Tamsyn Marrama by ClassicallyHandsome

Species
Umbaran
Career
Warrior
Specializations
Colossus | Magus
System
Force and Destiny

7
Threshold 24
Current 0
Threshold 16
Current 0
Ranged 3
Melee 2

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Characteristics

4
2
2
2
4
2

Skills

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

Attacks

Exemplar Kite Shield
Range
Engaged
Skill
Melee
Defensive 1, Reflection 2
Damage
+0
Critical
5

4 | 18

Weapons & Armor

Exemplar's Battle Armor [+2 Soak|1 Defense|4 HP]
- 2 HP [Strength Enhancing System]
Modifications: +2 Skill (Athletics) Mods
- 2 HP [Integrated Med-Systems]
Once per session, the user may activate the attachment as an incidental, counting as one use of a stimpack. Additionally, all Medicine checks made to heal the wearer gain Boost.
Modifications: +2 All Successful Medicine checks made to heal wounds the wearer is suffering heal one additional wounds Mods.
- 0 HP [Comlink]

Personal Gear

Holo-Messenger
Datapad
Macrobinoculars
Mk. III Modular Backpack [6 Pouches]
Hunting Goggles
- Add Boost to checks made to hunt prey.
- Remove Setback from checks made due to concealment, darkness or fog & mist.
Aratech R82 Jump Boots
Enable a person to function as a vehicle with the following profile: [Sil. 1|Spd 2|Hndl -1|SS 3] that can only operate in atmosphere and requires Piloting(Planetary) to operate.

Assets & Resources

Mod V Cybernetic Arm - +1 Brawn

Medical Droid - P4-7CH, "Patch"
1 Brawn|1 Agility|2 Intellect|1 Cunning|1 Willpower| 1 Presence
Skills: Discipline 1, Medicine 3, Perception 2
Talents: None
Abilities: Droid
Equipment: Built-in Diagnostic and surgical tools(count as medpac as well as stimpack that can be used once per session).

5 Medtech Mini-Med - Minions
1 Brawn|1 Agility|1 Intellect|1 Cunning|1 Willpower|0 Presence
Skills: None
Talents: None
Abilities: Droid, Surgeon's Aid(When a minion group of one or more mini-meds performs the Assist maneuver to help a character with a medicine check, that character counts as having +1 rank in the Surgeon talent per Mini-Med in the group). Silhouette 0.
Equipment: None.

Bloodhound Survey Vehicle
Sil 2|Spd. 2|Hand. -1
Defense 0|-|-|0
Armor 2
HT 15 | SS 12
Sensor Range: Long
Crew: One pilot, one co-pilot, two sensor operators
Encumbrance Capacity: 35
Passenger Capacity: 2
Hardpoints: 2
- 0 HP [Autopilot Droid Brain]
Droid brain can perform piloting checks for a vehicle or starship with a Piloting (Planetary) or Piloting(Space) skill of 2 and an Agility of 0; may be summoned via a beckon call.
Modifications: +2 Skill [Piloting(Planetary)] Mods.
- 1 HP [Ax-108 Surface Defense Blaster Cannon]
Automatically fire at hostile targets with the following weapon profile, an agility of 0 and 2 ranks in Ranged(Heavy)

Ranged(Heavy); Damage 12; Critical 3; Range: Medium; Auto-fire, Pierce 2, Personal Scale
Modifications: +2 Skill[Ranged(Heavy)] Mods
- 1 HP [Sienar MM-XT Mini-Missile Tube]
Once this is installed, it becomes a weapon that can fire a single concussion missile or warhead. The weapon always has the Limited Ammo 1 quality.

https://i.imgur.com/eMTK5W9.png

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughenedx6 FaD:KoF;Pg. 25 | FaD:UP; Pg. 29 Gain +2 Wound Threshold.
Confidence FaD:UP; Pg. 29 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Channel Agony [Dark Talent] FaD:UP; Pg. 29 After rolling Force Die, may suffer wounds up to twice ranks in Channel Agony to add automatic dark side pips for every two wounds suffered to the results.
Resolve FaD:UP; Pg. 29 When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1.
Transmogriphy FaD:UP; Pg. 29 When making a Crafting check, may add Force Die no greater than force rating. Spend Force points to add success and spend 2 Force Points to add advantage to check.
Force Rating FaD:UP; Pg. 29 Gain +1 Force Rating
Gritx2 FaD:KoF;Pg. 25 Gain +1 strain threshold.
Enduring FaD:KoF;Pg. 25 Gain +1 Soak Value.
Indomitable Will FaD:KoF;Pg. 25 Once per encounter as a maneuver, suffer 3 strain to commit Force Die up to Force rating and reduce all damage suffered by an equal amount but suffer 1 strain each turn.
Power from Pain FaD:KoF;Pg. 25 Once per session as an incidental may spend 1 Destiny Point to gain +1 Force Rating for each Critical Injury character is suffering until the end of the encounter.
Dedication FaD:KoF;Pg. 25 Gain +1 to a Single Characteristic. This cannot bring a characteristic above 6.
Improved Toughened FaD:KoF;Pg. 25 Once per session may heal wounds equal to ranks in Toughened.
Entrancing Gaze RotS Umbarans add Boost to Charm, Deception, and Negotiation checks.
Shadow Dweller RotS When making skill checks, Umbarans remove up to 2 Setback imposed due to darkness. Umbarans add Setback to all checks they make while in bright natural light, such as direct sunlight.

Force Powers

Force Rating
3
Power
Conjure
Description
The Force user calls forth a spectral object to their hand, which lasts for a short time.

The user may spend Force Points to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.
Upgrade Effect
Magnitude Spend Force Points to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased.
Duration Commit Force Die to sustain 1 conjuration per Duration upgrade purchased while it remains at short range.
Magnitude Spend Force Points to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased.
Control Spend Force Points to add 1 of the following weapon qualities to the conjuration: Defensive 1, Deflection 1, Stun 4
Control Spend Force Points to add 1 of the following weapon qualities to the conjuration: Burn 3, Pierce 3 or Vicious 3.
Power
Protect/Unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.

Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 Force points to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Dark side force users may only protect themselves.

Unleash: The user makes an Unleash power check as ranged attack and rolls an Average Discipline check for difficulty. If check succeeds and spends 2 force points, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect
Strength Spend Force points to decrease damage or add damage equal to ranks of Strength purchased.
Duration Protect: If no dark side points generated Force point, the power reduces damage of all attacks hitting the target.

Unleash: Spend Force point to give the attack Burn 2.
Control Protect: Spend Force points to allow power to protect against all types of attack.

Unleash: Spend Force points to give the attack Ensnare 2.
Magnitude Spend Force points to affect 1 additional target within range per rank of Magnitude purchased.
Range Spend 2 Force points to increase power's range by a number of range bands equal to Range upgrades purchased.
Range Spend 2 Force points to increase power's range by a number of range bands equal to Range upgrades purchased.
Range Spend 2 Force points to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength Spend Force points to decrease damage or add damage equal to ranks of Strength purchased.

Background

Motivation

Morality

Description

Other Notes

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