CDR. Vokura by Caius1131

Species
Mon Calamari
Career
Commander
Specializations
Strategist, Figurehead, Ship Captain, Commodore, Republic Navy Officer
System
Age of Rebellion

4
Threshold 12
Current 0
Threshold 25
Current 11
Ranged 4
Melee 3

Placeholder Image

Characteristics

2
2
6
1
2
6

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2 -2 setbacks
Athletics (Br) 0
Charm (Pr) X 1 1 upgrade
Coercion (Will) X 1
Computers (Int) X 0
Cool (Pr) X 2 -4 setbacks
Coordination (Ag) 0
Deception (Cun) 0 1 upgrade
Discipline (Will) X 4
Leadership (Pr) X 3 1 upgrade, +7 Boosts, -4 setback
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0 -1 setback
Knowledge: Education (Int) X 1 -1 setback
Knowledge: Lore (Int) 0 -1 setback
Knowledge: Outer Rim (Int) X 0 -1 setback
Knowledge: Underworld (Int) 0 -1 setback
Knowledge: Warfare (Int) X 5 -1 setback
Knowledge: Xenology (Int) 0 -1 setback

Attacks

Pecking Order (Crafted pistol)
Range
Long
Skill
Ranged: Light
Vicious 1, Stun Setting, Auto Fire, Accurate 3, Pierce 2
Damage
10
Critical
3
Crafted Shield
Range
Engaged
Skill
Melee
Defensive 3, Deflection 3, Sunder
Damage
+1
Critical
5

0
1375
16390
4/8

Weapons & Armor

Pecking Order (Crafted pistol) [2/4 HP]
{Blaster Actuating Module (1 Damage +3 Mod, 1 Add ■ to all attack checks when using this weapon Mod, 2 Quality (Pierce 1) Mods), Custom Grip (1 Remove 1 ■ from all attack checks when using this weapon Mod, Anyone other than owner adds ■■ to combat checks using this weapon., 1 Quality (Accurate 1) Mod)}
Crafted armor
{OmniScan 3 Integrated Scanner (Built-in general purpose scanner, Adds □ to Perception checks to detect movement or hidden enemies., 1 Skill (Perception) Mod)
Special Embellishment: Add 1Adv to checks made with the Leadership skill}

Personal Gear

3-MAL Comlink
Symbol of Command
Utility Belt
BPEA-IA Cascader
Mercantiler Datapad

Assets & Resources

Hours of leave : 42

Theater Command and Control System (While active, force commander on the bridge upgrades the ability of all Mass Combat checks twice. Add 2 Adv. on Mass Combat checks Mods, Remove ■ from Mass Combat checks)

Holo-Tank
(Characters utilizing a holo-tank may always use Cool or Knowledge (Warfare) when making Initiative checks., Add 2 Adv. to Mass Combat checks when acting force commander is on board this ship Mods, Upgrade the ability of checks when determining Initiative once)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 9 Passive +1 max strain per rank
Resolve 2 Passive -1 involuntary strain (to a min of 1) per rank
Command 7 Passive +1 Boost to leadership per rank
Inspiring Rhetoric Action Make a hard leadership check each success causes 1 ally in close range to recover 1 strain, spend 1 advantage to cause 1 affected ally to recover 1 additional strain
Ready for Anything 2 Passive -1 setback per rank for any mass combat and coll and initiative checks
Clever Commander Passive Can use Points in Warfare for Mass combat checks
Researcher 1 Passive -1 setback per rank and decrease time by half
Knowledge Specialization (Warfare) Passive Spend Triumph to add successes equal to rank
Careful Planning Action Once per session may introduce a "Fact" into the narrative as if a destiny point has been spent
Thorough Assessment Action Ounce per session make a Hard Kniwledge check to gain boost per success that can be distributed during the encounter
Ready for Anything Improved Passive May spent triumph to add successes equal to ranks
Master Strategist OOT Incidental Spend 2 strain to decrease difficulty on mass combat checks per phase
Cooradined assault Action Allies equal to ranks in leadership adds one advantage to combat checks to engaged allies (range increases per ranks) until beginning of next turn
Commanding Presence 4 Passive -1 setback from leadership and cool checks per rank
Confidence 3 Passive Downgrade Fear checks
Natural Leader Incidental Can reroll 1 cool or leadership check once per session
Positive spin Passive +5 duty to party if they trigger
Dedication (Presence) 2
Pride and Joy Passive upgrade socal check by one when in short range of pride and joy
Pride and Joy (Improved) Passive PC heals 2 with 1 adv or can heal 1 strain of an ally within the PC's pride and joy
Seen a lot of things may spend 3 adv on a failed knowledge check to reroll during the PC's next turn
Trust the Captain Roll a hard leader ship on a success may increase ranks of discipline of allies equal to presence by one per rank
Dedication (Intellect) 3
Galaxy mapper 1 Remove setback for Astrogation per setback. Astrogation checks takes half as long.
Fire Control When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn. This effect does not stack with multiple uses of the Fire Control maneuver
Steely Nerve Spend a light side to ignore Critical Injuries on willpower or presnce until the end of the encounter
On my order As an action makes a hard leadership check choose a number of crew equal to presence, who upgrade the ability of their next Gunnery check once, plus once per additional 2 success
Solid Repairs 1 Whenever repairs on hull trauma for starship or vehicle, he repairs one additional hull trauma per rank.
Inspiring rhetoric (Improved) Each ally affected by Inspiring Rhetoric gains a Boost on all skill checks for a number of rounds equal to the character’s ranks in Leadership; this does not stack with itself.
Outmaneuvered The character may take the Outmaneuver action, making a Hard Knowledge Warfare If the check succeeds, the character chooses one enemy ship or vehicle In the current encounter for each Success until the end of the character's next turn, the chosen ships must preform one extra maneuver In order to move or change range bands relative to the character's ship or allies.
Hyperspace assault May use Astrogation or K. Warfare for initiative and my Spend a Triumph to choose the placing of all allies on map
Researcher (improved) On a successful Knowledge checks, Characters and Allies gain advantage per rank of Researcher

Force Powers

Force Rating
Power
Unmatched Authority
Description
Once per session spend 2 Destiny point for the current round and 2 additional rounds as an out of turn incidental mas spend 2 strain to downgrade the difficulty of an ally's check ounce.
Upgrade Effect
Reduce difficulty May reduce difficulty instead of downgrading
Duration Rk2 +1 round Per Rank
Mass Combat Can be used in Mass Combat checks
Destiny Now cost 1 destiny point
Firm resolve +2 strain threshold once active
Endurence -1 to strain cost

Background

Motivation

Drive: The mission

The current assignment or mission drives this Commander. He stops at nothing to see that the orders he's been given are carried out, and carried out well He doesn't give up easily, and he is considered to be a tenacious warrior by the troops who serve under him.

Duties

COMBAT VICTORY [830]

The Player Character is driven to show that the Alliance can hold its own against Imperial forces in any troop vs. troop engagement. He wants to engage the Empire's military—their best, whenever possible—and provide more victories for the Alliance to tout to the galaxy as proof it can ultimately win the war. This means daring raids, excellent tactics, and acquiring the best firepower possible.

Description

Other Notes

Fire Discipline !roll [pppaaabbbbddd]
Hard Leadership or Discipline check

The crewmember forgoes fighting to analyze the opponents ' tactics and direct his fellows to greater accuracy with their weapons fire. If successful, the next crewmember firing a weapon aboard the ship can add Boosts to his check. Each additional 2 success grants this to an additional crewmember . In addition, the crewmember may spend Advantage to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage until the beginning of his next turn as the carefully timed shots pummel shields and overload systems.

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