Zarlu Norr by Frankyg516

Species
Clawdite
Career
Hired Gun
Specializations
Enforcer, Marauder
System
Edge of the Empire

7
Threshold 24
Current 0
Threshold 11
Current 3
Ranged 1
Melee 1

Placeholder Image

Characteristics

5
3
2
3
2
2

Skills

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

Attacks

Shock Gloves
Range
Engaged
Skill
Brawl
Stun 3
Damage
+0
Critical
5
Combat Knife
Range
Engaged
Skill
Melee
Damage
+1
Critical
3
Heavy Blaster
Range
Medium
Skill
Ranged: Light
Stun Mode
Damage
7
Critical
3
Shield Gauntlet (left)
Range
Engaged
Skill
Brawl
Deflection 2, Stun Damage
Damage
+1
Critical
4
Exogloves
Range
Engaged
Skill
Brawl
Knockdown
Damage
+2
Critical
4
Electrostaff
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Linked 1, Stun Setting, Unwieldy 3
Damage
+4
Critical
3
DC-15 Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Cumbersome 3, Pierce 1, Stun Setting
Damage
10
Critical
3
WESTAR-35 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
6
Critical
2
Gaffi Stck
Range
Engaged
Skill
Melee
Auto Advantage, Defensive 1, Disorient 3
Damage
+3
Critical
3

0
94
17/18

Weapons & Armor

Shield Gauntlet
Encumbrance 1
HP 0
-equipped

Elecrostaff
Encumbrance 4
HP 3
-equipped

Exogloves
Encumbrance 2
HP 1
-equipped

Shock Gloves
Encumbrance 0
HP 1

Combat Knives x2
Encumbrance 2
HP 0

Combat Knife
Encumbrance 1
HP
-Serrated Edge
Base Modifier: Vicious +1
-equipped

WESTAR-35 Blaster Pistol
Encumbrance 1
HP 3
-equipped

Heavy Blaster
Encumbrance 2
HP 3
- Built-In Blaster Sight
HP 1
Base Modifier: Remove 1 setback die imposed by the 'Called Shot' use of the Aim maneuver from Ranged (Light) and (Heavy) checks.
- Blaster Accentuating Module
Base Modifier: Damage +1, Add 1 setback dice to all checks made with weapon.
Mod Options: 2x "Damage +1", 2x "Pierce +1"

DC-15 Blaster Rifle
Encumbrance 6
HP 4

Jetpack
Encumbrance 2
-equipped

Gaffi Stick
-Encumbrance 3

Officer Uniform
Soak 2

Personal Gear

Mark 3 Modular Backpack
+8 Encumbrance Threshhold

Assets & Resources

3 pieces kyber crystal jewelry

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Intimidating 2 May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in intimidating.
Fearsome 2 When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome
Street Smarts 2 Remove (setback dice) per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks
Talk the Talk 1 When making a Knowledge skill check, the character may spend 1 Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill
Toughened 6 Gain +2 wound threshold
Durable 1 May reduce any Critical Injury suffered by 10 per rank or Durable to a minimum of 1
Stunning Blow 1 When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak
Natural Enforcer 1 Once per session, may re-roll any 1 Coercion or Streetwise 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.
Loom 1 When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds (advantage) per rank in Coercion to the ally’s check.
Walk the Walk 1 May spend 1 Destiny Point to add damage equal to ranks in Street Wise to one hit of a successful Brawl check
Second Wind 1 Once per encounter, may use Second Wind incidental to heal Strain equal to ranks in Second Wind
Lethal Blows 2 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents
Feral Strength 3 Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills
Heroic Fortitude 1 May spend 1 Destiny Point to ignore of Critical Injuries on Brawn or Agility checks until the end of the encounter
Enduring 2 Gain +1 Soak Value
Knockdown 1 After hitting with a melee attack, may spend triumph to knock the target prone
Dedication 1 Gain +1 to a single characteristic. This cannot bring a characteristic above 6
Frenzied Attack 1 When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed the ranks in Frenzied attack.

Background

Motivation

Obligations

Family: 10
Favor: 5

Description

Other Notes

Actual Name: Praxam Vazek
Father: Zod
Brother: Dorvos
Mother: Zedis
Actual Form: http://oakthorne.net/wiki/images/SW-Clawdite.jpg

Mandalorian Armor
Soak 2
Defense +1
Encumbrance 6
HP 5

Changeling: As an action, suffer 3 strain and make an Average (2 difficulty) Resilience check. Success allows to change appearance to match a character who was previously observed. Others must make an opposed Perception vs Deception check to detect something is amiss.

Wearing one or more exogloves increases a character's Brawn by 1. As an action, a character may make an Average (2 difficulty) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, they may reel in the cord, pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).

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