Broig by CamazotzJr

Species
Elom
Career
Soldier
Specializations
Commando
System
Edge of the Empire

9
Threshold 23
Current 0
Threshold 15
Current 0
Ranged 3
Melee 4

Placeholder Image

Characteristics

6
2
2
2
2
1

Skills

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

Attacks

Vamblades
Range
Engaged
Skill
Brawl
Defensive 1, Accurate 1, Sunder, Disorient 1. Knockdown.
Damage
7
Critical
3
Brass knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
7
Critical
4

50
995
100

Weapons & Armor

Augmented Armor, Sealable
Defense 2, Soak 2, Enc 6, HP 6
Vacume sealed.

Lightsaber


Brass Knuckles
Skill Brawl, DAM +1, CRIT 4, Range Engaged, Enc 1, HP 0, Special Disorient 3

2 Vamblades
Skill Brawl, DAM +1, CRIT 3 Range Engaged, Encum 2, HP 1, Rarity 4, Special Defensive 1
Sunder and Accurate 1 when using 2.

Personal Gear

Comlink (Handheld)
Utility belt: Increases Encumbrance by 1
Fusion cutter:
If used as a weapon, a fusion cutter has a range of engaged, deals 5 damage, has a critical rating of 3, and possesses the Breach 1, Burn 3, Sunder, and Vicious 3 weapon qualities.

Assets & Resources

When making an unarmed combat check using Brawl, the character's attack has a base damage of his Brawn rating, a range of engaged, a critical rating of 5, and the Disorient 1 and Knockdown qualities.
Finally, when making a Brawl attack, the attacker can choose to deal damage to the target's strain threshold instead of its wound threshold, still reducing the damage by the target's soak.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physical Training (2) Age of Rebellion - Core rulebook Page 91 Add [Blue dice] per rank of Physical Training to Athletics and Resilience checks.
Toughened (4) Age of Rebellion - Core rulebook Page 91 Gain +2 wound threshold
Durable (2) Age of Rebellion - Core rulebook Page 91 May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.
Grit (4) Age of Rebellion - Core rulebook Page 91 Gain +1 strain threshold.
Natural Outdoorsman Age of Rebellion - Core rulebook Page 91 Once per session, may reroll any 1 Resilience or Survival check.
Armor Master Age of Rebellion - Core rulebook Page 91 When wearing armor, increase total soak value by 1.
Blooded Age of Rebellion - Core rulebook Page 91 Add [Blue dice] per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded, to a minimum of 1.
Improved armor master Age of Rebellion - Core rulebook Page 91 When wearing armor with a soak value of 2 or higher, increase defense by I.
Heroic Fortitude Age of Rebellion - Core rulebook Page 91 May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
Dedication Age of Rebellion - Core rulebook Page 91 Gain + 1 to a single characteristic. This cannot bring a characteristic above 6.
Unstoppable Age of Rebellion - Core rulebook Page 91 If a Critical Injury roll is 1 or reduced to 1. do not receive the critical injury.
Strong Arm Age of Rebellion - Core rulebook Page 91 Treat thrown weapons as if they had 1 greater range.
Feral Strength (2) Age of Rebellion - Core rulebook Page 91 Add 1 damage per rank of Feral Strength to one hit of successful attack made using Brawl or Melee skill.
Knockdown Age of Rebellion - Core rulebook Page 91 After hitting with a melee attack, may spend [Triump] to knock the target prone.
Iron Body (2) Edge of the Empire - No Disintegrations Page 29 Remove [Black dice] per rank of Iron Body from Coodination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron body (to a minimum of 1).
Parry (3) Edge of the Empire - No Disintegrations Page 29 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Precision Strike Edge of the Empire - No Disintegrations Page 29 When this character inflicts a Critical injury with a Brawl, Melee, or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (Purple dice) Critical injury.
Unarmed Parry Edge of the Empire - No Disintegrations Page 29 May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).
Overbalance Edge of the Empire - No Disintegrations Page 29 When a combat check made by an engaged foe generates (Despair) or 3 (threat), may stagger attacker until end of his next turn.
Grapple Edge of the Empire - No Disintegrations Page 29 Once per round, may perform the Grapple maneuver. Until the beginning of the character's next turn, foes must spend 2 maneuvers to move from engaged to short isntead of 1.
Improved Precision Strike Edge of the Empire - No Disintegrations Page 29 Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to nay Avarage [2 Purple] Critical injury.
Supreme Precision Strike Edge of the Empire - No Disintegrations Page 29 Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any Hard [3 purple] Critical Injury.
Reflect When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Martial Grace Edge of the Empire - No Disintegrations Page 29 Once per round, suffer 2 strain to add damage equal to ranks in Coordination to the next Brawl check made this turn.
Mind Over Matter Edge of the Empire - No Disintegrations Page 29 The character may spend one Destiny Point to recover strain equal to Willpower rating.
Natural Brawler (Not yet) Edge of the Empire - No Disintegrations Page 29 Once per session, may re-roll any 1 Brawl or Melee check.

Force Powers

Force Rating
1
Power
Alter Basic Power
Description
The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.
The Force user may spend [A pip] to make all terrain currently within short range diffuclt terrain until the end of their next turn.
The Force user may spend [A pip] to make all terrain currently within short range normal terrain until the end of their next turn.
Upgrade Effect
Range Spend [2 pips] to increase power's range by a number of range bands equal to Range upgrades purchased.
Control The power can affect firm terrain, such as packed eart, stone, or ice.
Control (Animals) Spend [1 pip] to share teh senses of animals within range of this power, adding [blue] to Perception and Vigilance checks, and gaining other benefits.
Control Spend [2 pips] to make a small patch of terrain within the affected area impassible.
Control (Suplies) Spend [1 pip] and make an Averege [2 purple] Survival check to instantly discover food, water, or other critical suplies within extreme range.

Background

Motivation

Peace

Obligations

Description

Other Notes

Knowledge (Education) is actually Knowledge (Warfare).
Spcial ability:
Digging Claws:
Before using a maneuver to move, an Elom may spend a maneuver to dig, allowing the Elom to use that move maneuver to travel through loose soil or similar terrain. At the Game Master's discretion, this excavation can resoult in a low, narrow tunnel that others can use.

Sunder:
When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If a weapon already suffering major damage is the target of a successful Sunder, it is destroyed. Sunder requires O to activate. If activated multiple times in the same attack, each activation can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack.

Accurate:
Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds • to his attack dice pools while using this weapon.

Knockdown:
When knockdown triggers, the target is knocked prone. Unless specified otherwise, Knockdown requires O O to trigger, plus one additional O per silhouette of the target beyond one.

Disorient:
A weapon with Disorient can daze an opponent. When Disorient is triggered, the target is disoriented (see page 230) for a number of rounds equal to the weapon's Disorient rating. (A disoriented target adds • to all skill checks he performs.)

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