Zerro Grok by Kragar30

Tusken Raider
Juyo Berserker, Executioner, Knight
Force and Destiny

Threshold 19
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1




Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 2
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) 1
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) X 5
Melee (Br) X 1
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 2
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) 0


Main Great Lightsaber (Barab Ingot)
Breach 1, Burn 3, Sunder, Superior, Vicious 2
Main Great Lightsaber (Dantari Crystal)
Breach 1, Sunder, Superior, (When making a Force power check, spend FP to recover 2 strain)
Offhand Great Lightsaber
Breach 1, Disorient 1, Sunder, Superior, (After Parry, add BO to next combat check against target before the end of the next round)
Blaster Rifle
Ranged: Heavy
Stun Setting


Weapons & Armor

Great Lightsaber (Encum: 2; HP: 0; Cyclic Crystal Array (Dantari Crystal [2 Damage +1 Mods, 1 Reduce critical rating by 1 to a minimum of 1]), Barab Ingot (2 Burn +1 Mods, 2 Vicious +1 Mods), Superior)

Great Lightsaber (Encum: 2; HP: 2; Sorian Crystal (3 Damage +1 Mods, 1 Innate Talent (Parry) Mod, 1 Disorient +1 Mod), Superior)

Blaster Rifle (Encum: 4, HP: 4)

Fitted Jedi Battle Armor (Encum: 4; HP: 0; Soak: +3; Defense: +1; Superior, Cortosis Weave, SmartMed 2000 Integrated Med-Systems (Once per session, one free stimpack use. Add BO to all Medicine checks made to heal the wearer.)

Personal Gear

5x Stimpack

Assets & Resources

Critical Injuries & Conditions


Name Rank Book & Page Description
Bantha Riders 1 Add 1 automatic SU result to Survival and Athletics checks to handle a Bantha.
Water Reclamator 1 Reduce difficulty of all Resilience and Survival checks related to enduring extreme heat or going without water once.
Intimidating 1 May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Toughened 2 Gain +2 wound threshold.
Parry 5 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Grit 4 Gain +1 strain threshold.
Lethal Blows 1 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Embrace Your Hate 2 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. (Conflict Talent)
Quick Strike 2 Add BO per rank of Quick Strike to combat checks against targets that have no acted yet this encounter.
Multiple Opponents 1 Add BO to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents.
Brawn Dedication 2 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Brawn)
Inner Peace 2 Once per encounter, convert a number of dark side Destiny Points equal to ranks in Inner Peace to light side Destiny Points and reduce Conflict gained this session by 1 plus 1 per Destiny Point converted.
Balance 1 When the character recovers strain at the end of the encounter, they may add FO per Force rating. They recover additional strain equal to FP generated.
Vaapad Control 1 When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of light side Destiny Points in the Destiny pool.
Quick Draw 1 Once per round, draw or holster a weapon or accessible item as an incidental.
Hunter's Quarry 1 Take Hunter's Quarry action; make a Hard(3 DI) Survival check to upgrade the ability of all attacks against a target at long range until the end of the character's next turn.
Improved Hunter's Quarry 1 Suffer 2 strain to perform Hunter's Quarry action as a maneuver.
Precise Aim 1 Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number.
Marked for Death 1 Take the Marked for Death maneuver, committing FO. Add 2 AD to combat checks against target while FO remains committed, but cannot use this talent again until the original target is incapacitated or the session ends.
Force Rating 2 Gain +1 Force rating.
Essential Kill 1 When making a non-Gunnery combat check, the character may add FO no greater than his Force rating to the check. The character may spend FP to add AD or 3 FP to add TR (character's choice), to the result.
Jump Up 1 Once per round, may stand from seated or prone as an incidental.
Reflect 2 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Parry 1 When parrying a hit that generated DE or 3 TH, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Improved Reflect 1 When reflecting a hit that generated DE or 3 TH, may hit one target in medium range with the same damage as the initial hit after original attack resolves.
Circle of Shelter 1 When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Guardian of the Republic 1 After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.
Saber Throw 1 Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding FO no greater than Force rating. Must spend FP and succeed to hit target; spend FP to have weapon return to hand.
Researcher 2 Remove SE per rank of Researcher from Knowledge checks. Researching a subject takes half the time.
Sense Emotions 1 Add BO per rank of Sense Emotions to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Will of the Force 1 Once per round, after making a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.

Force Powers

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

The user may spend FP 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.
Duration Sense's ongoing effects may be triggered one additional time per round.
Control A Ongoing effect: Commit FO. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Unmatched Ferocity
Once per session, after resolving a successful Melee combat check, against a target engaged with the character, the character may spend 2 Destiny Points. The character then suffers 4 strain and 1 Conflict to immediately make a Melee attack against the same target, increasing the difficulty of the check by one, to a maximum of Formidable (5 DI). If successful, the character may repeat the process (suffering further strain and Conflict).
Upgrade Effect
Reduce Strain 3 Reduce the strain suffered to make additional attacks by 1 per rank of Reduce Strain.
Change Skill (Lightsaber) The character may activate Unmatched Ferocity after a successful Lightsaber check.
Destiny Unmatched Ferocity costs 1 fewer Destiny Point to activate.
Change Target The character may choose a different target for each attack made as a result of Unmatched Ferocity.
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.

The user may spend FP to gain SU or AD (user's choice) on the check.
Upgrade Effect
Range Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Control B When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control C The user can perform a Force Leap as a maneuver instead of an action.
Control A Take a Force Leap action. Make an Enhance power check. The user may spend FP to jump horizontally to any location in short range.





Other Notes

Morality Perk: +10 Starting XP

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