Vorrick by Torvel

Species
Dathomirian
Career
Hired Gun
Specializations
Maradur, Nightsister, Magus, Seer
System
Force and Destiny

9
Threshold 26
Current 0
Threshold 19
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

4
3
2
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 5
Discipline (Will) X 5
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) X 2
Skulduggery (Cun) 4
Stealth (Ag) X 3
Streetwise (Cun) 4
Survival (Cun) X 4
Vigilance (Will) X 2
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 4
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 2
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 5
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Duskblade improved Ichor Blade (Talon)
Range
Engaged
Skill
Melee
Pierce 4 , Sunder, Defensive 1 Cortosis, Superior
Damage
5+
Critical
1
Nightsister Energy bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2
Damage
8
Critical
2

0
115
4000
16

Weapons & Armor

Nightsister Energy bow (Range Heavy)
Dam 8 , Crit 2, Range medium, Pierce 4, Unwieldy 3, Vicious 2, HP 2 Encumbrance 4

Mods
Sonic Scope
(pg 52 Collosape of Republic)

Improved Ichor Blade (ritual)
Duskblade (Melee)
Dam +5, Crit 1, Pierce 4 , Sunder, Defensive 1 Cortosis, Superior
HP 1
Encumbrance 2

Mods
Mono-Molecular Edge


Armor
Armored clothes
Defense +1 soak +2 HP +1
Superior mod
Encumbrance 3

Personal Gear

Nightsister Energy bow 2800
Duskblade 1800
Armoured clothes 1000 (FaD core pg 179)


Mods
Mono-Molecular Edge - 1000
Sonic Scope - 1500
Reflec Shadowskin - 1200

Gear
Modulal backpack + 6 pockets - 165
Stimpack x5 - 125
Breath mask - 25
Electro-Snare x2 100 Enter the unknown pg 49
Commlink (handheld) 25 credits

Assets & Resources

Illum Kyber crystal

Demon Mask - add setback dice equal to force rating on fear checks

Amulet of power x2 - Mighty + 3 ranks of hidden purpose.

Healing accelerant - blue print - 1 rank of hidden purpose

Fetish of fear - 3 ranks of growing power - draining target suffers 1 strain - discipline check to resist 5 purple

Water of life x2

Unstable kyber crystal

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Outdoorsman (Racial) 1 FaD core page 149 The character removes 1 setback dice per rank of outdoorsman from his checks to move through or to manage terrian or enviromental effect decrease overland travel times by 50%
Nightsister - Witchcraft (5 exp) 1 CoR page 31 Character gains force rating 1
Nightsister - Summon item (5 exp) 1 CoR page 31 As a maneuver, the character can summon or dimss a ritually prepered item.
Nightsister - Ichor Blade (10 exp) 1 CoR page 31 The character chooses on Melee or Brawl weapon they possess which gains the cortosis and pierce 2 qualities and reduces critcal rating by 1. If the weapon is destoryed or lost you can apply it again to a new weapon
Nightsister - Improved Ichor Blade (15 exp) 1 CoR page 31 The chosen weapon also gains sunder quality and defensive 1 quality and increases its damage by 2
Nightsister - Ichor Transfusion (20 exp) 1 CoR page 31 Once per per encounter. the character may perform the inchor transfusion maneuver to heal any number of Strain by suffering that number of Wounds +1. The character may instead heal any number of wounds by suffering that many Strain +1
Nightsister - Ichor Reserve (25 exp) 1 CoR page 31 Once per sessopm, as a maneuver, the character may suffer 2 strian to increase force rating by 1 until the end of the encounter.
Nightsister - Force Rating (25 5exp) 1 CoR page 31 gain +1 force rating
Nightsister - Grit ( 5exp) 1 CoR page 31 Gain +1 strain threashold
Nightsister - Intimidating (10exp) 1 CoR page 31 May suffer a number of strian to downgrade diffculty of coercion checks or upgrade the difficutly when targeted by coercions checks by an equal number strain suffered this way cannot exceed ranks in intimidating
Nightsister - Grit (15 exp) 1 CoR page 31 Gain +1 strain threashold
Nightsister - Sixth Sense (15 exp) 1 CoR page 31 Gain +1 ranged defence
Nightsister - toughened (10exp) 1 CoR page 31
Nightsister - intimidating (20 exp) 2 CoR page 31
Nightsister - dedication (25 exp) 1 CoR page 31
Nightsister - survivor's insincts (20 exp) 1 CoR page 31
Nightsister - Force of Will (25 exp) 1 CoR page 31
Nightsister - Sense advantage (10 exp) 1 CoR page 31
Marauder - Toughened (5 exp) 1
Marauder - Frenzied Attack (5 exp) 1
Marauder - Feral Strength (5 exp) 1
Magus - healing trance (5 exp) 1
Marauder - Lethal blows (5 exp) 1
Magus - toughened (5 exp) 1
Marauder - Toughened (10 exp) 1
Marauder - Feral Strength (10 exp) 1
Magus - Confidence (5 exp) 1
Magus - Channel agony (10 exp) 1
Marauder - Lethal blows (15 exp) 1
Magus - Sercet lore (10 exp) 1
Marauder - Enduring (15 exp) 1
Magus - Resplve (15 exp) 1
Magus - Knowledge is power (15 exp) 1
Magus - Secert lore (15 exp) 1
Magus - Toughened (20 exp) 1
Magus - Transmogrify (25 exp) 1
Magus - Dedication (25 exp) 1
Magus - Force rating (25 exp) 1
Seer - uncanny reaction (5 exp) 1
Seer - grit (5 exp) 1
Seer - Keen eyed (10 exp) 1
Seer - Grit (15 exp) 1
Seer - Sense Danger (15 exp) 1
Seer - Force Rating ( 20 exp) 1
Battle scar - dodge 1
Seer - Force is My Ally 1
Seer -Expert Tracker 1
Seer - Toughned 1
Seer - Premetive aviodance 1
Seer - Dodge 1
Seer Natural mystic 1
jedi knight Grit (5 exp) 1
jedi knight Grit (5 exp) 1
jedi knight jump up (5 exp) 1
Jedi Knight Parry ( 10 exp) 1
jedi knight reflect 1
jedi knight improved reflect 1
jedi knight improved parry 1
Magus Mind of matter 1

Force Powers

Force Rating
4
Power
Sense
Description
The user can sense the force interacting around them.
Upgrade Effect
Duration Sense's ongoing effects may be triggered one additional time per round
control Ongoing effect commit force dice, once per round when making a combat force user they upgrade the ability of the check once
Control Ongoing effect commit force dice, once per round when an attack targets the force user they upgrade the difficulty of the pool once
Strength When using sense's ongoing effects, upgrade the pool twice instead of once
Basic may spend force point to sense all living things within short range (including sentient and not sentient beings)

The user may spend force point to sense current emotional state of one living target wiith whom they are engaged.
Power
Enhance
Description
Upgrade Effect
Control The user can perform a force leap as a maneuver instead of an action
Range Spend force point to increase power's range by a number of range bands equal to range upgrades purchased.
Control Enhance can be used with the resilience skill
Control take a force leap action. make an enhance power check. The user may spend force point to jump horizontally to any location in short range.
Control When performing a Force leap, the user can jump vertically in addition to jumping horizontally.
Basic When making an Athletics check, the force user may roll an enhance power check as part of the pool, the user may spend force point to gain success or advantage on the check
Power
Seek
Description
The Force user allows the will of the force to lead the way to something lost or forgotten.
Upgrade Effect
Magnitude Spend 1 force point to gain one additional detail per magnitude upgrade purchased.
Magnitude Spend 1 force point to gain one additional detail per magnitude upgrade purchased.
Magnitude Spend 1 force point to gain one additional detail per magnitude upgrade purchased.
Control Ongoing effect commit 1 force dice to upgrade ability of Vigilance and perception checks once
Basic The user may spend 2 force points to gain insight into the general location or direction of a person or object that he knows about regardless of current distance.

The user may spend 1 force point and succeed at an average (2 purple) vigilance check (or opposed vigliance vs disipline check) to see through illusions
Power
Foresee
Description
The Force user can feel the force flowing around everything, seeing whats is and what will be.
Upgrade Effect
Duration Spend force point to increase days into the future the user may see equal to the duration upgrades purchased.
Control When making a skill check to determine initiative, the force user may roll a foresee power check as part of the pool. He may spend force points to gain success per point on the check.
Control Affected targets increase their ranged and melee defense by 2 for the first round of combat
Magnitude Spend force points to increase targets affected equal to magnitude upgrades purchased.
Strength Spend force point to pick out specific details equal to strength upgrades purchased.
Basic the user may spend force points to gain vague hints of events to come up to a day into his own personal future
Power
Protect/Unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Upgrade Effect
Range Spend 2 force points to increase power's range by a number of range bands equal to upgrades purchased.
Basic Protect the user makes a protect power check and rolls 2 purple discipline check. spend 2 force points to reduce damage from an energy based weapon that hits himself or a engaged character equal to willpower +1 per success. Dark side users may only protect themselves (may not be activated multiple times.)
Control Protect: Spend 1 force point to allow the power to protect against all types of attack.
Unleash: Spend 1 force point to give the attack ensnare 2.
Strength Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased.
Strength Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased.
Strength Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased.
Strength Spend force point to decrease damage or add damage equal to the ranks of Strength upgrades purchased.
Control Protect: Light side force users may spend a destiny point to use protect as an out of turn incidental once per session.
Unleash: Dark side force users may spend a destiny point to use unleash as a maneuver once per session.
Control Protect: Spend advantage to gain defense equal to advantage spent.
Unleash: Spend advantage to inflict 1 strain on target.
Magnitude Spend 1 force point to affect one additional target within range per rank of magnitude upgrades.
Magnitude Spend 1 force point to affect one additional target within range per rank of magnitude upgrades.
Mastery Protect: Light side force users may spend 2 force points to reflect all attacks they reduce to 0 damage, dealing damage equal to the initial attack to the attacker.
Unleash: Dark side force users may spend force point to reduce the critical rating to the attack to 1.
Range Spend 2 force points to increase power's range by a number of range bands equal to upgrades purchased.
Range Spend 2 force points to increase power's range by a number of range bands equal to upgrades purchased.
Duration Protect: if no dark side points used the power reduces damage of all attacks until the beginning of users next turn.
Unleash: spend force point to give the attack burn 2.
Power
Bind
Description
The force user restrains an enemy, preventing the target from acting.
Upgrade Effect
Range Spend 1 force point to increase powers range by a number of range bands equal to range upgrades purchased.
Range Spend 1 force point to increase powers range by a number of range bands equal to range upgrades purchased.
Mastery When the user is making a bind power check. if the check was not already opposed, the user may roll an opposed discipline vs discipline against one target of the power. if no darkside points were used to generate force points and the user succeeds on the check he may immediately stagger the target until the end of his next turn. If any dark side were used to generate force points and the check succeeds the target suffers a critical injury adding +10 to the roll per force point spent on the check
Range Spend 1 force point to increase powers range by a number of range bands equal to range upgrades purchased.
Magnitude Spend 2 force points to affect one additional target within range per rank of magnitude purchased.
Magnitude Spend 2 force points to affect one additional target within range per rank of magnitude purchased.
Basic The user may spend 1 force point to immobilize a target within short range until the end of the users next turn, if the user used any dark side pips to generate force points the target suffers 1 wound per force point spend on the check (ignoring soak) (may not be activated multiply times)
Control Spend 1 force point to move the target one range band closer or farther away
Strength Spend 1 force point to disorient the target for a number of rounds equal to strength upgrades purchased.
Magnitude Spend 2 force points to affect one additional target within range per rank of magnitude purchased.
Power
Move
Description
The Force user can move small objects via the power of the force
Upgrade Effect
Control The force user can pull objects out of secure mountings or out of an opponent's grasp.
Base the user may spend 1 force point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short
Magnitude Spend 1 force point to increase targets affected equal to magnitude upgrades purchased.
Range Spend 1 force point to increase power's range by a number of range bands equal to range upgrades purchased.
Range Spend 1 force point to increase power's range by a number of range bands equal to range upgrades purchased.
Magnitude Spend 1 force point to increase targets affected equal to magnitude upgrades purchased.
Strength Spend 1 force point to increase silhouette able to be targeted equal to strength upgrades purchased
Control The force user can hurl objects to damage targets by making a ranged combat check combined with a move power check dealing damage equal to 10 times silhouette.
Strength Spend 1 force point to increase silhouette able to be targeted equal to strength upgrades purchased

Background

Shadow hunter Vorrick of the long-Shadow Clan.

Trained in the arts of stalking, hunting and magic in the traditions of his clan.

Father to 5 children 1 boy and 4 girls ranging in age from 1 - 3 years in age. (different mothers)

Trained directly under the ancient one in the ways of magic (oldest of the clan her age is unknown but she has outlived many generations now deceased)

Motivation

Morality

Strength Compassion
Weakness Sorrow

Morality 70

Description

Height 6ft7
Eye colour - Light Blue
Skin colour - Green and black
Crown of horns on top of head
Scar across face (3 strips diagonally across the face)
Age 28

Other Notes

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