Commander Meke'jes'shalla Khaar by TheLastRoman

Species
Red Nikto
Career
Commander
Specializations
Strategist/Tactician
System
Age of Rebellion

5
Threshold 18
Current 0
Threshold 16
Current 0
Ranged 0
Melee 0

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Characteristics

3
3
4
2
3
3

Skills

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

Attacks

C-10 "Dragoneye Reaper" Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, Superior, Pierce 2, Accurate 1
Damage
12
Critical
3

700

Weapons & Armor

Laminate Armor

C-10 Heavy Pistol
-Reverse Engineering
-Superior
-"Bantha's Eye" Laser Sight
-Blaster Actuating Module
-Custom Grip

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dedication II +1 intellect; +1 Presence
Toughened II +4 wounds
Grit III +3 Strain
Commanding Presence II Remove ■ per rank of Commanding Presence from Leadership and Cool checks.
Ready for Anything II Remove ■ per rank of Ready for Anything on Mass Combat checks and Cool or Vigilance checks to determine initiative order.
Command II Add □ per rank of Command to Leadership checks. Affected targets add □ to Discipline checks for the next 24 hours
Improved Ready for anything When making Cool or Vigilance checks to determine initiative order, may spend triumph to add successes equal to ranks in Ready for Anything.
Thorough Assessment Once per session, as an action make a ◆◆◆ Knowledge check to gain □ equal to successes that can be distributed during the encounter
Confidence II May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Side Step II Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Body Guard I Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attack against them by that number until the start of next turn.
Swift Do not suffer usual penalties for moving through difficult terrain.
Quick Draw Once per round, draw or holster a weapon or item as an incidental.
Knowledge Specilization (Warfare) When acquired, choose 1 knowledge skill. May spend Triumph when rolling that skill to gain Success equal to ranks in Knowledge Specialization
Clever Commander May use ranks in Knowledge (Warfare) to upgrade Mass Combat checks instead of Leadership.
Master Strategist Once per phase during mass combat, may suffer 2 strain to decrease the difficulty of a Mass Combat check once.
Natural Leader Once per session, may re-roll any 1 Cool or Leadership check
Improved Researcher On a successful Knowledge check, character and allies gain 1 automatic Advantage per rank of Researcher on checks to act on those facts until the end of the next turn.
Researcher II Remove ■ per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.
Coordinated Assault I Take a maneuver to add a to combat checks for 1 Advantage number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank.
Field Commander Take the Field Commander action; make a ◆◆ Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

Background

Motivation

Duties

Description

Other Notes

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