Cortosis Sword
Heavy Clothing
4x oversized vibroknives
Reinforced vibrosword
Personal Gear
Thermal Cloak
Field rations: 5 days
Ilum amulet: Add force die to 1 roll per session
Purple Rubat Crystal
Emergency medpack
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Intimidating 2
FCRB 145
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating
Fearsome x3
FCRB
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check (see page 326), with the difficulty equal to the character's ranks in Fearsome. At the GM's discretion some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.
Terrify
FCRB
As an action, make a hard Coercion check, adding force die no greater than Force rating. Disorient 1 target within medium range per success. Spending 2 advantage extends duration and force immobilizes affected target
Improved Terrify
Reduce the difficulty of Terrify’s check to average and may spend triumph to stagger an affected target
Force Rating
Gain +1 Force rating.
Dedication
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Prey on the Weak 2
Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak.
Toughened
Gain +2 wound threshold.
Plausible Deniability
Remove setback per rank of Plausible Deniability from all Coercion and Deception checks.
Sense Advantage
Once per session, may add 2 setback to 1 NPC’s skill check
Force Powers
Force Rating
2
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 to gain success or advantage (user’s choice) on the check.
Upgrade
Effect
Control
Enhance can be used with the Resilience skill.
Control
Take a Force leap action; make an Enhance power check. The user may spend force to jump horizontally to any location in short range.
Control
The user can perform a Force Leap as a maneuver instead of an action.
Control
When performing a Force Leap, the user can jump vertically in addition to horizontally.
Range
Spend force to increase power’s range by a number of range bands equal to Range upgrades purchased.
Background
Cultural: (Poor and Hungry) Resources are scarce and money has always been tight.
Accept this situation as the norm, readily learning to make do with the assets that are available, secure in the knowledge that they have nothing to lose.
Force: (Pragmatic Power) Some see their powers and talents as tools they can use to advance their lives or accomplish their goals. Such a character may constantly flirt with the dark side of the Force and never realize it. Learning or denying Force philosophies and histories invariably plays into the stories of characters from this background.
The Call: (Ultimate Abilities) Some characters see their strange abilities as a sign that they are destined for greatness. They can do things that others around them cannot. Clearly, this means they are a cut abover the general population. To leave their life behind is mearly the first step in a journey that may see them rise to become the ultimate power in the universe. Whether or not they use that power for good - or for evil - remains to be seen.
Motivation
Revenge: At some point in the character’s past, he was brutally wronged. Now he seeks vengeance, and he has a hard time focusing on anything else.
Morality
56
Emotional Strength: (Bravery) The character's bravery is quite remarkable. Whether facing down a charging rancor or racing into a burning building to save innocents, he is always willing to take risks to help others.
Emotional Weakness: (Anger) Hot blood, however, can easily lead to hot tempers. The character is quick to anger, and what he cannot deal with face-to-face often frustrate him to the point of rage.
Description
Bartholomew A. Dass is a former bouncer at a seedy Coruscant swooper bar. He got fired for unnecessary use of force after breaking up a bar fight using his trusty Weik Greatsword. In that scuffle he ”accidentaly” maimed or killed the majority of the ones involved on both sides, including a rodian crimeboss' son. Feeling a disturbance he quickly left the planet together with his brother, however the crimeboss sent assassins after them. When they caught up in Ord Mantell B.A.,as his friends call him, was wounded while his brother was killed, due to this he has sworn to take revenge. He quickly left Ord Mantell on a civilian shuttle where he befriended the shuttle pilot by showing him how to drink four lums at once.
Other Notes
4 arms, has 2 maneuvers per round without strain cost