Zor'rah by ams0105

Species
Falleen
Career
Smuggler
Specializations
Charmer
System
Edge of the Empire

1
Threshold 11
Current 0
Threshold 16
Current 0
Ranged 0
Melee 0

Characteristics

1
3
3
3
2
5

Skills

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

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Beguiling Pheromones: 1 Suffer 2 strain to upgrade ability of a Charm, Deception or Negotiation check against a living sentient within short range once (no effect on those wearing breath masks or lacking respiratory systems).
Smooth Talker 2 When a character first acquires this talent, [they] choose one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, [they] may spend a triumph result to gain additional successes equal to [their] ranks in Smooth Talker.
Inspiring Rhetoric 1 The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success, one ally within close range recovers one strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain.
Kill with Kindness 2 The character removes a setback dice per rank of Kill with Kindness from [their] Charm and Leadership checks.
Grit 2 Each rank of Grit increases a character's strain threshold by one.
Improved Inspiring Rhetoric 1 Each ally affected by Inspiring Rhetoric gains a boost dice on all skill checks for a number of rounds equal to the character's ranks in Leadership; this does not stack with itself.
Plausible Deniability 1 The character removes a setback dice per rank of Plausible Deniability from [their] Coercion and Deception checks.
Congenial 2 When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial.
Disarming Smile 2 The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If [they] succeed, decrease the target's defense (melee and ranged) by a number equal to the character's ranks in Disarming Smile (to a minimum of 0) until the end of the encounter.
Works like a charm 1 Once per game session, the character can choose to make one skill check using Presence, rather than the characteristic linked to that skill. When [they] do this, [they] must explain how, in this particular instance, [their] social ability is helping [them] overcome this challenge.
Just Kidding 1 Once per round as an incidental, when the character or any of [their] allies in short range generates a despair on a social skill check, the character may spend one Destiny Point to convert a single despair generated on the check to a failure result. When [they] do this, [they] must explain what [they] say or does to smooth things over after the verbal misstep.
Intense Presence 1 The character may spend one Destiny Point to recover strain equal to their Presence rating.
Natural Charmer 1 Once per game session, the character may reroll any one Charm or Deception check.
Dedication 1 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Don't Shoot 1 Once per session, the character can take the Don't Shoot! action to make a Hard Charm check. If [they] succeed, [they] cannot be the target of a combat check until the end of the encounter or until [they] make a combat check. This player must explain how [they] make a combat check. This player must explain how [they] talk [their] way out of being associated with [their] party's combatants, and the GM has final say on whether [their] ruse succeeds.
Resolve 1 When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.

Background

Motivation

Obligations

Description

Other Notes

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