Rip Voddher by deadeye593

Species
Human
Career
Soldier
Specializations
Medic, Force Sensitive Exile, Seer, Padawan, Niman Disciple, Master
System
Force and Destiny

6
Threshold 22
Current 0
Threshold 19
Current 0
Ranged 4
Melee 3

Characteristics

2
3
5
2
6
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1 7FR
Charm (Pr) X 0 7FR, 1B
Coercion (Will) 0 7FR, 1B
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0 7FR
Deception (Cun) 0 -1S 7FR, 1B
Discipline (Will) X 5
Leadership (Pr) X 1 7FR
Mechanics (Int) 0
Medicine (Int) X 2
Negotiation (Pr) 0 7FR
Perception (Cun) X 1 +1B, -1S, 7FR
Piloting: Planetary (Ag) 0 7FR
Piloting: Space (Ag) X 0 7FR
Resilience (Br) X 0 7FR
Skulduggery (Cun) 0 -1S
Stealth (Ag) 0
Streetwise (Cun) 0 -1S
Survival (Cun) X 1
Vigilance (Will) X 1 +1B, -1S, 7FR
Brawl (Br) X 0 7FR
Gunnery (Ag) 0
Lightsaber (Will) X 2
Melee (Br) X 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) X 1 -1S
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) X 1

Attacks

Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Frag grenade
Range
Short
Skill
Ranged: Light
Limited Ammo 1, blast 6
Damage
8
Critical
4
(I) TT24 Holdout
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2 Vicious 1
Damage
+1
Critical
2
(I) EC-17 Holdout
Range
Medium
Skill
Ranged: Light
Stun setting, Easy to conceal
Damage
4
Critical
3
(I)EE-4
Range
Medium
Skill
Ranged: Heavy
Stun Setting
Damage
9
Critical
3
Micro Rocket Launcher Pistol
Range
Medium
Skill
Ranged: Light
Damage
0
Critical
0
Phase knife
Range
Engaged
Skill
Lightsaber
Pierce 4, Vicious 1
Damage
+1
Critical
3
Thermal Det
Range
Short
Skill
Ranged: Light
Breach
Damage
Critical
Blunt sword
Range
Engaged
Skill
Lightsaber
Disorient 2, Defensive 2, Accurate 1
Damage
+3
Critical
5
Ancient Sword replica
Range
Engaged
Skill
Lightsaber
Defensive 2, Disorient 2, Pierce 1
Damage
+3
Critical
3
Lightsaber (Illum)
Range
Engaged
Skill
Lightsaber
Defensive 1,Breach 1, Sunder, +1 success to checks, Stun, Cross guard , Vicious 2
Damage
10
Critical
1
Hydra
Range
Medium
Skill
Ranged: Light
Accurate 2, Linked 1, Blast 5, Stun
Damage
9
Critical
3
Sidearm
Range
Medium
Skill
Ranged: Light
Accurate 2, ION, Stun, Extended stun
Damage
8
Critical
3

40
2315
10575
17/26

Weapons & Armor

TT24 Holdout(Blaster Suppressor), Heavy blaster pistol(Reversed Engineered), Vibroknife, Ol'Lucky- Dragoon(Electronic sighting system+1 Accuracy, Paired weapons,Bantha eye, Reverse Engineered, Custom Grip), New Lucky-Dragoon(Attachment:Paired weapon, Ascension gun (Modded), Hair Trigger(modded)) Rips Vanguard Armor (Attachment: Multi Band comlink, VX hands free, Portable plasma shield +2 Ranged, +1 Melee,Amphibious mod(Modded)Vacuum sealed) STS(Vigilance mod), Vibroknife, EC-17 Holdout, EE-4, Micro Rocket Launcher Pistol,Stormtrooper( Damaged 2 steps), Stormtrooper, Tux (Reverse Engineer, Armor Inserts +1 soak +1 Defense, Custom fit),Thermal Det , Phase knife, Imperial Light Blaster Pistol, Lightsaber, Ancient sword(Replica), Ancient sword(Blunt), Lightsaber(Training emitter)

Personal Gear

Comlink (Handheld), Field rations X5, Military belt pouch, Synthskin X13, Utility belt, Extra Reload, Stimpack X14, Military Trauma Pack, military pack, Datapad, Physician's Kit, Load-Bearing Gear, Model 58 Concealment Holster, Medpac, Mk.3 Modular Backpack, General Scanner, Meditation Focus, Military Modular Backpack Frame (Power, Storage),backpack, Personal Transponder, Binders x3

Assets & Resources

R2 (Specialist) schematic, Navigation Directive Astrogation 2, Computers 1, Piloting (Space) 1, Mechanics 1, Galaxy Mapper 1: (remove 1 Setback die from Astrogation checks; Astrogation checks take 50% less time), Technical Aptitude 1: (computer-related tasks take 25% less time), Enthusiastic, Lazy, Limited Programming
Dejarik Table (In Rec Room)
C0-R3

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Surgeon 1 Heals 1 additional wound from medchecks.
Stimpack specialist 2 Add 1 more healed per rank from stimpack.
Bacta Specialist 1 Patients heal 1 additional wound per rank when performing long term care.
Stimpack Application 1 Make a average medcheck if succesful 1 engaged ally increases 1 characteristic for remainder of encounter and suffers 4 strain.
Grit 5 +1 strain threshold.
Stimpack Application Improved 1 Make hard check instead and target only suffers 1 strain instead.
It's Not That Bad 1 Once per session when an ally would suffer a crit may take hard med check to stop from gaining crit.
Dedication 5 1 INT, 4 WILL
Uncanny senses 1 +1 boost to all perception checks.
Convincing Demeanor 1 -1 setback to deception or skulduggery checks .
Sense Danger 1 Once per session -2 setback from any check.
Street Smarts 1 -1 setback to streetwise or knowledge Underworld checks.
Sixth Sense 1 +1 to ranged defense.
Force Rating 6 + 1 Force Rating.
Insight 1 Perception and discipline become career skills.
Uncanny Reactions 1 Add Boost per rank to all vigilance.
Keen Eyed 1 Remove setback to perception and vigilance checks. Decrease search time of specific area by half
Rapid Reaction 1 Suffer a # strain to add # of success to initiative checks. Strain suffered cannot exceed ranks
Expert Tracker 1 Remove setback from checks to track or find tracks of target. Decrease time to track by half
Toughened 5 +2 WT.
Dodge 2 When targeted by combat check may perform a dodge incidental to suffer a number no greater than ranks of dodge, then upgrade the difficulty of the check by that number.
Preemptive Avoidance 1 May spend 1 destiny point to disengage as an oot incidental.
Sense Advantage 1 Once per session +2 setback to any check.
The Force is my Ally 1 Once per session, may suffer 2 strain to perform Force Power action as maneuver.
Natural Mystic 1 Once per session, may reroll Force power check.
Forager 1 Remove 2 setback from skill checks to find food, water, shelter. Survival checks take half the time.
Quick Draw 1 Once per round draw or holster a weapon or accessible item as incidental.
Well Rounded 2 Lightsaber, Knowledge Underworld, Cool, Knowlege Outer Rim
Valuable Facts 1 Once per encounter, perform a Valuable Facts action: Make an Average Knowledge check. If successful, add triumph to one ally's skill check during the encounter.
Parry 5 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Adaptable 1 When resolving a check that uses a skill in which the character has no ranks the character may spend one destiny point to remove despair or to remove threat equal to their ranks in Cool.
Confidence 3 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of confidence. If he decreases the difficulty to zero he does not have to make discipline check.
Witness 1 Add boost to fear checks
Survivor's Instinct 1 Once per session when character suffers a critical injury, spend 1 destiny to make the attacker roll 2 results and the player picks
Nobody's fool 2 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Niman Technique 1 When making a lightsaber skill check, the character may use Willpower instead of Brawn
Reflect 5 When hit by ranged attack suffer 3 strain to reduce damage by 2 plus ranks in reflect
Sense Emotions 1 Add boost to all Charm, Coercion, and Deception checks unless target is immune to Force powers.
Force Assault 1 Spend Triumph or three willpower on a missed Lightsaber(Willpower) combat check to immediately perform Move Force power action as maneuver.
Draw closer 1 Perform Draw Closer action: Make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding FD no greater than FR to check. Spend pip to move target one range band closer or to add success to check.
Forewarning 1 Perform the Forewarning action. All allies within medium range increase defense by characters FR until they act in the encounter.
Center of Being 3 Take Center of Being maneuver. Until the beginning of next turn, attacks against character increase their crit rating by 1 per rank of Center of Being.
Natural Doctor 1 Once per session, may reroll any 1 medicine check
Center of Being (Improved) 1 Suffer 1 strain to perform Center of Being maneuver as an incidental
Center of Being (Supreme) 1 When the character performs Center of Being incidental, the effects apply to ranged attacks as well
Confidence (Improved) 1 May spend triumph on fear checks to give allies in short range additional success on same fear check
Powerful Ally 1 The character may spend one destiny point to use basic of Force power they have not purchased or apply the effects of a control upgrade they have not purchased.
Defensive Training 1 When wielding a Lightsaber, Melee, or Brawl weapon. The weapon gains Defensive quality with rating equal to ranks in Defensive Training.
Flows through all things 1 A character may perform a maneuver to recover strain equal to their FR
Lessons learned 1 Once per round may spend 3 adv on failed check to upgrade ability of next check once.
Anatomy Lessons 1 After making a successful attack, may spend 1 destiny point to add damage equal to INT(5)
Researcher 1 Remove setback per rank of researcher from all knowledge checks. Researching a subject takes half the time.

Force Powers

Force Rating
7
Power
Sense
Description
Force User can sense the Force interacting with the world around him. May spend light or Dark pip to sense all living things within short range. (Sentient and non sentient)
Upgrade Effect
Strength When using Sense's ongoing effects upgrade the pool twice instead of once.
Upgrade Ability Commit Force Die. Once per round. When user makes combat check, he upgrades the ability of that check once.
Range Spend pip to increase powers range by # of range bands = to range upgrades purchased
Duration Senses ongoing effect may be triggered one additional time per round
Sense Thoughts Spend pip. The Force user sense the current thoughts of one living target with whom he is engaged.
Upgrade Difficulty Ongoing Effect: Commit Force Die. Once per round, when an attack targets the Force User he upgrades the difficulty of the pool once.
Power
Heal/Harm
Description
Heal (Light side only): spend light or dark pip to heal # of wounds equal to intellect from an engaged living creature (including Force User.)
Harm: Spend light or dark pip to inflict # of wounds equal to intellect (Ignoring soak) on engaged living target. User gains 1 conflict.
Upgrade Effect
Mastery Heal: Once per session, may spend 4 pips to restore 1 target who died after the end of the user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 conflict.
Strain Heal: if no darkside used, target heals strain equal to wounds healed.
Harm if darkside used, user heals strain equal to wounds inflicted.
Magnitude x2 Spend 2 pips to affect 1 additional target within range per rank of magnitude purchased.
Range x2 Spend pip to increase powers range by a number of range bands purchased
Critical Heal: May make a Heal power check with hard medicine check. If the check succeeds, one target who heals wounds also heals one critical injury.
Harm: May make a harm power check combined with opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers one Critical injury (adding +10 to the roll per 2 advantage)
Strength x2 Heal: Spend pip to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend pip to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Power
Influence
Description
May spend Light/Dark pip to stress the mind of one living target he is engaged with, inflicting 1 strain.

When guiding and shaping thoughts pips generated from dark pip may be used to generate negative emotions such as rage, fear, and hatred. Only pips generated from light pips may be used to generate positive emotions such as peace. tranquility, and friendliness. Other emotions such as confusion can be created from pip generated from either light or dark pips.
Upgrade Effect
Range Spend pip to increase power's range by number of range band upgrades
Magnitude Spend pip to increase targets equal to magnitude upgrades purchased.
Strength When stressing the mind of a target, the character inflicts 2 strain
Duration
Control: Skills When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of the dice pool. He may spend pips to gain success or advantage (Users choice) on the check.
Emotion/Belief The Force user may make an opposed Discipline vs discipline check combined with influence power check. If user spends pip and succeeds check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Farsight
Description
Spend Light/Dark pip to ignore the effects of Darkness or blindness and see normally up to medium range for the remainder of the round (Or for one minute). This allows user to view everything most sentient's could normally be able to see on a well lit day.
Upgrade Effect
Vigilance When making vigilance or Perception check, make a farsight check as part of the pool and spend pops to gain additional success's or advantages on the check.
Fine details Spend light/dark pip to make out fine details on a single object within medium range.
Transparent Spend light or dark pip to see through single object
Range Spend pip to increase powers range by one range band equal to Range upgrades purchased.
Duration Spend pip to increase duration by number of rounds or minutes equal to duration upgrade purchased.
Mastery Spend 2 pips. The user now can see as though from a spot within close range (planetary scale) of the users body.
Power
Enhance
Description
Athletics checks may roll force die and spend pips to gain success or advantage (Users choice) on check
Upgrade Effect
Leap Take a Force Leap action: Make an Enhanced power check. The user may spend pip to jump horizontally to any location in short range.
Manuever The user can perform Force Leap as a maneuver instead of an action
Agility Commit Force dice. The user increases his Agility characteristic by one per die committed. (Max 6)
Resilience Resilience checks may roll force die and spend pips to gain success or advantage (Users choice) on check
Brawl Brawl checks may roll force die and spend pips to gain success or advantage (Users choice) on check
Coordination Coordination checks may roll force die and spend pips to gain success or advantage (Users choice) on check
Piloting(Space) Piloting (Space) checks may roll force die and spend pips to gain success or advantage (Users choice) on check
Piloting(Planet) Piloting (Planetary)checks may roll force die and spend pips to gain success or advantage (Users choice) on check
Brawn Commit Force dice. The user increases his Brawn characteristic by one per die committed. (Max 6)
Range Spend pip to increase power's range by number of range band upgrades
Vertical Leap May jump vertically as well as Horizontally
Power
Move
Description
The user may spend pip to move object of silhouette 0 that is within short range up to his max range. Max range default is short.
Upgrade Effect
Magnitude x4 Spend pip to increase targets affected equal to Magnitude upgrades
Range x2 Spend pip to increase powers range by a number of range bands equal to range upgrades purchased.
Hurl The Force user can hurl objects to damage targets by making a discipline combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Manipulate The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
Pull The Force user can pull objects out of secure mountings or out of an opponents grasp.
Strengthx3 Spend pip to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Seek
Description
The Force allows the will of the Force to lead the way to something lost or forgotten.
The user may spend 2 pips 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 pip and succeed at an average vigilance check( or opposed vigilance vs discipline check) to see through illusions.
Upgrade Effect
Magnitude Spend pip to gain one additional detail per Magnitude upgrade purchased.
Duration Commit Force die to continue to track target even when it moves
Control Spend pip to track up to one additional target when using this power. The user can activate multiple times.
Strength Spend pip to completely eliminate one Force-based illusion per rank of strength purchased instead of merely seeing through it when using the basic power. Illusions banished this way stop working against all targets and vanish. Can activate multiple times.
Power
Imbue
Description
The user may spend two pips to increase one of another engaged character's characteristic by one to max of 6 until end of the Force users next turn
Upgrade Effect
Range
Power
Suppress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies. The user may spend pip to add automatic failure to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect

Background

Rip Voddher, Real name Marcon Barnstien Jr. was born on Coruscant, to mid-level bureaucrats. An ISB Agent and a Moffs secretary secretly working for ISB. At the age of 14 His parents were able to secure admission to the Imperial Academy. In the Academy he excelled at his medical studies. Ever trying to please his seemingly unpleasable parents, Rip Voddher tried his best to finish his studies, and attain a station on an Imperial Star Destroyer. Upon completion of the Imperial Academy Rip was assigned as an lieutenant to a small medical facility on a backwater planet in the Outer Rim called Ryloth. It was here Rip found the atrocities that the Empire actively was encouraging and even participating. Upon seeing this Rip decided it was high time to give up on trying to please his unpleasable parents. It was high time for him to finally do something that He needed to do. It was time for Him to try and right the various wrongs that Empire helped to create.

Motivation

Belief Species Rights

Morality

Mercy/Obstinance 76

Description

(Intelligence Officer)

Languages: Galactic Standard, Ryl, Binary, Huttese, Jawan, Shyriiwook (Can speak 20 words), Rodian, Conian, High Sith, Mandoa

Priority for using Thumper named Patches

Other Notes

Marcon Barstien Sr. and Marian Barnstien. Rips real name is Marcon Jr. Barstien.
Aliases: Bounty Hunter License for a Rien Harde-Chain code 867624
Rickel Palsher, Logistic Tech, Imperial Center

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