Dew Lanna by Durpe6iselda

Species
Wookiee
Career
Sentinal
Specializations
Sentry, force adherent, Warrior Aggressor, Mystic Seer, Warrior Colossus
System
Force and Destiny

9
Threshold 28
Current 0
Threshold 16
Current 2
Ranged 3
Melee 2

Placeholder Image

Characteristics

7
2
2
3
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) X 3
Computers (Int) X 0
Cool (Pr) X 0
Coordination (Ag) X 0
Deception (Cun) X 0
Discipline (Will) X 4
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) X 1
Stealth (Ag) X 2
Streetwise (Cun) X 0
Survival (Cun) X 0
Vigilance (Will) X 3
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) X 6
Melee (Br) X 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

lightsaber Axe
Range
Engaged
Skill
Lightsaber
breach 1, sunder, Cumbersome 3, superior, viscious 3
Damage
brawn+4
Critical
2
shock gloves
Range
Engaged
Skill
Brawl
3 stun
Damage
6 wounds, 3 strain
Critical
5
ion grenade
Range
Short
Skill
Ranged: Light
Blast 7, Disorient 5, Limited Ammo I, Stun Damage (Droid Only]
Damage
10
Critical
5

0
1280
5549
13/23

Weapons & Armor

lightsaber axe, dam 10, crit 2, en. 4, hp. 2,

breach 1, sunder, cumbersome 3, superior, vicious 3

Features: If attack against armor generates ♼♼, attacker is disoriented for 1 round., If attack against armor generates ☤, attacker is automatically hit for 8 damage., Counts as being equipped with shock gloves
costume power armor 2soak, 2 mdef, 2rdef, 6 enc, 6 hp

Personal Gear

stimpak 5, encumbrance 0, rarity 2

breath Mask/ Respirator, encumbrance 1,rarity 1

super backpack,-6 ,rarity

2 dufflebags, -2, rarity

inquisitor credentials,-,rarity (fuck if I know)

scanner goggles, encumbrance 0, rarity 3

climbing gear, encumbrance 1, rarity 2

emergancy repair kit 5, encumbrance 0, rarity

1 Taggeco shockhold hardened comlink, price 450, en 3, rare 4
automatic 2 fails to any checks made to decode and understand it's transmissions, and automatic 2 successes to any checks made to broadcast through a com jammer.

Red Cap:
as long as i have sufficient sacrifices housed in the red cap, may spend one destiny point to either nullify damage when targeted by a successful combat check or add unsoakable portion of damage too your combat check.

Assets & Resources

comlink (Long Range), encumbrance 2, rarity


http://swrpg.viluppo.net/transportation/starships/1829/

personal implants: VOCAL EMULATOR IMPLANT or i can sound like a dew
Corellian Arms "Storm" Charge Suit, Defence 0, Saok 2, En 3, Hard 0, rarity 6,
Rarity: 6
Price: 2,000
Categories: Heavy, Resistant
Soak: 2

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Reflect 2 FaD pg. 150 Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
grit 5 EotE pg. 136 Each rank of Grit increases a character’s strain threshold by one.
Toughened 4 EotE pg. 145 The character increases his wound threshold by two per rank of Toughened.
slieght of mind add 1 blue die to all stealth checks unless opposition in immune to force powers.
Wookiee Rage EotE. pg. 53 When a Wookiee has suffered any wounds, he deals + 1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he instead deals + 2 damage to Brawl and Melee attacks.
push aside after making a successful combat check with melee, brawl, or lightsaber against an engaged foe, may force the foe to move to short range in a direction of the opponnents choosing. Spend triumph to cause the opponent to fall prone after moving
Extended Reach when armed with a two-handed melee weapon may suffer one strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range)
Precision Strike When the Character inflicts a Critical Injury with a Brawl, Melee, or Lightersaber weapon, may suffer 1 strain to change the result to any Easy (1 purple) Critical Injury result.
Dodge 4 When targeted by combat check, may perform a dodge incidental to suffer a number of strain no greater than ranks of dodge, then upgrade the difficulty of the check by that number
Uncanny Reaction 3 Add 1 blue per rank of Uncanny Reactions to all Vigilence checks
Resolve2 When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1
fear the shadows Perform the fear the shadows action; make a hard (3 purple) Deception check to force a single minion group or rival to flee the encounter.
Improved Reflect When reflecting a hit that generated a dispair or 3 threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves
conditioned remove setback die per rank of conditioned from athletics and coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned
Impossible Fall Once per session, perform impossible fall incidental when falling make force power check and spend two force pips to decrease fall by one range band and land somewhere safe. Spend pips to decrease distance by 1 additional range band.
Intimidating 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.
Dedication. 2 (brawn), 1(Cunning) gain +1 to a single characteristic. this cannot bring a characteristic above 6
Fearsome 3 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.
sound investmets at start of game, get 100 credits for each rank in sound investment.
Sixth Sense increase ranged defense by +1
Keen eyed Remove setback die per ranks of keen eyed from all perception and vigilance checks. Decrease time to search an area in half
Rapid Reactions Suffer a number of strain to gain an equal amount of successes on initiative checks. Stain suffered cannot exceed ranks in rapid reactions
Sense Danger Once per game, remove 2 setback die from any 1 check
Sense Advantage Once per session, add 2 setback die to 1 NPC's skill check
The Force is my Ally Once per session, may suffer 2 strain to perform Force power action as maneuver
Natural Mystic Once per session, may reroll any 1 Force power check.
durable 3 may reduce critical injuries by 10 per rank of durable

Force Powers

Force Rating
6
Power
sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend3to sense all living things within short range (including sentient and non-sentient beings).
The user may spend 3 to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
control Ongoing effect: Commit force rating. Once per round, when the Force user makes
a combat check, he upgrades the ability of that check once
duration Sense’s ongoing effects may be triggered one additional time per round
strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control Ongoing effect: Commit Q Once per round, when an attack targets the
Force user, he upgrades the difficulty of the pool once.
Control spend pip. The Force user senses the current thoughts of
one living target with whom he is engaged.
Power
Ebb/Flow
Description
The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend 1 force pip to suffer 1 strain, then inflict 1
strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend 1pip to heal 1 strain. The Force user
may not activate this multiple times
Upgrade Effect
Control Ebb: When making a combined Ebb power check, may spend force pip to add threat to any checks made by engaged opponents until the end of next turn
Flow: When making a combined flow power check may spend force pip to
add advantage to any checks using the same skill until the end of next turn.
Control Commit force rating until the end of the current encounter. For the remainder
of the current encounter, add force die to all skill checks. Each light side and dark side pip adds either success or advantage to the check; each light side pip causes the user to suffer 1 strain and gain 1 Conflict.
Strength The Force user may spend 1 pip to increase the strain healed or inflicted by 1.
Range Spend 2 force pips to affect all other characters at short range
Strenght The Force user may spend force pips to increase the advantage or threat added by 1.
Control Ebb: When making a combined Ebb power check, may spend force pip to add failure to any checks made by engaged opponents until the end of next turn.
Flow: When making a combined flow power check may spend force pip to
add success to any checks using the same skill until the end of next turn.
Power
Unmatched Vigilence
Description
Once per game session at the beginning of a structured encounter, the character may spend 2 Destiny Points. If he does so, he determines the Initiative order of the first round fo the encounter. Characters still make checks to determine Initiative, but these results will only apply after Unmatched Vigiliance's effects end.
Upgrade Effect
Power
Endure
Description
VVhen the character suffers a Critical Injury with a severity no greater than Easy (1p), the character may activate Endure as an out-of-tum incidental and commit force die to temporarily ignore the effects of that injury. The character does not apply any results from me Critical Injury or add + 10 to further rolls on the Critical Injury Result table while 0 remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated)
Upgrade Effect
Mastery When activating Endure. the character may make an Endure power check. making a Discipline check with a difficulty equal to the severity of the Critical Injury and adding force die up the character's Force rating If the character succeeds on the check and generates force pips equal to the Severity of the Critical Injury, the Critical Injury is not suffered
strength 3 Increase the severity of Critical Injury that can be affected by one per Strength
upgrades purchased
Strength The character can use Endure to temporarily ignore a Critical Injury result of Dead
control 3 The character can commit one additional force rating temporarily ignore one additional Critical Injury per Control upgrade purchased.

Background

spent most of my time in the outerrim, I never liked home at all. Fuck home. they got what they deserved. one day i am talking about this at a bar and an inquisitor overheard me and thought i had a interesting opinion for a wookiee. ended up spending a couple months with inquisitor, and ended up saving his life. after that, inquisitor payed closer attention and descovered I was force-sensitive.

Motivation

Morality

morality: 30; Duty: 30 Empire, 0 Hutts, 0 Rebels; Contribution Rank: 4 Empire, 0 Hutts, 0 Rebels

Description

Other Notes

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