Optical Sight (HP 1)
- Weapon Sling (HP 1)
- Stun setting, add to shoot, Reduce difficulty of ranged combat at long or extreme range, Cumbersome 1
- Ranged (Heavy): (With Sense: )
- Model 44 Blaster Pistol (Range Medium, Dam 6 (7 Engaged/Close), Crit 3, Enc 1, HP 4, Price 500, Rarity 4)
- Coronet Arms H-7 "Equalizer" Blaster Pistol (Range Medium, Dam 7 (8 Engaged/Close), Crit 2, Enc 2, HP 3, Price 1200, Rarity 8)
- Holdout Blaster (Range Short, Dam 5 (6 Engaged/Close), Crit 4, Enc 1, HP 1, Price 200, Rarity 4)
- Frag Grenade (Range Short, Dam 8 (9 Engaged/Close), Crit 4, Enc 1, HP 0, Price 50, Rarity 5) x3
- Unarmed Attack (Dam +0 (3), Crit 5)
- Vibrosword (Dam +2 (5), Crit 1, Enc 3, HP 3 (1 used), Price 750, Rarity 5)
- Vibroknife (Dam +1 (4), Crit 2, Enc 1, HP 2 (1 used), Price 250, Rarity 3)
- Training Lightsaber Blade (Dam 6, Enc 1)
- Lightsaber (Silver) (Dam 9 (12), Crit 1, Enc 1, HP 5 (4 used))
- Breach, Sunder, Defensive 1, Vicious 2, Paired, Disorient 1 (Talent)
- Curved Hilt (Adds automatic to successful Lightsaber combat checks when engaged with a single opponent); Mod (Defensive +1)
- Paired (Reduces the required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.)
- Silver Ilum Crystal
- Talent: Deadly Accurace (Add ranks in Lightsaber to damage)
- Lightsaber: (With Sense: )
- Lightsaber, shoto (silver) (Dam 7 (10), Crit 1, Enc 2, HP 3 (1 used))
- Lightsaber (Blue) (Dam 6, Crit 2, Enc 1, HP 5)
- Breach, Sunder, Disorient 1 (Talent)
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
- Droid Repair Kit (On ship)
- Short Range Commlink
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)
- Blaster Actuating Module for Cornet Arms H-7 "Equalizer" Blaster Pistol (500 credits) (2 Damage +1 mods, 2 Pierce +1 mods)
- Sorosuub "Bantha's Eye" Laser Sight for Holdout Blaster (500 credits) (Dangerous Covenants, p. 52)
- Sorosuub "Bantha's Eye" Laser Sight for Model 44 (mounted) blaster pistol (500 credits) (Dangerous Covenants, p. 52)
- Sorosuub "Bantha's Eye" Laser Sight for Cornet Arms H-7 "Equalizer" Blaster Pistol (500 credits) (Dangerous Covenants, p. 52)
- 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)
- Marked Firing Target Lock (900 credits, No Disintegrations, p. 51) (+1 Cancel 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
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
Pistol options
- Micro-Rocket Launcher Pistol (No Disintegrations, p. 46)
- Dmg X, Crit X, Rng Medium, Enc 3, HP 0, 500 credits, Rarity 7
Micro-Rockets (No Disintegrations, p. 46)
- Anti-Armor, Dmg 8, Crit 4, Enc 1, HP 1, 500 credits, Rarity 5 (Breach 1, Limited Ammo 1)
- Explosive, Dmg 7, Crit 2, Enc 1, HP 1, 150 credits, Rarity 4 (Blast 6, Limited Ammo 1)
- Flechette, Dmg 6, Crit 2, Enc 1, HP 1, 175 credits, Rarity 5 (Blast 5, Vicious 2, Limited Ammo 1)
- Incendiary, Dmg 6, Crit 3, Enc 1, HP 1, 175 credits, Rarity 5 (Blast 6, Burn 2, Limited Ammo 1)
- Ion, Dmg 10, Crit 3, Enc 1, HP 1, 100 credits, Rarity 6 (Ion, Sunder, Limited Ammo 1)
Micro-Rocket Custom Attachments (No Disintegrations, p. 47)
- Rocket Guidance System (Guided +2, HP 1, 50 credits)
- Modifications: 3 Weapon Quality [Guided +2], 2 Weapon Quality [Accurate +1] Mods
- Staged Rocket Booster (Increase range by one band, adds Inaccurate +2, HP 1, 25 credits)
- Modifications: 1 Increase Range mod, 2 reduce Inaccurate Quality by 1 mods
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 (Enc 4) or Laminate Armor (Enc 2)
- Model 44 Blaster Pistol (mounted on armor) (Enc 1)
- Blaster Carbine (Enc 3)
- 2 frag grenades (Enc 2)
- Vibrosword (Enc 3) or lightsaber (Enc 1), depending on environment
- Vibroknife (Enc 1)
- Emergency Medpac (Enc 1)
- Utility Belt (Encumbrance +1)
- Load-Bearing Harness (Encumbrance +3)
Loaded for Bear (Endor, Wilderness)
- Heavy Battle Armor (Enc 4)
- Model 44 Blaster Pistol (mounted on armor) (Enc 1)
- Blastech DLS-12 Heavy Blaster Carbine (Enc 4)
- 1 frag grenades (Enc 1)
- Lightsaber (Main) (Enc 1)
- Lightsaber (Shoto) (Enc 1)
- Utility Belt (Encumbrance +1)
- Load-Bearing Harness (Encumbrance +3)
'Civilized' Worlds
- Padded Armor, if permitted (Enc 0)
- Vibrosword, laws permitting (Enc 3)
- Vibroknife (Enc 1)
- Concealed blaster pistol (Enc 1)
- Short-ranged comlink (Enc 0)
- Utility Belt (Encumbrance +1)
Coruscant / Imperial Center
- Padded Armor, if permitted (Enc 0)
- Vibrosword (Enc 3)
- Vibroknife (Enc 1)
- Cornet Arms H-7 "Equalizer" Blaster Pistol (Enc 2)
- Short-ranged comlink (Enc 0)
- Utility Belt (Encumbrance +1)
Shipboard-duty
- Padded Armor (Enc 0)
- Lightsaber (Enc 1)
- Vibroknife (Enc 1)
- Toolkit (Enc 4)
- Short-ranged comlink (Enc 0)
- Utility Belt (Encumbrance +1)
Chandrila/Hunt for Hajj
- Padded Armor (Enc 0)
- Vibroknife (Enc 1)
- Cornet Arms H-7 "Equalizer" Blaster Pistol (Enc 2)
- Lightsaber (Main) (Enc 1)
Private Hit List
As Merick grows in power and skill, so does his list of people who have wronged him. The following NPCs are slated to die at some point in the future.
- Lt. Jeri Drenn - the Imperial officer who helped create his hatred of the Empire by having his best friend executed for a misunderstanding of a petty crime. Deserves death for being an idiot 24 year old in a backwater sector who was frustrated at being passed over and took it out by bullying the local populace.
- Teemo the Hutt - although there is a truce at present, this Hutt has created more than enough problems to merit a place on the list. Deserves death for working with Imperial collaborators and blaming TLB crew for stealing Inquisitor ship.
- Trex, Trandoshan Bounty Hunter - goon of Teemo who had captured Merick and was transporting him back to the Empire when Merick met the rest of the TLB crew. Deserves death for collaborating with the Empire.
- Arend Shen - father of his ex-gf who hired TLB to steal the Jewel of Yavin, then sent a hit squad to kill them and steal the jewel for himself. Deserves death for using his daughter and TLB crew and cutting them loose. Death will involve cutting.
- Agent Los - deliberated set up the crew to get killed and/or captured under color of a Rebel spy master; former antagonist while working for the empire. Deserves death for her severe unprofessionalism.
- Hajj - framed TLB and got them arrested on trumped up charges on Chandrila
Confirmed Deaths
- Inquisitor An'ya Fell. Killed on high-gravity Force Nexus planet.