Mirso'bome'lizzu (Obomel) by Ezra

Species
Chiss
Career
Soldier
Specializations
Medic, Commando, Doctor, Maruader
System
Age of Rebellion

11
Threshold 30
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1

Characteristics

5
2
6
2
2
1

Skills

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

Attacks

Pressure Point Jab
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Ignores Soak, Stun
Damage
15
Critical
5
Ion Blaster
Range
Short
Skill
Ranged: Light
Disorient 5, Ion, Superior
Damage
10
Critical
5

0
2000
19

Weapons & Armor

Kamperdine Armored Jackets (1,0) (add an adv to any successful Charm, Deception, or Negotiation checks)

Ion Blaster (3,3) (Superior, Multi-Optic Sight- Removes up to 2 penalty die on any checks to use this weapon due to smoke, darkness, or other environmental conditions that obstruct vision, +2 perception.)

Personal Gear

2 Medpacs, 10 stimpacks, 2 synthskin and synthflesh, bacta liter, Spacer's Duffle, Utility Belt, Modular Backpack
2 Bacta Tanks (on ship)
Various Exploration Tools

Assets & Resources

MEDTECH MINI-MED x2 (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.)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Infravision Enter the Unknown 21 Chiss have adapted to be able to see in both the infrared and normal visual spectra. This enables Chiss characters to remove up to 1 penalty die added to checks by lighting conditions.
Forager Age of Rebellion 147 The character removes up to 2 penalty die from his skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Stimpack Specialization 3 Age of Rebellion 157 Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect.
Grit 6 Age of Rebellion 148 Each rank of Grit increases a character's strain threshold by one.
Surgeon 5 Age of Rebellion 158 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Toughened 9 Age of Rebellion 158 The character increases his wound threshold by two per rank of Toughened.
Bacta Specialist 3 Age of Rebellion 142 Patients under the character's supervision heal one additional wound per rank of Bacta Specialist each time they heal a wound while recovering in a bacta tank or under supervised medical conditions or long-term care.
Well Rounded Age of Rebellion 159 The character chooses any two skills. They permanently become career skills.
Stim Application Age of Rebellion 157 The character may take the Stim Application action. To perform this action, he must have access to drugs, a medpac, or stimpacks. He makes an Average Medicine check. If successful, one ally he is engaged with (including himself) increases one characteristic of the character's choice by one for the remainder of the encounter, and suffers four strain. A single character's individual characteristics may each only be increased once by Stim Application during an encounter.
Master Doctor Age of Rebellion 151 Once per round, the character may suffer two strain to decrease the difficulty of his next Medicine check by one to a minimum of Easy.
Dodge 2 Age of Rebellion 146 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Natural Doctor Age of Rebellion 153 Once per game session, the character may reroll any one Medicine check.
Improved Stim Application Age of Rebellion 157 As an incidental, when performing the Stim Application action, the character may increase the difficulty of the Medicine check to Hard. If he does so, the target of the action suffers one strain instead of four.
Anatomy Lessons Age of Rebellion 142 After a successful attack with a personal (non-starship/ vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack.
Dedication (Int 1) (Brawn 3) Age of Rebellion 145 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
It's Not That Bad Age of Rebellion 150 Once per game session, when an ally is about to suffer a critical injury, the character can take an It's Not That Bad incidental to make a Hard Medicine check. If successful, the ally does not gain the Critical Injury and does not suffer any of its normal effects (although the attack that caused the Critical Injury still deals its damage as normal).
Supreme Stim Application Age of Rebellion 157 When performing the Stim Application action, each triumph may be spent to increase an additional characteristic by one.
Physical Training 2 Age of Rebellion 154 The character adds a bonus die per rank of Physical Training to his Athletics and Resilience checks.
Point Blank 1 Age of Rebellion 154 The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Durable 2 Age of Rebellion 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Strong Arm Age of Rebellion 157 Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Blooded 1 Age of Rebellion 143 The character adds • per rank of Blooded to his checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one.
Armor Master Age of Rebellion 142 When wearing armor, the character increases his total soak value by one.
Natural Outdoorsman Age of Rebellion 153 Once per game session, the character may reroll any one Resilience or Survival check.
Feral Strength 5 Age of Rebellion 146 The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks.
Heroic Fortitude Age of Rebellion 148 The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. He still suffers from the injury itself.
Knockdown Age of Rebellion 150 After hitting with a melee attack, the character may knock the target prone by spending a triumph. If the target is larger than the acting character, it requires one additional triumph for each silhouette larger.
Improved Armor Master Age of Rebellion 143 When wearing armor with a soak value of two or higher, the character increases his defense by one.
Unstoppable Age of Rebellion 159 If the percentile roll made when the character receives a Critical Injury is 1 or is reduced to 1, the character does not receive the Critical Injury and suffers none of the effects.
Resolve 2 Age of Rebellion 155 When the character suffers strain, he suffers one less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.
Pressure Point Edge of the Empire 141 When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage as strain, plus additional strain equal to his ranks in Medicine. These checks cannot be made with any weapons, but this strain damage is not reduced by soak.
Frenzied Attack 3 Edge of the Empire 135 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. The number cannot exceed his ranks in Frenzied Attack.
Lethal Blows 3 Edge of the Empire 138 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Enduring 2 Edge of the Empire 135 Character gains + 1 soak value per rank of Enduring.
Natural Brawler Edge of the Empire 139 Once per game session, the character may reroll any one Brawl or Melee check.
Defensive Stance Edge of the Empire 134 One per round on the character’s turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character’s next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.

Background

Odiren's Twin

Motivation

Duties

Serve's Orri

Description

Other Notes

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