Krosh by PsychoPiggy

Species
Kallidahin
Career
Seeker
Specializations
Hermit, Pathfinder
System
Force and Destiny

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

Placeholder Image

Characteristics

1
2
3
3
3
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 2
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 1
Streetwise (Cun) 0
Survival (Cun) X 4
Vigilance (Will) X 3
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
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) X 3

Attacks

Palandrix AO14 "Aranea" Net Gun
Range
Short
Skill
Ranged: Heavy
Ensnare 5
Damage
3
Critical
N/A

0
400
0
6/6

Weapons & Armor

Verpine Fiber Ultramesh Armor

Palandrix AO14 "Aranea" Net Gun

Personal Gear

Emergency Medpac

Stimpack x5

Med-Aid Patch

Assets & Resources

Guide, Bonded Kath Hound

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 2 Savage Spirits, P.27, Force and Destiny P.89 Gain +1 strain threshold.
Soothing Tone 1 Savage Spirits, P.27 Once per encounter when riding a beast, perform Soothing Tone action, attempting an average (♢♢) Knowledge (Xenology) check. If successful, the creature recovers 1 Strain per Success rolled (Or 1 Wound per Success rolled if the creature does not have a Strain Threshold).
Menace 1 Savage Spirits, P.27 Enemies within Short Range of the Character's bonded animal adds ◼ to combat checks made against the Character.
Survival of The Fittest 1 Savage Spirits P.27 Once per session, when making a single check, the character may treat his Force Rating as being equal to his ranks in survival.
Harass 1 Savage Spirits P.27 When the Character's bonded animal makes a successful combat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target's next check once instead.
Improved Animal Bond 1 Savage Spirits P.27 When spending a maneuver to direct a bonded animal, the character may suffer 1 Strain to add ◻ to the animal's next check.
Force Connection 1 Savage Spirits P.27 When the character performs a Survival or Knowledge (Xenology) check, he may roll ⬡ no greater than his Force Rating. The character may spend ◑ to add either a Success or an Advantage (Character's choice) to the roll.
Keen Eyed 1 Force and Destiny P.89 Remove ◼ per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search an area by half.
Animal Empathy 1 Force and Destiny P.89 When making checks to handle or tame animals, the Character adds ⬡ no greater than his Force Rating. The character may spend ◑ to add either a Success or an Advantage (Character's choice) to the roll.
Animal Bond 1 Force and Destiny P.89 Develop long-term bond with a single animal of Silhouette no greater than half of the Character's Force Rating rounded down.
Force Rating 1 Force and Destiny P.89 Gain +1 Force Rating
Mental Bond 1 Force and Destiny P.89 May perform the Mental Bond Action. Commit ⬡. While committed, may communicate with Animal at long range, and see and hear through its senses.
Share Pain 1 Force and Destiny P.89 May Perform the Share Pain Incidental when bonded animal suffers wounds. Reduce wounds suffered by half, then the Character suffers wounds equal to that number.

Background

Motivation

Morality

Good - Light:
Additional Destiny Point at the Start of the Session
Flip a Destiny Point to remove an Ally's Critical Injury once per session.

Light Side:
Free Light Pip
Boost Die to Presence/Willpower Checks
Strain when using Dark Pips

Description

Other Notes

Verpine Fiber Ultramesh Armor:
As a maneuver, the wearer may power up or power down the armor. While the armor is powered up, the wearer gains +2 defense. However, any character may spend a triumph result or two advantage results from a combat check against the wearer to cause it to run out of power, at which point the armor becomes powered down and cannot be powered up until the end of the encounter.

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