Shorwarr by dumbrock

Species
Wookie
Career
Bounty Hunter
Specializations
Martial Artist, Marauder
System
Edge of the Empire

9
Threshold 30
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

5
2
2
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 5 ABCCE 60
Charm (Pr) 0
Coercion (Will) X 5 CCCCE 75
Computers (Int) 0
Cool (Pr) 3 CCC 45
Coordination (Ag) X 5 BCCCE 70
Deception (Cun) 2 DD 25
Discipline (Will) X 4 DDEE 50
Leadership (Pr) 0
Mechanics (Int) 1 E 10
Medicine (Int) 0
Negotiation (Cun) 0
Perception (Cun) X 4 ACCC 45
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) X 4 DDEE 50
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) X 4 DDEE 50
Vigilance (Will) X 4 AEEE 45
Brawl (Br) X 5 AWCCC 60
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) 2 DD 25
Ranged: Heavy (Ag) X 0
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) 0

Attacks

Unarmed Strike
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
9
Critical
3
Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4

70
1380
8/11

Weapons & Armor

Holdout Blaster: Encum 1
When an individual is attempting to find the concealed weapon, add one 1 Black to the roll.

Mechanic's Utility Suit:
Counts as having a tool kit.
(Def 0 Soak 2 Encum 5 HP 1 Rarity 3)

Wishlist:
Crushgaunts
Kyuzo Petars

Personal Gear

BlasTech Model 58 Concealment Holster: Encum 0
Add 1 Black to Perception checks to discover a light blaster or holdout pistol concealed by the holster.

Tooth from the Rathtar I slayed to save Boba Fett, fashioned into a necklace. A constant reminder of his betrayal.

Comlink

Possibly: Cybernetic Eyes

Assets & Resources

Remove 2 Blacks from Coordination and Resilience checks.

1 extra Blue or 1 advantage per force roll.

Critical Injuries & Conditions

Wookiee Rage:
When a Wookiee is Wounded, they deal +1 damage to Brawl and Melee attacks.
When a Wookiee is Critically Injured, they instead deal +2 damage to Brawl and Melee attacks.

Conditions:
Blue Shadow Virus: Shorwarr passed the Resilience check leaving him with a cough.

Critical Injuries: 1
Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception and Vigilance checks three times.

Talents

Name Rank Book & Page Description
Toughened 6 Gain +2 wound threshold.
Grit 3 Gain +1 strain threshold.
Enduring 2 Gain +1 soak value.
Iron Body 2 Remove 1 Black per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).
Parry 2 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Feral Strength 3 Add +1 damage to one hit on all successful Brawl and Melee checks per rank of Feral Strength.
Lethal Blows 3 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
Frenzied Attack 3 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of their combat check by that number. The number cannot exceed their ranks in Frenzied Attack.
Natural Brawler 1 Once per session, may re-roll any 1 Brawl or Melee check.
Defensive Stance 1 Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Precision Strike 1 When this character inflicts a Critical Injury with a Brawl, Melee or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (1 Purple) Critical Injury Result.
Martial Grace 1 Once per round, suffer 2 strain to add damage equal to ranks in Coordination to next Brawl check made this turn.
Unarmed Parry 1 May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).
Grapple 1 Once per round, may perform the Grapple maneuver. Until the beginning of character’s next turn, foes must spend 2 maneuvers instead of 1 to move from engaged to short range.
Improved Precision Strike 1 Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any Average (2 Purple) Critical Injury.
Overbalance 1 When a combat check made by an engaged foe generates 1 Despair or 3 Threats, may stagger attacker until the end of his next turn.
Mind Over Matter 1 The character may spend one Destiny Point to recover strain equal to his Willpower rating.
Coordination Dodge 1 When targeted by a combat check, may spend 1 Destiny Point to add Failures equal to ranks in Coordination to check.
Supreme Precision Strike 1 Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any Hard (3 Purples) Critical Injury.
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.
Dedication 2 +1 Br, +1 Will Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Knockdown 1 After hitting with a melee attack, may spend 1 Triumph to knock the target prone.

Force Powers

Force Rating
1
Power
Force View
Description
With the loss of you visual senses, the Force has stepped up to guide you. You are able to see a basic outline of the living power found within the Force on those within Short Range. (Permanent)

Spend 1 Force Point to pick up the Force Trails of those in the room, reflecting their standing within the Force.
Upgrade Effect
Range Increases range band by 1 per rank
Strength Adds the ability to detect mechanical impulses and circuitry in droids with a combine Mechanical Check
So That's What We're Dealing With May make a combined Hard Force View and Perception Check. On success, may spend 2 Advantages and 1 Force Point to discover each force power someone may have.

You become overwhelmed on a Critical Failure and can not use any force powers until the end of the encounter.

Background

In It for the Money
Bounty hunters are, at their core, exceedingly mercenary. While many bounty hunters may claim to adhere to some higher order or serve a greater good, at the end of the day, they all serve one master — money.

Motivation

Quiet Professionalism: There is an old saying in the bounty hunting trade that good work makes little noise, and the character is the embodiment of that. Like a master artisan, the character pursues bounties with far greater care and attention to detail than most. The PC sees little need for flashy accouterments or ostentatious shows of prowess

Obligations

Betrayal: In the course of the job, the character has either suffered some kind of deep personal betrayal at the hands of another bounty hunter, or is the perpetrator of such a betrayal. The betrayal affects the character's day to day life, whether through physical reminders, emotional scars, or some combination of the two. If the character was the betrayer, the victim may come looking for answers, compensation, or revenge at any moment.

Description

Other Notes

Initial Talents after starting XP (90): 4 2 2 2 3 2 (40 in Brawn, 50 in Willpower)
Initial Wound Threshold 18 (14 + 4)
Initial Strain Threshold 11 (8 + 3)
Special Abilities: +1 Brawl
Free Skills (Bounty Hunter): Athletics, Perception, Vigilance, Brawl
Free Skills (Martial Artist): Athletics, Coordination

Character Creation: -900 XP (997 Total)

Talents:
Martial Artist: -275 (All, Natural Artist purchased in Marauder Career Tree)
Marauder: -330 (All + Activation Cost of 30)

Career Skills (C): 295 XP
Athletics: -35
Coercion: -50
Coordination: -45
Perception: -45
Survival: -15
Brawl: -60

Non Career Skills:
Cool: -45

1st Level Up: -80 XP

Career Skills (D):
Discipline: -15
Resilience: -15

Non Career Skills:
Deception: -25
Ranged: Light: -25

2nd Level Up: -225 XP

Career Skills (E):
Athletics: -25
Coercion: -25
Coordination: -25
Discipline: -35
Resilience: -35
Survival: -35
Vigilance: -45

Non-Career Skills: -10
Mechanics: -10

Force Powers/ Upgrades: -50
Range: -15
Strength: -15
So That's What...: -20

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