Kramax "Red" Vintu by TheLastRoman

Species
Devaronian
Career
Hired Gun
Specializations
Enforcer/Pirate/Figurehead
System
Edge of the Empire

6
Threshold 25
Current 25
Threshold 20
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

4
3
3
3
4
3

Skills

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

Attacks

Red's Vibrosword
Range
Engaged
Skill
Melee
Pierce 2, Sunder, Vicious 2, Superior, Cumbersome 2
Damage
8
Critical
1
Vibro-Knife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 2, Accurate 1
Damage
4
Critical
2
Red's C-10
Range
Medium
Skill
Ranged: Light
Stun Setting, Superior, Pierce 2, Accurate 1
Damage
12
Critical
3

805

Weapons & Armor

Red's Custom Armour
--Superior

Vibro-Machete
--Serrated Edge

Vibro-Knife
--Serrated Edge
--Custom Grip

Personal Gear

Sulfur Inhaler
-A Devaronian may inhale one dose as a maneuver, suffering 2 strain and adding □ to all Brawn and Agility checks until the end of the encounter.

3 Stimpacks

Personal Deflector Shield (20 Temporary Hit points)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dedication II +1 Brawn, +1 Presence
Toughened IV +8 Wounds
Grit III +3 Strain
Intimidating III May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number
Durable I May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1
Stunning Blow When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Defensive Stance I Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
Resolve II When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
Confidence II May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Street Smarts I Remove ■ per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
Quick Draw Once per round, draw or holster a weapon or item as an incidental.
Walk the Walk The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.
Second wind II Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Inspiring Rhetoric Take an Inspiring Rhetoric action; make an ◆◆ Leadership check. One ally for each success, in short range, recovers 1 strain. Spend an advantage for 1 affected ally to recover 1 additional strain.
Fearsome III When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
Black Market Contacts I When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
Natural Enforcer Once per session, may re-roll any 1 Coercion or Streetwise check.
Command II Add □ per rank of Command to Leadership checks. Affected targets add □ to Discipline checks for the next 24 hours
Commanding Presence III Remove ■ per rank of Commanding Presence from Leadership and Cool checks.
Intense Presence Spend 1 Destiny Point to recover strain equal to Presence rating.
Natural Leader Once per session, may re-roll any 1 Cool or Leadership check.
Know the Ropes Add □ to checks made to escape from restraints equal to ranks in Knowledge (Underworld). Spend 1 triumph to free all other allies within short range.
Fearsome Rep II Add automatic 1 advantage to the results of coercion checks equal to ranks in Fearsome Rep.
Point Blank IV Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.
Side Step II Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Field Commander + Improved Take the Field Commander action; make a ◆◆ Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 strain to perform 1 action instead.

Background

Motivation

Obligations

Description

Other Notes

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