Bartholomew A. Dass by chamicon

Species
Besalisk
Career
Warrior
Specializations
Aggressor
System
Force and Destiny

5
Threshold 16
Current 0
Threshold 10
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

4
3
2
1
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 5
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) X 0
Vigilance (Will) 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 1
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 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Cortosis Sword
Range
Engaged
Skill
Melee
Cortosis, Defensive 1
Damage
+2
Critical
3
Oversized Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+2
Critical
2
Reinforced Vibrosword
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, Cortosis
Damage
+3
Critical
2

3
323
77

Weapons & Armor

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

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