Rawr rawr by Bcain001

Species
Wookie
Career
Mystic
Specializations
Makashi duelist
System
Force and Destiny

5
Threshold 17
Current 0
Threshold 10
Current 0
Ranged 1
Melee 1

Characteristics

3
2
2
2
2
2

Skills

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

Attacks

Curved Hilt Lightsaber (Blue)
Range
Engaged
Skill
Lightsaber
Breach, Sunder, Defensive
Damage
6
Critical
2
Curved Hilt Shoto (Green)
Range
Engaged
Skill
Lightsaber
Accurate, Breach, Sunder, Defensive
Damage
6
Critical
2
Brass knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
1
Critical
4
Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
1
Critical
4
Truncheon
Range
Engaged
Skill
Melee
Disorient 2
Damage
2
Critical
5

0
250
1290
11/7

Weapons & Armor

Curved Lightsaber (Blue) - 1 enc - The basic lightsaber is, in essence, the baseline to which all other lightsabers and their variants are compared. It consists of a basic hilt constructed from whatever material was available to the builder, typically metal or composites. Simple weapons, though still exceedingly elegant, all lightsabers are equipped with some form of kyber crystal. Kyber crystals are actually a broad family of different types of crystals. Though these can vary in shape and coloration, and even certain properties, kyber crystals share certain unique attributes. These attributes allow kyber crystals to be used within lightsabers, enabling them to focus the lightsabers’ power into their signature energy blades. Prior to the rise of the Empire, nearly every lightsaber constructed by the Jedi Order during the Clone Wars contained a crystal gathered by a Padawan on the planet Hum as part of the journey to become a Jedi Knight. These Hum specimens are some of the best examples of kyber crystals.

Curved Shoto (Green) - 1 enc -Essentially miniaturized lightsabers, shotos are one of the more common lightsaber variants. A lightsaber created for duelists, the shoto was initially designed as an offhand weapon for individuals who practiced the two-handed Jar’Kai school of lightsaber combat. As they grew in popularity, shotos were adopted as a primary weapon by Jedi and Sith whose small statures made the use of a standard-sized lightsaber difficult or impossible. Some, especially students of the Ataru school, forsook standard-sized lightsabers altogether, instead wielding two shotos. This allowed these individuals to make good use of the acrobatic forms inherent in Ataru to deliver quicker and more accurate blows than an individual wielding a single full-sized lightsaber or even a lightsaber/shoto combination. Perhaps the most famous shoto user was the Jedi Master Yoda, who carried a green-bladed shoto which he used to shocking effect.

(Curved - The curved hilt is preferred by duelists and practitioners of the lightsaber combat form Makashi. This modification allows for both better control and better flexibility when handling the lightsaber, and for more force behind overhand strikes. Adds automatic Advantage to successful Lightsaber combat checks when engaged with a single opponent.)

Brass Knuckles x2 - 1 enc each - Little more than a set of thick metal rings worn on the fingers and welded to a horizontal bar held in the fist, brass knuckles are the smallest, simplest, and easiest- to-conceal type of Brawl weapon available. Among the more civilized places of the galaxy, brass knuckles are looked down upon as the weapons of petty criminals, bounty hunters, and other undesirables.

Truncheon - 2 enc - Made from a number of organic and inorganic materials such as metal, wood, and bone, truncheons are simple blunt weapons used by law enforcement agencies across the galaxy. These ostensibly non-lethal weapons are common in more enlightened areas where outright killing a criminal suspect is frowned upon.

Armored Robes - 5 enc - Often worn by Jedi engaging in dangerous activity during the Clone Wars, armored robes grant exceptional protection. Armored robes are distinct and unmistakable, however, making them uncommon in Imperial space. Durable, hard-wearing robes are draped over a variant on the standard Jedi tunic and pants. Attached to the tunic and pants are sets of plasteel plates that provide similar protection to heavy battle armor. Of course, such gear is highly illegal on any Imperial world.

Personal Gear

Comlink (hand held) - Comlinks are the most common communication devices in the galaxy. Small, convenient, and easy to use, they come in a variety of designs ranging from complex handheld devices that can transmit audio, video, and data to simple headset comlinks used to talk to nearby companions.
Most are simple two-way devices that can transmit and receive to a single mated unit at relatively long ranges over land and even into low orbit, but there are models that can transmit to multiple users at once or network whole groups together on the same frequency. Larger, longer-range models are carried in a satchel or backpack and can reach across entire planets. Most comlinks, especially those made specifically for military or law enforcement use, can be encrypted for secure lines of communications. While they are largely foolproof, comlinks can be disrupted by certain terrain features, atmospheric disturbances, and deliberate signal jamming.

Stimpacks (x3) - Stimpacks are small, single-use autoinjector systems containing a powerful cocktail of bacta, painkillers, anti-inflammatories, antibiotics, and other medications designed for quick healing in the field. Stimpacks are produced by most pharmaceutical corporations, especially Chiewab and Athakam.
It takes a maneuver for a character to inject a stim- pack into himself or another. Stimpacks are one-use items, and they automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one fewer wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already too oversaturated with the medicine for it to have any effect. It takes a day for the character’s body to process the stimpacks and to be able to use them at full effectiveness. See page 227 for more information.

Utility Belt (x3) - Utility belts let travelers keep valuable tools and items close at hand. Contents and configurations vary by user, and many include integral holsters or gun belts.
Utility belts increase a character’s encumbrance threshold by 1.

Backpack - Most backpacks are simple textile constructs with a number of compartments and external pouches good for just about anything. More advanced models, such as those built for back-country adventuring or other strenuous outdoor activities, are reinforced and often have lightweight internal supports that allow for the easy carrying of heavy loads.
Backpacks increase the character’s encumbrance threshold by 4.

Fusion Lantern - Fusion lanterns are a combination power source, light, and area heater. Extremely durable and with a reputation for reliability, fusion lanterns can, with the right connecting cables, power all manner of electronics.

Climb Gear - Climbing gear comprises tools used to scale steep or sheer surfaces. Whether for a stony cliff or office tower, climbing gear is essential for those who need to access otherwise unreachable places. Most sets of climbing gear include a few coils of synthrope or liquid cable, a hook or adhesive attachment, and a number of pitons, picks, hammers, and other tools used to secure lines.

Breathmask - Designed to allow sentient beings to breathe in dangerous atmospheres, respirators and breath masks are common pieces of survival gear. At their most basic, respirators are small plugs worn in the nose that filter atmospheric contaminants. More sophisticated versions feature partial or full face masks with on-board atmospheric gases and adjustments for pressure and gas mix. Some are even designed to be used underwater, employing a synthetic gill technology to allow air- breathing sentients to breathe water or to carry their required atmospheric gases with them into the deeps.

Ration Pack (x4) - Ration packs are typically bland, flavorless affairs that contain an entire meal packed with necessary nutrients and vitamins in a small, easily portable bag or box. They contain everything needed to heat and eat, with a chemical heater, an entree, sides, and often a dessert. Also included are disposable eating utensils and small single-serving packets of spices and condiments. Each ration pack is good for one meal. Ration packs are produced in a dizzying array of styles suited to the metabolisms of most species in the galaxy.

Datapad - A powerful combination of communications device, holo-messenger, handheld computer, and personal database, datapads are designed to combine a number of common consumer electronics in one small, easy-to-use package. Most have touch screens, but some more advanced models use holographic imaging devices to project their data, and all can be connected to the galactic HoloNet. All datapads can be encrypted, and many have emergency data destructs that wipe their memory if they are lost or stolen.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Resist Disarm - Active 1 Force and Destiny pg 82 Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Parry - Active 1 Force and Destiny pg 82 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Makashi Technique - Passive 1 Force and Destiny pg 82 When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Feint - Passive 1 Force and Destiny pg 82 Spend 1 Triumph or 3 Advantage generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.
Improved Parry - Passive 1 Force and Destiny pg 82 When parrying a hit that generated 1 Dispair or 3 Threat may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Sum Djem - Passive 1 Force and Destiny pg 82 May spend 1 Triumph or 2 advantage with successful Lightsaber check to disarm opponent.
Duelist's Training - Passive 1 Force and Destiny pg 82 Add boost dice to Melee and Lightsaber checks when engaged with only one opponent.
Grit - Passive 2 Force and Destiny pg 82 +2 Strain Threshold
Wookie Rage - Passive 1 Edge of the Empire When a Wookie has suffered any wounds, he deals +1 Damage to Brawl & Melee attacks. When critically injured, it increases to +2 damage.

Force Powers

Force Rating
1
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend Force dice to gain Success or Advantage (user’s choice) on the check.
Upgrade Effect
Control Take a Force Leap action: Make an Enhance power check. The user may spend Force dice to jump horizontally to any location in short range.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend Force dice 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
Strength Spend Force dice to increase silhouette able to be targeted equal to Strength upgrades purchased.
Strength Spend Force dice to increase silhouette able to be targeted equal to Strength upgrades purchased.

Background

Former Jedi Knight, left order to follow the force and get away from what I perceive as corruption

Motivation

Enlightenment: The character seeks spiritual and intellectual enlightenment above all else. He does not seek to bring enlightenment to others, for he realizes that such a goal is innately personal

Morality

Ambition: An ambitious character sets a lofty goal for himself and then strives to accomplish it. The harder the task, the more willing the character is to take it on, and the greater the triumph when he finally succeeds.
Greed: An ambitious character is only as selfless as his goals. Those who strive for worldly pleasures, whether power, wealth, or personal comforts, can quickly find their ambition turning to simple greed.

Description

Male, age 28, 7' 11", Muscular, with white hair and red eyes. Pretty much a giant albino who never gets enough sleep and is very upset about the latter.

Other Notes

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