Zus (Erika Walder) by donkyo

Species
Human-Echani
Career
Mystic
Specializations
Makashi Duelist
System
Force and Destiny

3
Threshold 16
Current 0
Threshold 16
Current 2
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
3
3
3
4

Skills

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

Attacks

Erika's Lightsaber (Red)
Range
Engaged
Skill
Lightsaber
Quick Draw, Breach 1, Sunder, Vicious 3, Requires Hard Perception check to see if it's an actual weapon
Damage
7
Critical
1
Vampiric Bite
Range
Engaged
Skill
Brawl
Pierce 3, Viscious 3
Damage
6
Critical
2

Weapons & Armor

Erika's Lightsaber
Stealth Suit (Boost to Stealth, soak 1)

Personal Gear

Assets & Resources

Critical Injuries & Conditions

:purplediamond:Stinger: Increase difficulty of next check by one.

:purplediamond::purplediamond:Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until the end of the encounter.

:purplediamond:Stinger: Increase difficulty of next check by one.

Talents

Name Rank Book & Page Description
Quick Blows 1 Though damage is still dependent on Brawn rating, may use Agility with Brawl and Melee instead of Brawn. This cannot apply when using Melee weapons with 4 or more encumbrance, which still use Brawn.
Adversary 4 Upgrade checks by 4
Makashi Technique 1 Use Presence instead of Brawn for Lighstaber checks
Parry 4 When struck by a melee attack but before apply­ing Soak, suffer 3 Strain to reduce damage by 6.
Reflect 4 When struck by a ranged attack but before apply­ing Soak, suffer 3 Strain to reduce damage by 6.
Sum Djem 1 Spend Trumph or 2 Advt to disarm opponent with successful Lightsaber check
Feint 2 Spend Triumph or 3 Advt on a missed melee/Lightsaber check to upgrade diff on opponent's next combat check by ranks in Feint.
Duelist's Training 1 Add a boost to Melee/Lightsaber checks if one v one
Improved Parry 1 If parried attack generates 3 disadvt or Despair, can deal damage to opponent with base damage of weapon.
Defensive Training 1 Adds defensive when wielding Lightsaber equal to ranks in.
Resist Disarm 1 Suffer 2 strain to resist being disarmed, or have weapon destroyed or damaged.
Hard Headed 4 The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred fro performing actions when staggered). He makes a Daunting (4 Difficulty Dice) Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy.
Frenzy 1 Upon hitting Strain threshold, enter Frenzy. While Frenzied, upgrade all Brawn and Agility rolls twice, and reduce your Intellect and Willpower by 1. Unarmed attacks deal +2 damage and have a Crit Rating of 2. Allied Social Rolls can force you to recover Strain, with a difficulty equal to the Frenzied Vampires current Strain, and each success recovering 1 Strain. A Touchstone NPC adds 2 Boost dice to any such Social Roll.
Pestilent Bite/Scratch 1 An organic target must make a 4p Resilience chceck. If failed, that are infected with a "wasting" disease. Strain and Wound threshold is lowered by 4. Must keep making the check every 24 hours until death. If the target beats the check at any point, they are cured. Death from infection and while infeced will make the target rise again in undeath.
Wall Crawler 1 May move along walls or ceilings without penalty
Vampire's Embrace 1 A vampire that Ensnares its target with its Claws attack may spend 2 Advantage or Triumph to make a Bite attack against the target. If the bite attack is successful, the vampire heals damage equal to the damage inflicted after soak
Vampire Regeneration 1 At the beginning of its turn, this adversary automatically heals 3 wounds, unless it is in direct sunlight
Undead 1 Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins
Mist Form 1 A vampire reduced to 0 wounds dissolves into an eerie mist, and attempts to return to its resting place. If it cannot return to its resting place before dawn, or is exposed to direct sunlight, it is destroyed. If it reaches its resting place, it reforms and is Incapacitated until the next sunset, when it arises, fully restored. If the vampire is slain in its resting place while Incapacitated, it is destroyed

Force Powers

Force Rating
0
Power
Sense
Description
The user may spend (FP) to sense all living things within Short range.
The user may spend (FP) to sense the emotional state of one living target with whom she is engaged with.
Upgrade Effect

Background

Motivation

Morality

Description

Other Notes

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