Krad Vizsla by TheLastRoman

Species
Human Mandalorian
Career
Hired Gun
Specializations
Gadgeteer/ Commando/ Death Watch Warrior
System
Edge of the Empire

8
Threshold 26
Current 0
Threshold 14
Current 0
Ranged 3
Melee 2

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Characteristics

3
4
4
2
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3 2
Charm (Pr) 0
Coercion (Will) X 2
Computers (Int) 0
Cool (Pr) 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 1
Leadership (Pr) 0
Mechanics (Int) X 6
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) X 0
Resilience (Br) X 1 2
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) X 0
Vigilance (Will) X 2
Brawl (Br) X 2
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 1
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 2
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 1
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 0

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dedication 3 +1 Willpower, +1 Agility, +1 Intellect
Toughened 6 +2 wounds
Grit 2 +1 Strain
Intimidating 4 May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number
Jury rigged 2 Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Point Blank 4 Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.
Spare Clip 1 Cannot run out of ammo due to (Despair). Items with Limited Ammo quality run out of ammo as normal.
Tinkerer 1 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Deadly Accuracy 1 When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.
Armor Master 3 When wearing armor, increase total soak value by 1.
Improved Armor Master 1 When wearing armor with a soak value of 2 or higher, increase defense by 1.
Natural Enforcer 1 Once per session, may re-roll any 1 Coercion or Streetwise check.
Defensive Stance 1 Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
Disorient 1 After hitting with a combat check, may spend (2 Advantage) to disorient target for a number of rounds equal to ranks in Disorient.
Stunning Blow 1 When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Improved Stunning Blow 1 When dealing strain damage with Melee or Brawl checks, may spend (Triumph) to stagger target for 1 round per (Triumph).
Crippling Blow 1 Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
Physical Training 2 Add □ per rank of Physical Training to Athletics and Resilience checks.
Durable 2 May reduce any Critical Injury suffered by 10 per rank of Durable
Strong Arm 1 Treat thrown weapons as if they had 1 greater range.
Heroic Fortitude 1 May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
Unstoppable 1 If a Critical Injury roll is 1 or reduced to 1, do not received the Critical Injury.
Side Step 2 Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Improved Side Step 1 When the Character performs a Side Step maneuver, until the start of their next turn they may spend 3 Threat or Despair from an attacker's check to inflict one hit with a ranged weapon they are wielding
Jump Up 1 Once oer round, may stand from seated or prone as an incidental
Jetpack Expertise 1 The character may spend 1 Advantage from their checks to remove 1 system strain from their jetpack. (They may choose this effect multiple times when spending 1 Advantage)
Death From Above 1 Once per encounter, inflict 1 system strain on jetpack and make a hard (◆◆◆) Piloting check. For each success. One Adversary in short range is knocked prone. May spend 1 Triumph to stagger one affected target.
Momentum 1 The character deals additional damage with their first hit equal to the number of range bands they moved during the current encounter
To The Death 1 Once per session, suffer strain up to willpower and add +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter
Hit and Run 1 After the character completes an attack targeting an opponent they are engaged with, they may immediately move to short range using a jetpack.
Conditioned II 1 Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned.

Background

Motivation

Obligations

Description

Other Notes

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