Glorbo Fruttodrillo by Mattman7306

Species
Trandoshan
Career
Consular
Specializations
Arbiter
System
Force and Destiny

3
Threshold 15
Current 0
Threshold 12
Current 8
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
1
2
2
2
4

Skills

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

Attacks

Claws
Range
Engaged
Skill
Brawl
Damage
+1
Critical
3
Unattuned Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2

15
140
0
2/8

Weapons & Armor

Basic Lightsaber - Combat Tested: Owner adds a boost die to Discipline checks.
Heavy Robes - 150 credits, 1 defense

Personal Gear

Comlink - 25 credits
"Rider" Ascension Pistol - 275 credits, 1 encum, As an action, a character may make an Average difficulty Ranged (Light) check to fire the grappling hook onto an object at up to medium range. As another subsequent action, they may reel in the cord, pulling themselves to the target object (or, if the object is unsecured and lighter than they are, pulling the object to the character)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Regeneration 1 Edge CRB 50-51 Whenever a Trandoshan would recover one or more wounds from natural rest or recuperation in a Bacta tank, [they] recover one additional wound. [They] do not recover one additional wound when receiving first aid or medical treatment from a character, or when using a stimpack. Trandoshans can regrow lost limbs as well, though it usually takes at least a month before the limb is usable.
Sense Emotions 1 Add boost to all Charm Coercion and Deception checks unless target is immune to force powers.
Grit 1 +1 Strain threshold
Congenial 1 When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial.

Force Powers

Force Rating
1
Power
Influence
Description
The most basic form of Influence does not allow the Force user to guide or shape the thoughts of others. [They] can merely strain their mind, inflicting stress and exhaustion. The basic power has one effect that can be triggered multiple times on the same or different targets:
- The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.

When Influence is used to guide and shape thoughts and emotions, checks using a Dark point to generate Force points (◑) may be used to create negative emotions such as rage, fear, and hatred, but may not be used to evoke positive emotions. Checks using a Light point to generate Force points (◑) may create positive emotions such as peace, tranquility, and friendliness, but may not be used to generate negative emotions. More neutral emotions such as confusion can be elicited regardless of whether the check used Light points or Dark points to generate Force points (◑). This means that to generate negative emotions, the average player aligned with the light side must first roll a Dark point result, then flip a Destiny Point and suffer strain to use it to generate at least one Force point (◑) to spend.
Upgrade Effect
Magnitude The user may spend a Force point (◑) to increase the number of minds being affected equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets multiple times.
Control The user gains the ability to enhance [their] arguments and charisma via the Force. When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the user may roll an Influence power check as part of the pool. [They] may spend a Force point (◑) to gain a success result or advantage result (their choice) per point on the check.
Control To gain the ability to alter the thoughts and emotions of a living target with whom [they] are engaged, the user makes an opposed Discipline check against the target as part of the pool to activate the power. The user must spend a Force point (◑) and [they] must succeed on the check to force the target to adopt an emotional state such as fear, friendliness, or hatred, or to believe something untrue ("these are not the droids you are looking for"). The effect lasts for roughly five minutes, or one round of combat. If the Force user has the ability to affect multiple minds with this power (such as with the Magnitude upgrade), the Discipline check either must be opposed by the mind with the highest ranks in Discipline, or its difficulty must be set statically based on the number of minds (at the GM's discretion).
Range The user may spend a Force point (◑) to increase the range at which the character can tough minds by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.

Background

Glorbo was a Jedi Knight of the Republic during the Clone Wars. He, like the others, was betrayed and struck down by the clone legions he lead and left for dead on a frigid arctic world. Several centuries later, by the will of the Force and the regenerative properties of his species, Glorbo returned to life at the tail end of the Second Imperial Civil War. Seeking out the descendants of the Jedi, Glorbo has found himself an Imperial Knight of the Galactic Federation Triumvirate, a position he is uncomfortable with as he believes the grey Force traditions of the Imperial Knights to be heretical.

Motivation

Restore the Jedi Order and practitioners of the light side as the arbiters of peace and justice in the galaxy. Pragmatically he sees the first steps to accomplishing this as defeating dark side wielders as part of the Imperial Knights, but makes his objections to their practices known.

Morality

53 - Pride/Arrogance
As was typical of the Jedi of his era, Glorbo views the Jedi as the sole arbiters of justice in the galaxy and follows a dogmatic adherence to the Jedi Council, unable to see that the Jedi Order he served were no longer the paragons of the Light they believed they were.

Description

Greenish-brown Trandoshan, wears a grey robe with navy blue cloak. Wields a lightsaber that was once green but is now a dull-grey, which he believes is due to damage to the crystal.

Other Notes

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