Fenris Moz Grr'Hem by Shard

Species
Aqualish (Aquala)
Career
Seeker
Specializations
Hermit
System
Force and Destiny

2
Threshold 14
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

2
4
3
2
4
1

Skills

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

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Soothing Tone Take a soothing tone action make an Average xenology check to allow a beast to recover strain equal to hunger if success
Grit +1 strain
Conditioned Remove setback per rank from athletics and coordination checks. Reduce the damage and strain from falling 1 per rank of conditioned
Animal bond improved When spending a maneuver to direct a bonded animal the character may suffer 1 strain to as a bonus to the animals next check
Natural Outdoorsman Once per session, may re-roll any 1 resilience or survival check
Force Rating +1
Jump Up Once per round may stand from seated or prone as an incidental
Ataru Technique Can use sultry for lightsaber skill
Parry When hit by a melee or lightsaber suffer 3 strain to reduce damage by 2 pts ranks in Perry
Saber Swarm As a maneuver spend 1 strain to give the lightsaber check this turn the linked quality equal to force rating during the check
Saber Throw As an action make a lightsaber attack as a ranged attack at a target within medium range add force dice up to force rating must spend pips and succeed to hit target. Spend pips to return weapon to hand.
Dedication +1 to characteristic
Quick draw Once per round draw our hipster a weapon or accessible item as an incidental
Quick Strike Add bonus die per rank of QS to combat checks against targets that haven't acted yet this encounter
Hunters Quarry Take H.Q. Action make hard survival check to upgrade ability of all attacks against a target at long range until the end of a character's next turn
H.Q. Suffer 2 strain to use H.Q. As a maneuver. After making a successful attack with non-starship/vehicle weapon, the character may spend one Destiny point to add damage equal to his willpower to one hit of the successful attack.
Marked for Death Take the marked for Death maneuver; committing force die. Add 2 advantage to combat checks against target woke force die is committed but cannot use this talent again until original target is incapacitated or session ends.
Precise Aim Once per round as a maneuver, suffer a number of strain no greater than ranks in p.a., reduce targets melee and Ranged defense by that number
Force Rating Gain +1Fr

Force Powers

Force Rating
3
Power
Ebb/Flow
Description
The user 's actions empower himself or sap strength from his foes.

Ebb
When force user makes a skill check he may roll an EBB POWER CHECK as part of the roll. The user may spend dark/light pips to suffer 1 strain, then inflict 1 strain on engaged characters. The force user may not activate this multiple times.

Flow
When the force user makes a skill check, he may roll a FLOW POWER CHECK as part of the roll. User may spend light/dark pips to heal 1 strain. Force user may not activate this multiple times.
Upgrade Effect
Range- 10 Sirens 2 pips to affect all at short range
Control -10 Ebb spend pip to add a failure to any checks made by engaged opponents till end of turn
Flow spend pip to add advantage to any checks using Same skill to end of turn
Control -10 Ebb spend pip to add failure to checks made by engaged opponents until end of turn
Flow spend pip to add success to any checks using Same skill until next turn
Control - 10 Commit force die until end of the current encounter, add force die to all skill checks. Each light and dark pip adds either success or advantage to the check; each dark causes the user to suffer 1 strain and gain 1 conflict
Strength Spend pip to increase failure or success
Strength Spend pip to increase threat or advantage

Background

Motivation

Morality

Description

Other Notes

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