Gormo by Fr0id

Species
Hutt
Career
Warrior
Specializations
Aggressor
System
Force and Destiny

6
Threshold 17
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

4
1
2
3
3
2

Skills

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

Attacks

Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3, Knockdown, Stun Setting
Damage
5
Critical
4
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting
Damage
4
Critical
5

0
130
3175
1 of 9

Weapons & Armor

Brass Knuckles (1 Encumbrance; add one Setback Die to Perception checks made to detect on holder's body)
Beast-Hide Armor (3 Encumbrance; Add 1 Advantage to Coercion checks and 1 Threat to Charm checks)

Personal Gear

Assets & Resources

Gormo has a 20 Obligation stake in a business based on gladiatorial training and events.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Enduring (Rank 1) Gain +1 Soak per Rank
Fearsome (Rank 1) When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.
Intimidating (Rank 2) May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Nobody's Fool (Rank 1) May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool
Terrify Take the Terrify action: make a Hard (3Dif) Coercion check, adding Force Dice no greater than Force rating. Disorient one target within medium range per Success. Spend Two Advantage to extend duration and spend a Force Point to immobilize affected target.
Ponderous A Hutt can never spend more than one maneuver moving per turn.

Force Powers

Force Rating
1
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend Force Points to gain Success or Advantage (user's choice) on the check.
Upgrade Effect
Control: Resilience Enhance can be used with the Resilience skill.
Control: Brawl Enhance can be used with the Brawl skill.

Background

Gormo is a young Hutt, and is an anomaly among most of his species. Gormo, from a young age, learned to take great joy in personal combat. Gormo loves to fight. He is not a sadist, however, and in fact Gormo finds the idea of taking another life repugnant on both moral and practical grounds (a dead man is a lost customer). Gormo is a fast friend to those around him, and is quick to try impressing others with his physical ability. Because of all this, Gormo has been mostly outcast from his family, although he is afforded the basic protections that a Hutt of his station would enjoy. Gormo takes his status mostly for granted, and in true Hutt fashion has mostly learned to get what he wants through lying and intimidating people. Gormo's intimidating presence should not be confused for anger, however. Rather, Gormo sees his actions as simply a means to an end, without strong emotional attachment.

Gormo also has not fully realized that he is an active user of the Force, and is just as likely to attribute his intimidating presence or imposing physique on his own ability as to attribute it to the Force. However, Gormo has recently met an individual more familiar with the Force, who were able to identify Gormo's ability. Sensing Gormo's ability, this individual was able to guide him to recognizing the potential of training in the Force. Gormo has improved his ability with the force with the aid of this individual.

Up until recently, Gormo spent most of his time in Gladiator arenas, fighting others for sport. Recently, however, Gormo has met with other Force Users, and has come upon an idea. Seeing a demand in the market, Gormo has decided that he wants to open up a For-Profit Secret Force Academy. Gormo's enthusiasm for this idea has blinded him to the many risks he would be taking, but by using his winnings from the arenas and unknown aid from sympathetic Hutts, Gormo has been able to partner with some like-minded individuals to carve out their own homestead that they hope to one day operate as an academy. While Gormo and his partners may not agree on the details of how the academy will be run, he has seen them worthy of a high level of trust as equals in this enterprise.

Motivation

Gormo's Motivation is his Ambition for Glory. Gormo wants to be recognized by everyone he meets as a great and formidable warrior. He believes that the best way to earn respect is by showcasing physical prowess, and he wishes to hone his own to the fullest extent possible. Gormo seeks out opportunities to showcase his abilities, and sees his ability with the Force as him being chosen for greatness. Gormo loves showing off, and longs for recognition.

Morality

Description

Gormo has all of the hallmarks of a typical young adult Hutt. His skin is bronze-colored, mostly-smooth, and he has large bulbous eyes. Gormo's distinguishing feature, at least among Hutts, is his unusually long set of arms. These arms allow Gormo to be much more adept at grappling in close combat.

Other Notes

Gormo has an Obligation of 20 that is based in a business he is running with several fellow companions. Gormo's side of the business acts as an arena and training and training ground for gladiatorial combat. Gormo hopes to attract people and resources that can teach him new combat techniques, including ones based in the Force.

Gormo has a Morality of 50
Gormo has an Emotional Strength of Enthusiasm, as he is always eager to try new things and remains constantly optimistic about all of his pursuits.
Gormo has an Emotional Weakness of Recklessness, as his enthusiasm leads to him forgetting about or ignoring possible consequences to his actions, or the danger he can place himself or others in.
Gormo's Terrify Talent gives him 1 automatic conflict at the start of each session.

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