Terria Venaste by shadowof034

Species
human(HRD droid)
Career
colonist
Specializations
marshal, warden
System
Force and Destiny

9
Threshold 21
Current 0
Threshold 16
Current 0
Ranged 2
Melee 2

Characteristics

5
4
4
3
2
4

Skills

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

Attacks

westar-35 blaster pistol X2
Range
Medium
Skill
Ranged: Light
superior, accurate 1, stun setting
Damage
7
Critical
2
knights law
Range
Engaged
Skill
Lightsaber
breach 1, sunder, superior, defensive 1, deflection 1
Damage
10
Critical
1
DC-15 blaster rifle
Range
Extreme
Skill
Ranged: Heavy
Cumbersome 5, Pierce 1, Stun Setting, accurate 2
Damage
10
Critical
3

Weapons & Armor

"marshal "mandalorian" armor"
"superior armor customization"
"whipcord thrower"
Base Modifier: May be used as climbing gear to assist in climbing a steep vertical surface, reducing difficulty by 1. Supports a weight of up to 200kg.
"beskar"
immune to pierce and breach
"personal vibrosaw"
Base Modifier: Ability to cut quickly through most environmental materials. Typically can cut a hole large enough to move through in common durasteel doors/walls within 2-3 rounds.
"amphibious modification"
Base Modifier: Provides life support for up to 5 hours of submersion or airless environment (doesn't protect against vacuum). User removes 1 setback dice from physical checks due to underwater conditions.
mods: "+4 Hours of Life Support"

"westar-35 blaster pistol"
"superior weapon customization"
"hardpoint"
"hardpoint"

"westar-35 blaster pistol"
"superior weapon customization"
"hardpoint"
"hardpoint"

"knights law"
crossguard hilt lightsaber
When attacked, may spend 3 disadvantages from opponent check to cause them to become disarmed.
thontiin crystal
Base Modifier: Damage +6, Critical Rating +2, Breach +1, Sunder Quality. Once per encounter, ignore the effect of a single Easy (1 difficulty) critical injury - it is still suffered.
Mods: "Damage +3", "Critical Rating -1".
"superior hilt personalization"
add superior quality
"reflex grip"
Base Modifier: Suffer 1 additional strain when using Parry/Reflect talents, but counts those talents as 1 rank higher.
mods: Defensive +1, Deflection +1
"damping emitter"
Base Modifier: As a maneuver, may set lightsaber to deal stun damage - this decreases damage by 2, increases critical by 1 and removes the Breach quality.
Mods: "Stun Damage +2"

"DC-15 blaster rifle"
"telescopic optical sight"
Base Modifier: Reduce the difficulty of long or extreme range combat checks by one.
"marksmen barrel"
Base Modifier: Increase weapon range by 1. Cumbersome +2.
mods: accurate +2
"hardpoint"

Personal Gear

Magnetic Weapon Tether

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
enduring 1 Character gains +1 soak value per rank of Enduring.
hard headed 2 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.
grit 4 gain +1 strain threshold
toughened 3 gain +2 wound threshold
street smarts 1 Remove a Setback Die (Black Die) per rank of Street Smarts from any Streetwise or Knowledge (Underworld) checks the character attempts
durable 2 The character may reduce a Critical Injury result suffered by 10 per rank of Durable, to a minimum of one.
good cop 2 may spend 2 advantage from a charm or negotiation roll to upgrade a single allys subsequent social interactions against a target equal to the number of ranks in good cop
bad cop 4 may spend 2 advantage from a coercion or deception roll to upgrade a single allys subsequent social interactions against a target equal to the number of ranks in good cop
quick draw 1 once per round draw or holster a weapon or accessible item as an incidental
point blank 2 add 1 damage per rank of point blank to damage of one successful ranged light/heavy attack at close or engaged range
unrelenting skeptic 1 when targeted by a deception check, the character automatically adds failures equal to ranks of vigilance
improved hardheaded 1 The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold, he may make a Formidable (5 Difficulty Dice) Discipline check as his Hard Headed action (this action can be specifically be performed even though he is normally barred from performing actions.) If he succeeds, decrease his strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of Easy.
improved unrelenting skeptic 1 when targeted by a deception check, may spend a destiny point to add despair to the results
natural marksmen 1 Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
intimidating 1 When attempting a Coercion 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 his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of time equal to the strain suffered. This number cannot exceed his ranks in Intimidating.
precision strike 1 when this character inflicts a critical injury with a brawl, melee, or lightsaber weapon, may suffer 1 strain to change the results to an easy critical injury result
confidence 2 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.
scathing tirade 1 The character may take the Scathing Tirade action by making an Average Coercion check. For each Success, one enemy within Short range suffers one strain. The character can also spend Advantage, and for every Advantage spent, one target already affected suffers one additional strain.
no escape 1 may spend 2 advantage from a coercion check or 2 threat from a foes discipline check that target can not perform a free manuver on their next turn
fearsome 2 when an adversary becomes engaged with the character, the character may force the opponent to maker a fear check with the difficulty equal to their ranks in fearsome
overbalance 1 when a combat check made by an engaged foe generates a despair or 3 threat , may stagger attacker until end of next turn

Background

Motivation

Morality

Description

Other Notes

Special Abilities: Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2).

Mechanical Being: Droids cannot become force-sensitive or acquire Force Rating by any means. Cannot be affected by mind-altering Force powers.

Inorganic: Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1.

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