Popobinjojo by VapingDad

Species
Wookiee
Career
Soldier
Specializations
Vanguard/Medic
System
Edge of the Empire

6
Threshold 26
Current 0
Threshold 15
Current 0
Ranged 2
Melee 2

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Characteristics

4
4
3
2
2
2

Skills

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

Attacks

Riot Shield,
Range
Engaged
Skill
Melee
Cumbersome 3, Defensive 2, Deflection 2, Disorient 1, Maglock mod 1HP,
Damage
4+0
Critical
6
Mon Calamari Spear Blaster, Shoot
Range
Long
Skill
Ranged: Heavy
Stun Setting, Superior, Custom Grip 1HP, Superior Weapon Customization 1HP
Damage
9
Critical
Mon Calamari Spear Blaster, Melee
Range
Engaged
Skill
Melee
Pierce 1
Damage
4+2
Critical
3

0
695
5500

Weapons & Armor

Riot Shield
Mon Calamari Spear Blaster
Crafted Combat Armor - biofeedback mod (1 Increases user's strain by 4 Mod)

Personal Gear

Backpack
Military Belt Pouch
Breath Mask
Scanner Goggles
Extra reloads x2
Medpack
Med-aid patch x1
Pamphlet
Small Silver Token
Unidentified Droid Brain

Drugs:
Stimpack x5
Booster Blue x4 dose |184 of the EotE Core
Avabush x1 dose |183 of the EotE Core Rulebook
Vutamine x1 dose |43 of the Cyphers and Masks
Muon Gold x dose |51 of the Fly Casual
Ryll x2 dose |110 of the Lords of Nal Hutta
Impact x0 dose |50 of the Fly Casual
Gunjack Spice x1 dose|110 of the Lords of Nal Hutta
Neutron Pixie x2 dose|111 of the Lords of Nal Hutta
Corellian whiskey x2 bottles

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Body Guard 2 Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally he is engaged with. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character’s next turn, upgrade the difficulty if all combat checks targeting the protected ally a number of times equal to the strain suffered by the character.
Improved Body Guard 1 Once per session, when an ally protected by the character's Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer that hit instead of the ally.
Supreme Body Guard 1 When the character uses the Body Guard maneuver, may protect a number of engaged characters up to ranks in Resilience instead of just one.
Toughened 5 The character increases wound threshold by two per rank of Toughened.
Moving Target 2 If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target.
Conditioned 1 The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Suppressing Fire 2 The character and each ally within short range may spend an advantage result on their failed combat checks to inflict 1 strain on their respective targets per rank of Suppressing Fire. Each character can only activate this effect once per round.
Dedication- (Brawn) (intellect) 2 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Rapid Reaction 2 The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed ranks in Rapid Reaction.
Grit 2 Each rank of Grit increases a character's strain threshold by one.
Stimpack Specialization 2 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.
Surgeon 1 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Bacta Specialist 1 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.
Rapid Recovery (Armor mod) 1 When the character recovers strain after an encounter has concluded, [they] recover one additional strain per rank in Rapid Recovery.
Point Blank 1 The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Seize The Initiative 1 performing the Seize the Initiative maneuver. [They] make a Hard Athletics check. If [they] succeed, any number of other PCs who have yet not acted this round may immediately take their turns as if there were that many PC slots at that point in the Initiative order. Each PC who acts this way counts as having acted for this round (and thus cannot act again this round. The Initiative order returns to its previous order at the beginning of the next round.
Stim Application 1 The character may take the Stim Application action. To perform this action, they must have access to drugs, a medpac, or stimpacks. They make an Average Medicine check. If successful, one ally they are engaged with (including themselves) 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.
Natural Doctor 1 Once per game session, the character may reroll any one Medicine check.
It's Not That Bad 1 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 damage as normal).
Forager 1 The character removes up to two setback dice from [their] skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Well Rounded; Discipline, Coercion 1 The character chooses any two skills. They permanently become career skills.
Wookiee Rage 1 If wounded, deal +1 damage to Brawl and Melee attacks. If critically injured, deal +2 damage to Brawl and Melee attacks.

Background

Motivation

Obligations

Description

Other Notes

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