Zuri Ty by RipleyInSpace

Species
Togruta
Career
Sentinel
Specializations
Shadow, Shien Expert, Sentry
System
Force and Destiny

6
Threshold 18
Current 0
Threshold 14
Current 2
Ranged 1
Melee 1

Characteristics

2
3
2
5
2
2

Skills

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

Attacks

Bad Jag
Range
Long
Skill
Ranged: Light
Stun Setting, Accurate 1, Pierce 1, Knockdown, Disorient 1
Damage
7
Critical
2
Gaffi Stick
Range
Engaged
Skill
Melee
Defensive 1, Disorient 3
Damage
+2
Critical
3
Philaxian Phase Knife
Range
Engaged
Skill
Lightsaber
Pierce 4, Vicious 1, Quick Draw
Damage
3 (+1)
Critical
3
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
Truncheon
Range
Engaged
Skill
Melee
Disorient 2
Damage
+2
Critical
5
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1
Critical
2
KO-2 Heavy Stun Pistol
Range
Short
Skill
Ranged: Light
Stun Damage
Damage
8
Critical
-
Zuri's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Extended Hilt, Shien Reverse Grip, Disguise Kit
Damage
12
Critical
2
Plasma Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Limited Ammo 1
Damage
12
Critical
3

0
1100
8617
13/15

Weapons & Armor

[EN:2] KO-2 Heavy Stun Pistol
[EN:1] Bad Jag (Custom Grip - Remove 1 setback from all combat checks. Anyone other than Zuri adds 2 setback to checks using the weapon, Modified to add Accurate; Blaster Suppressor - Add 2 setback to any Perception or Vigilance checks made to locate concealed shooter.)
[EN:1] Philaxian Phase Knife, Magnetic Weapon Tether (Can draw and return weapon to hand as an incidental)
[EN:1] Zuri's Lightsaber
[EN:3] Zuri's Custom Armour - Combat Armour with Extra Soak, Integrated Superior quality, Extra Hard Point, Extra Ranged and Melee Defence, Special Embellishment - Stealth: Auto Advantage on Stealth
[EN:1] 1x Frag Grenade
[EN:1] 1x Plasma Grenade

Personal Gear

[EN:1] 1 Stimpacks
MkIII Modular Backpack & 6 Pouches (Increase Enc Threshold by 8)
[EN: 1] Climbing Gear
[EN:1] Glow Stick
[EN: 0] Personal Transponder (Can be activated to provided a planetary-scale signal. Keeping the Peace, p.51)
[EN:1] Palm Stunner (Add 3 Setback dice to any check attempting to find/identify it)
[EN:2] Vid-Vox Scrambler
On Ship:
[EN:3] Mountaineer Armour (Add 2 boost to Athletics; Custom Fit - Remove 1 Setback to Stealth and Athletics)
[EN: 3] Gaffi Stick
[EN: 0] Banal Attire
[EN:0] 1 Bottle of Vintage Corellian Whiskyy
[EN:1] Vibroknife
[EN:3] Hardened Comm-Link (Knights of Fate, p. 49)
[EN:1] Synth Harmonica

Assets & Resources

[EN:1] Custom Skulduggery Tool - Add 1 automatic success and 1 automatic advantage on skulduggery checks. Any checks to locate the tool suffer 3 setbacks. The KO-2 Coma Pistol is hidden in the tool, with any checks to identify that the tool has a weapon in it suffering 1 setback.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Sleight of Mind 3 F&D, p.94 (Sentry, update later) Add blue die to all Stealth checks unless the opposition is immune to Force powers.
Well-Rounded 1 F&D, p.94 Melee; Ranged - Light
Street Smarts 2 F&D, p.94, p.95 Remove setback die from Streetwise and Knowledge (Underworld) tests, equal to ranks.
Mental Fortress 1 F&D, p.94 Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter.
Indistinguishable 2 F&D, p.94 Upgrade the difficulty of checks to distinguish the character equal to ranks.
Codebreaker 1 F&D, p.94 Remove ■ per rank of Codebreaker from checks to break codes/decrypt communications & decrease difficulty by 1.
Dodge 1 F&D, p.94 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, them upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Side Step 1 F&D, p.95 Once per round, may suffer a number of strain to upgrade difficulty of incoming ranged attacks by Side Step ranks.
Reflect 5 F&D, p.95 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (6)
Shien Technique 1 F&D, p.95 When making a check using the Lightsaber skill, may use Cunning.
Conditioned 2 F&D, p.95 Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Now You See Me 1 F&D, p.94 Once per session, take Now You See Me action. Make a Hard (♦♦♦) Deception check to make a number of NPCs equal to Cunning within medium range forget about character.
Master of Shadows 1 F&D, p.94 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
Dedication 2 F&D, p.94 Gain 1 Cunning
Parry 1 F&D, p.95 If wielding a lightsaber or melee weapon when hit by a melee attack, may suffer 3 strain to reduce damage by 2 plus Parry ranks.
Counterstrike 1 F&D, p.95 When an attack misses and generates a despair or two threat, may upgrade the next Cunning - Lightsaber check by one against the missing attacker, during the encounter.
Toughened 3 F&D p.95, EV p.29 Gain +2 wounds.
Grit 2 F&D p.94, EV p.29 Gain +1 strain.
Defensive Stance 1 F&D, p.95 Once per round, as a maneuver, suffer Strain up to ranks in Defensive Stance to upgrade the difficulty of all incoming melee attacks by that number for the next round.
Slippery Minded 1 F&D, p.94 If under the effects of a Force power, perform the Slippery Minded action; make a Hard (♦♦♦) Deception check to immediately end effects of power.
Anatomy Lessons 1 F&D, p.94 After making a successful attack, may spend a destiny point to add damage equal to Cunning to one hit.
Force Rating 2 F&D, p.94 +1 Force rating
Uncanny Reactions 2 EV p.29 Add a boost die per ranks to all Vigilance checks.
Djem So Deflection 1 F&D, p.94 After a Reflect, may spend of Destiny Point to use a Move maneuver as an out-of-turn incidental to close the distance with, or Engage the opponent.
Shroud 1 F&D, p.94 May flip a destiny point to become undetectable via Force powers and make powers go unnoticed for the remainder of the encounter.
Improved Reflect 1 F&D, p.94 When reflecting a hit that generated a despair or 3 threats, may hit one target in Medium range with the same damage as the initial hit, after the original attack resolves.
Impossible Fall 1 EV, p.29 Once per session may use to spend 2 force pips to reduce a fall's range band by one and - if possible - land somewhere safe. May spend an additional force pip to reduce a further range band.
Overbalance 1 F&D, p.94 When a combat check made by an engaged foe generates a despair or 3 threats may stagger attacker until the end of their next turn.
Supreme Reflect 1 F&D, p.94 If character didn't make an attack in the previous round, may spend 1 strain instead of 3 to Reflect.

Force Powers

Force Rating
3
Power
Force Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend O to sense all living things within short range (including sentient and non-sentient beings)
The user may spend O to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Effect: Spend O The Force user senses the current thoughts of one living target with whom he is engaged.
Control 2 Ongoing effect: Commit one force die. Twice (Duration) per round, when an attack targets the Force user, he upgrades the difficulty of the pool twice (Strength).
Duration See Control 2 & 3
Strength See Control 2 & 3
Control 3 Ongoing effect: Commit one force die. Twice (Duration) per round, when the Force user makes a combat check, he upgrades the ability of that check twice (Strength).
Range Effect: Spend O to increase range by one band per rank.
Magnitude 1 Effect: Spend O to increase the number of targets by ranks of magnitude.
Power
Force Move
Description
The Force user can move small objects via the power of the Force.

The user may spend O to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Magnitude x2 Spend O to increase targets affected equal to Magnitude upgrades purchased.
Strength Spend O to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range x2 Spend O to increase power's range by a number of bands equal to Range upgrades purchased.
Power
Force Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend OO 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 O and succeed at an Average (♦♦) Vigilance check (oi opposed Vigilance vs. Discipline check) to see through illusions
Upgrade Effect
Control Ongoing effect: Commit one force die. Upgrade the ability of Vigilance and Perception checks once.
Magnitude Spend O to gain one additional detail per Magnitude rank.
Magnitude Spend O to gain one additional detail per Magnitude rank.
Control Ongoing effect: Commit three force dice. The user's attacks gain Pierce with rating equal to Cunning plus ranks in Perception. (Pierce 7)
Strength Spend O to eliminate 1 Force-based illusion per Strength rank.

Background

Motivation

Morality

75 - Force Paragon
Duty: Counter-Intel, Internal Security

Description

Other Notes

22/10/2023 - 1 Conflict (Resolved)
05/11/2023 - 1 Conflict (Resolved)
24/03/2024 - 2 Conflict (Resolved)
28/04/2024 - 1 Conflict (Resolved)
09/06/2024 - 2 Conflict (Resolved)
08/09/2024 - 3 Conflict (Resolved)

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