Virum by YelshaNu

Species
Gungan
Career
Warrior
Specializations
Steel Hand Adept, Martial Artist
System
Force and Destiny

9
Threshold 31
Current 31
Threshold 29
Current 22
Ranged 4
Melee 3

Characteristics

5
5
2
4
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 2
Charm (Pr) 0
Coercion (Will) 4
Computers (Int) 0
Cool (Pr) 1
Coordination (Ag) 5
Deception (Cun) 4
Discipline (Will) 4
Leadership (Pr) 3
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 1
Perception (Cun) 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 2
Skulduggery (Cun) 3
Stealth (Ag) 5
Streetwise (Cun) 3
Survival (Cun) 3
Vigilance (Will) 3
Brawl (Br) 5
Gunnery (Ag) 0
Lightsaber (Br) 3
Melee (Br) 4
Ranged: Light (Ag) 2
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) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Unarmed
Range
Engaged
Skill
Brawl
Knockdown, Disorient, 1, Pierce 10, Cortosis
Damage
14
Critical
2
Kyuzo War Shield
Range
Engaged
Skill
Melee
Cumbersome 3, Disorient 1.
Damage
10
Critical
4
Kyuzo War Shield (Thrown)
Range
Short
Skill
Ranged: Light
Cumbersome 3, Disorient, Limited Ammo 1, 3 Advantage to recall.
Damage
Critical

Weapons & Armor

Kyuzo War Shield
Armoured Robes

Personal Gear

Talisman of Iron Fists - A Force-sensitive wearer gains Cortosis quality. Meaning any armour he wears gains the Cortosis quality, as do his Brawl attacks. Furthermore, his Brawl attacks gain Pierce X, where X is his current Force rating.

Dolina Seed Ring - A Force-sensitive character possessing this ring may perform 1 free Move manoeuvre during each of his turns. This Move manoeuvre may be in addition to any other manoeuvres performed this turn and can allow the character to perform 3 manoeuvres in a turn. (The user also ignores the seed ring's weight).

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Adversary 4 Upgrade all attacks made against this character four times.
Parry 8 When hit by a melee attack, suffer 3 strain to reduce damage by 10.
Unarmed Parry May Parry while unarmed. Reduce the strain cost of Parry while unarmed to 1.
Precision Strike When inflicting a Critical Injury with Brawl, Melee or Lightsaber, may suffer 1 strain to change the result to any Easy (1 purple) Crit.
Improved Precision Strike Once per round, when inflicting a Critical Injury with a Brawl or Melee attack, may suffer 2 strain to change the result to any Average (2 purple) Crit.
Supreme Precision Strike Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any Hard (3 difficulty) Critical Injury.
Martial Grace Once per round, suffer 2 strain to add damage equal to ranks in Coordination to next Brawl check.
Iron Body 3 Remove 3 Setback from Coordination and Resilience checks. Reduce crit rating of unarmed attacks by 3.
Coordinated Dodge When targeted by a combat check, may spend a Destiny Point to add 5 Failure to check.
Resist Disarm Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Creative Killer Reduce Crit rating of Improvised Weapons by 2 to a minimum of 1.
Feral Strength 5 Add +5 damage to one hit of successful Brawl/Melee attack.
Quick Strike 4 Add +4 Boost Dice on targets that have not acted this encounter.
Enduring 3 Gain +3 Soak Value.
Deadly Accuracy (Brawl) - Add damage to Brawl checks equal to ranks in the Brawl skill.
Jump Up Once per round may stand from seated or prone as an incidental.
Grapple Once per round, may perform the Grapple manoeuvre. Until the beginning of the character's next turn, foes must spend 2 manoeuvres to move from engaged to short instead of 1.
Overbalance When a combat check made my an engaged character generates Despair or 3 Threat, may stagger the attacker until the end his next turn.
Acklay's Scything Strike Brawl attacks gain Pierce equal to Force Rating.
Far Strike As an action, make a Brawl check as a ranged attack, adding Force Die up to Force rating. Increase the range of the attack by one band for each Force pip spent, to a maximum of Long.
Durable 4 Reduce Critical injuries suffered by 40.
Improved Parry When parrying, on 3 threat or a despair may hit them for base damage of his fist.

Force Powers

Force Rating
5
Power
Enhance
Description
When making Athletics check, the Force user may add an Enhance Power Check as part of the pool. The user may spend Force pips to gain Success and Advantage (user's choice) on the check.
Upgrade Effect
Control Force Leap 1 Take a Force Leap action. Make an Enhance power check. The user may spend 1 Force pip to jump horizontally to any location in Short range.
Control Force Leap 3 The user can perform a Force Leap as a manoeuvre instead of an action.
Control Resilience Enhance can now be used with Resilience.
Control Force Leap 2 When performing Force Leap, the user can jump vertically in addition to jumping horizontally.
Control Co-Ordination Enhance can now be used with Co-Ordination
Range Spend 1 Force pip to increase power's range a number of range bands equal to Range upgrades purchased.
Control Brawn Ongoing Effect - Commit Force Die to increase his Brawn rating by 1.
Control Brawl Enhance can now be used with Brawl.
Power
Move
Description
The user may spend 1 Force pip to move 1 object of Silhouette 0 that is within short range up to his maximum range. The default maximum range is Short range.
Upgrade Effect
Control 2 The Force user can pull objects out of secure mountings or out of opponent's grasp.
Strength 4 Spend 1 Force pip to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Control 3 The user can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power's range.
Range 3 Spend 1 Force pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude 4 Spend 1 Force pip to increase targets affected equal to Magnitude upgrades purchased.
Control 1 The Force user can hurl objects to damage targets by making a Ranged Combat Check combined with a Move Power Check, dealing damage equal to 10 times silhouette.
Power
Endure
Description
When the character suffers a Critical Injury with a severity no greater than Easy (1 difficulty), the character may activate Endure as an out-of-turn incidental and commit a Force Die to temporarily ignore the effects of that injury. The character does not apply any result or add +10 to further rolls on the Critical Injury Result table while the Force Die remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury unless it has been treated.
Upgrade Effect
Control 3 The character can commit one additional Force Die to temporarily ignore one additional Critical Injury per Control upgrades purchased.
Strength 4 The character can use Endure to temporarily ignore a Critical Injury result of Dead.
Strength 3 Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.

Background

Motivation

Morality

Description

Other Notes

Crit
135 - Bleeding Out - Every round, the target suffers 1 wound and 1 strain at the beginning of his turn. For every 5 wounds he suffers beyond his wound threshold, he suffers 1 additional Critical Injury. Roll on the chart, suffering the injury (if he suffers this result a second time due to this, roll again).

102 - Maimed, ripping a limb off.

Return to Top