Captain Ferrum by Cirex22

Species
Duros
Career
Smuggler
Specializations
Scoundrel, Gunslinger, Padawan Survivor
System
Edge of the Empire

3
Threshold 16
Current 6
Threshold 14
Current 5
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
3
2
3
3

Skills

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

Attacks

Ferrum's Pistols (2)
Range
Medium
Skill
Ranged: Light
Paired, Stun Setting, Accurate 1, Aim as incidental
Damage
7
Critical
4
SE-14C Holdout Pistol
Range
Short
Skill
Ranged: Light
Auto-Fire, Stun Setting, 2 Setbacks to detect
Damage
5
Critical
4
Ferrum's Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, Accurate 1
Damage
+1
Critical
2

2500
3/8

Weapons & Armor

Ferrum's Pistols- A pear of modified Heavy Blaster Pistols, these blasters each have Electronic Sighting Systems which allow aiming as an incidental, as well as including the Accurate mod; They come as a pair, and only require one advantage to land a hit with the second blaster.

He also has an SE-14C Holdout Pistol with the sight filed off tucked somewhere on his person: This weapon is hard to detect, and hits just as heavy as any full-grade pistol, thanks to it's fully automatic battery pack.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Rapid Reaction 84 EotE Suffer 1 strain to add one success to initiative rolls
Quick Strike 2 84 EotE Add 2 boost to attacks against foes who haven't acted yet
Side Step 84 EotE Suffer 1 strain to upgrade difficulty of incoming ranged by 1
Dodge 87 FaD Suffer 1 strain to increase difficulty of incoming combat checks by 1
Conditioned 87 FaD Remove 1 setback from athletics/coordination checks, reduce fall damage by 1
Master of Shadows 103 DoR Once per round, suffer 2 strain to decrease diff of stealth/skulduggery by 1
Sleight of Mind 103 DoR Add a boost to stealth checks unless the observer is immune to the Force
Improved Quick Draw 31 FC May draw/holster up to 2 weapons or items as an incidental per round
Spitfire 31 FC After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon
Guns Blazing 31 FC As an incidental, suffer 2 Strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons
Jump Up 87 FaD Jump from prone as an incidental

Force Powers

Force Rating
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend F 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 F to increase silhouette of target by 1
Control The Force user can pull
objects out of secure
mountings or out of an
opponent’s grasp.
Range Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased.
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 F to gain s or a (user’s choice) on the check.
Upgrade Effect
Control Can be combined with resilience checks
Force leap up to medium, as an action.
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Duration Sense's ongoing effects are triggered one additional time per round
Control Commit a Force Die, once per round when an attack targets Ferrum, the pool is upgraded once.

Background

Motivation

Obligations

Description

Other Notes

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