Djante by LimpShimp

Species
Zabrak
Career
Warrior
Specializations
Juyo Berserker / Colossus / Armorer /
System
Force and Destiny

9
Threshold 33
Current 0
Threshold 20
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

5
2
2
4
3
3

Skills

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

Attacks

Lightsaber (B l u e)
Range
Engaged
Skill
Lightsaber
Kynnanite Crystal: Burn 1, Breach 1, Sunder (Modification Options: 2 Item Quality (Disorient +1) Mod, 1 Innate Force Power (???) or 1 Innate Force Power (???) or 1 Innate Force Power (???) mod, 1 Innate Talent (Odiyesi Technique) Mod]
Damage
8
Critical
5
Lightsaber (G r e e n)
Range
Engaged
Skill
Lightsaber
Ilum Crystal: Breach 1, Sunder (Mods: 2x vicious +1, 4x damage +1, 1x decrease weapon crit by 1)
Damage
6
Critical
2

40
925
10000
2/11

Weapons & Armor

Blue Lightsaber [Paired]
Green Lightsaber [Paired]
Armor

Personal Gear

Carried:
Comlink
Stimpack (x5)
Backpack
Utility Belt

Ship:
Fusion Lantern

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Fearsome Countenance F&D CRB Zabrak add automatic advantage to all Coercion checks they make.
Toughened 9 F&D CRB Gain +2 to wound threshold. (+1 free rank)
Durable 3 F&D CRB May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Parry 1 F&D CRB When hit by a melee attack, suffer 3 strain to reduce damage by 2 + ranks in parry.
Grit 7 F&D CRB Gain +1 strain threshold. (+1 free rank)
Enduring 1 F&D CRB Gain +1 soak value.
Hard Headed 2 F&D CRB When staggered or disoriented, perform the Hard Headed action, make a Daunting (4p) Discipline check to remove status. Difficulty reduced per rank of Hard Headed.
Headbutt F&F KoF Perform Headbutt incidental, suffering 2 wounds to knock down and disorient enemy.
Improved Hard Headed F&D KoF When incapacitated due to strain exceeding threshold, may take a more difficult hard-headed action to reduce strain to 1 below threshold.
Dedication 3 F&D CRB Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Intimidating 1 F&D CRB May suffer a number of strain to downgrade difficulty of Coercion checks. or upgrade difficulty when targeted by Coercion cheeks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Lethal Blows 1 F&D CRB Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Embrace Your Hate 1 F&D KoF May spend 1 Destiny Point and then suffer Conflict equal to dark side Destiny Points in pool to add equal damage to melee attack. May use this ability once per encounter per rank.
I can break these cuffs! Custom You can't break those cuffs! Decrease difficulty of checks to break out of ensnare.
Gearhead 1 F&D KtP Remove setback per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Armor Master F&D KtP When wearing armor, increase total soak value by 1.
Improved Armor Master F&D KtP When wearing armor with a soak value of 2 or higher, increase defense by 1 .
Tinkerer 1 F&D KtP May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Imbue Item F&D CRB Take the Imbue Item maneuver; suffer 1 strain and commit one force die to grant one weapon. piece of armor. or item an improvement while a force die remains committed. Suffer 1 strain every round a force die remains committed.
Force Rating 1 F&D CRB Force rating +1.
Falling Avalanche F&D KtP Suffer 2 strain to add damage equal to brawn to next lightsaber combat check made that turn.
Supreme Armor Master F&D KtP Once per round. may suffer 3 strain to take the Armor Master incidental; reduce the next Critical injury suffered by 10 per Point of soak, to a minimum of 1.
Improved Headbutt Custom Headbutt works up to silhouette 3, but costs 3 wounds against targets that large.
Multiple Opponents 1 F&D CRB Add boost to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents.
Quick Strike 1 F&D CRB Add boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Inventor 1 F&D CRB When constructing new items or modifying attachments, add boost or remove setback per rank of Inventor.

Force Powers

Force Rating
2
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend F to sense all living things within short range (including sentient and non-sentient beings).

The user may spend F to sense the current emotional state of one living target with whom he is engaged
Upgrade Effect
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control (x2) Ongoing effect: Commit a force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.

Ongoing effect: Commit a force die. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Duration Sense’s ongoing effects may be triggered one additional time per round
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.

The user may spend FF to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance

The user may spend F and succeed at an Average (2p) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Magnitude (x2) Spend F to gain one additional detail per Magnitude upgrade purchased.
Control Ongoing effect: Commit a force die. Upgrade the ability of Vigilance and Perception checks once.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.

The user may spend F to gain success or advantage (user’s choice) on the check.
Upgrade Effect
Control (x5) Take a Force Leap action: Make an Enhance power check. The user may spend F to jump horizontally to any location in short range.

When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.

The user can perform a Force Leap as a maneuver instead of an action.

Enhance can be used with the Resilience skill.

Enhance can be used with the Coordination skill.
Range Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased.

Background

Motivation

Fortune and glory, kid. Fortune and glory.

Morality

Pride / Arrogance 62

Description

Other Notes

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