Drenngi by Beebearg

Species
Wookiee
Career
Warrior
Specializations
Juyo Berserker, Force Adherent
System
Force and Destiny

7
Threshold 21
Current 0
Threshold 18
Current 0
Ranged 2
Melee 1

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Characteristics

5
2
2
2
4
2

Skills

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

Attacks

Drenngi's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder and Vicious 1.
Damage
8
Critical
2

5
585
0
4/11

Weapons & Armor

Drenngi's Lightsaber (HP:5) with a Thontiin Crystal (costs 2HP) w/ mod: Damage +1, a Dual-Phase Modification (costs 2HP) and an Extended Hilt (costs 1HP) w/ mod: Vicious +1.

Jedi Battle Armor (HP: 5) with a Portable Plasma Shield (costs 2HP) w/ mods: Defensive +2 and Deflection +3, a Biofeedback System (costs 2HP) w/ mod: Innate Rapid Recovery Talent, and a Bio-Support Dispenser (costs 1HP) w/ mod: Heal 1 additional wound at the end of an encounter.

Personal Gear

Jedi Utility Belt w/ Military Belt pouch (DC 59)
Stimpack X3 (2 in Belt pouch)
Comlink (Handheld)
Sith Lightsaber with bled crystal (to be purified)

Assets & Resources

Mods info:
Thontiin Crystal:
Once per encounter, the wielder may ignore the effect of a singe Critical Injury of Easy Severity (the character still suffers the Critical Injury). With Mod: Damage +1.

Dual-Phase Modification:
The wielder may change the blade's length once per encounter as an incidental. The next attack the wielder makes that turn using this weapon ignores the target's melee defense.

Extended Hilt:
Adds 1 damage to weapon. With Mod: Vicious +1.

Portable Plasma Shield:
The small plasma-shield generator attaches to the armour's forearm armor and can be activated or deactivated as an incidental. When the shield is active, the user cannot wield a two-handed weapon. The plasma shield cannot be used to attack, but grants the Defensive 1 item quality. With Mods: Defensive +2 and Deflection +3. (So my Ranged defence is 4 and Melee defence is 3 when the sheild is active)

Biofeedback System:
Increase the character's strain threshold by 4 while wearing this armour. With Mod: Innate Rapid Recovery Talent.

Bio-Support Dispenser:
When the wearer heals strain at the end of an encounter, he also heals 1 wound if he suffered any wounds during the encounter. In addition, the first time in an encounter that the character's current wounds exceeds half his wound threshold, the armour automatically applies a stimpack to the character. With Mod: Heal 1 additional wound at the end of an encounter.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Wookiee Rage 1 OTF 52 If wounded, deal +1 damage to Brawl, Melee and Lightsaber attacks. If critically injured, deal +2 damage to Brawl, Melee and Lightsaber attacks.
Toughened 1 WotF 27 Gain +2 Wound Threshold
Grit 2 WotF 27 & Universal TC PDF 1 Gain +1 Strain Threshold
Intimidating 1 WotF 27 May suffer a number of Strain up to ranks in Intimidating to downgrade the difficulty of Coercion checks or upgrade the difficulty when targeted by Coercion checks by an equal number.
Lethal Blows 1 WotF 27 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Embrace Your Hate 2 WotF 27 May spend one Destiny Point and then suffer Conflict equal to dark side Destiny Points in the Destiny pool to add equal damage to melee attack. May use this ability once per encounter per rank.
Quick Strike 1 WotF 27 Add a Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Multiple Opponents 1 WotF 27 Add a Boost to all Lightsaber, Melee and Brawl combat checks when Engaged with multiple opponents.
Dedication 2 WotF 27 & Universal TC PDF 1 Gain +1 to a single characteristic. This cannot bring the characteristic above 6.
Push Aside 1 Universal TC PDF 1 After making a successful Brawl, Melee, or Lightsaber combat check against an engaged foe, you may force the foe to move to Short range in a direction of the opponent's choosing. Spend a Triumph to cause the opponent to fall prone after moving.
Disciple Of Lore 2 Universal TC PDF 1 Once per round, you may suffer 1 Strain to decrease the difficulty of the next Knowledge (Lore) check by a number of times equal to ranks in Disciple of Lore
Resolve 2 Universal TC PDF 1 When you involuntarily suffer Strain, you suffer 1 less Strain per rank of Resolve, to a minimum of 1.
Extended Reach 1 Universal TC PDF 1 While armed with a two-handed Lightsaber, Melee, or Brawl weapon, you may suffer 1 Strain to make a combat check with that weapon targeting an enemy at up to Short range (Rather than Engaged range).
Precision Strike 1 Universal TC PDF 1 When you inflict a Critical Injury with a Lightsaber, Melee, or Brawl weapon, you may suffer 1 Strain to change the result to any Easy severity Critical Injury result.
As The Force Wills It 1 Universal TC PDF 1 May make an Easy Knowledge (Lore) check to heal Strain at the end of an encounter. A Triumph can be spent to heal all Strain.
Dodge 2 Universal TC PDF 1 When targeted in combat, you may use a Dodge incidental. Suffer Strain no greater than your ranks in Dodge to upgrade the difficulty of the attack by that number.
Sixth Sense 1 Universal TC PDF 1 Gain +1 Ranged Defence.
Rapid Recovery 1 Biofeedback System When the character recovers strain after an encounter has concluded, you recover one additional strain per rank in Rapid Recovery.

Force Powers

Force Rating
1
Power
Enhance (298 AoR)
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend a Force counter to gain success or advantage (user's choice) on the check.
Upgrade Effect
Control Enhance can be used with the Resilience skill.
Control Enhance can be used with the Brawl skill.
Control Ongoing effect: Commit 1 Force Dice. The user increases his Brawn characteristic by 1 (to a maximum of 6).
Control Take a Force Leap action; make an Enhance power check. The user may spend Light or Dark pips to jump horizontally to any location in Short range. (May not be activated multiple times.)
Control When performing the Force Leap, the user can jump vertically in addition to horizontally.
Range Spend Light or Dark pips to Increase Force Leaps range by one range band.
Control The user can perform Force leap as a maneuver instead of an action.

Background

Raised as a child on stories of the few but great Wookiee Jedi Masters and Jedi Knights, Drenngi wanted nothing more than to be someone others could rely on.

Motivation

Ambition: To be Revered and Remembered like the Jedi Masters Arkoff and Tyvokka, and to be Respected for my strength and dependability.

Morality

Rating: 47

Strengths:
Bravery: The Drenngi's bravery is quite remarkable. Whether facing down a charging Rancor or racing into a burning building to save innocents, he is always willing to take risks to help others.

Compassion: Drenngi cares about the tribulations others face, and wants to help those he comes across.

Weaknesses:
Anger: Hot blood, however, can easily lead to hot tempers. The character is quick to anger, and what he cannot deal with face-to-face can often frustrate him to the point of rage.

Hatred – The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer.

Description

Gender: Male
Age: 94
Height: 8' 1"
Build: Fucking Big
Hair/Fur: Black
Eyes: Blue (Piercing)
Notable Features: Two braids of hair on the left side of his head with a bright blue bead on the end of each, one for his Wife (Maeerg - 95 yo) the other for his Daughter (Skaaldi - 31 yo)

Other Notes

Lightsaber hilt: Skill: Lightsaber. Dam: 0. Crit:- Range: Engaged. Encum: 2. HP:5. Price: 300cr. Rarity: 5.

Thontiin Crystal: HP Required: 2. Rarity: 9. Price: 9,000cr. Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder item qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. In addition, once per encounter, the wielder may ignore the effect of a singe Critical Injury of Easy Severity (the character still suffers the Critical Injury).
Modification Options: 3 Damage +1 Mods, 1 Decrease weapon's critical rating by 1 Mod.

Dual-Phase Modification: HP Required: 2. Rarity: 6. Price: 4,500cr. Base Modifiers: The wielder may change the blade's length once per encounter as an incidental. The next attack the wielder makes that turn using this weapon ignores the target's melee defense.

Extended Hilt: HP Required: 1. Rarity: 7. Price: 3,800cr. Base Modifiers: Increases weapon's damage by 1. Modification Options: 1 Item Quality (Vicious +1) Mod.

Jedi Battle Armour: Defense: 1. Soak: 2. Price: 7500cr. Encum: 5. HP: 5. Rarity: 9.

Portable Plasma Shield: HP Required: 2. Rarity: 4. Price: 2,500cr.
Base Modifiers: The small plasma-shield generator attaches to the armor's forearm armor and can be activated or deactivated as an incidental. When the shield is active, the user cannot wield a two-handed weapon. The plasma shield cannot be used to attack, but grants the Defensive 1 item quality.
Modification Options: 2 Item Quality (Defensive +1) Mods, 3 Item Quality (Deflection +1) Mods.

Biofeedback System: HP Required: 2. Rarity: 5. Price: 3,300cr.
Base Modifiers: Increases this character's strain threshold by 4 while wearing this armour.
Modification Options: 1 Innate Talent (Rapid Recovery) Mod.

Bio-Support Dispenser: HP Required: 1. Rarity: 6. Price: 4,000cr.
Base Modifiers: When the wearer heals strain at the end of an encounter, he also heals 1 wound if he suffered any wounds during the encounter. In addition, the first time in an encounter that the character's current wounds exceeds half his wound threshold, the armour automatically applies a stimpack to the character.
Modification Options: 1 Heal 1 additional wound at the end of an encounter Mod.

Jedi Utility Belt: Encum: -1. Price: 800cr. Rarity: 7.
Additional qualities: A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac, a lightsaber maintenance kit, a slim glow rod, a comlink, and an aquatic breather. a number of empty pouches are concealed along the belt's inner side, allowing the wearer to conceal small items. In addition, a standard lightsaber can be securely hung from the belt for easy access.

Military Belt Pouch: Encum: 0. Price: 10cr. Rarity: 0.
Additional qualities: It can hold two items that have an encumbrance of 0. The user can draw these items as an incidental.

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