Padawan Gromm"ash Hells'cream by NHance

Species
Kyuzo
Career
Sentinel
Specializations
Shien Expert, Padawan
System
Force and Destiny

5
Threshold 14
Current 12
Threshold 16
Current 2
Ranged 3
Melee 3

Placeholder Image

Characteristics

3
3
2
3
3
1

Skills

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

Attacks

Single Hilt Saber, Ilum crystal
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Viscous 2
Damage
10
Critical
1
Kyuzo War Shield (Melee)
Range
Engaged
Skill
Melee
Cumbersome 3, Defensive 1, Deflection 2, Disorient 1
Damage
4
Critical
4
Kyuzo War Shield (Thrown)
Range
Short
Skill
Ranged: Light
Cumbersome 3, Defensive 1, Deflection 2, Disorient 1
Damage
4
Critical
4
Solari Crystal Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Defensive 2, Reflect -1 Strain, Improve Reflect -1 t
Damage
8
Critical
2

20
390
3440
6/12

Weapons & Armor

Jedi Training Suit (Unweighted)

Lightsaber Single Hilt
1. Solari Crystal 3HP
Breach 1, Sunder, Defensive 2, Reflect -1 Strain, Improve Reflect -1 t
2. Reflex Grip 2HP
When lightsaber is used to Parry or Reflect, suffer 1 additional strain, but count Parry and Reflect ranks as 1 higher.
-Mods: Defensive +1, Deflection +1

Kyuzo War Shield: Enc 3
User may spend aaa from any combat check to throw the weapon to cause the shield to ricochet back to their grasp.

Personal Gear

Verpine Headband Enc 1
A Character wearing this headband does not become incapacitated by exceeding his/her strain threshold, instead for each strain he/she suffers over their threshold they also suffer a wound and is disoriented for as long as the excess strain exists.

Jedi Kit
1. Concealing Robes
-Add ⬛ to checks to notice or recognize an individual wearing concealing robes.
2. Jedi Utility Belt
-Three day supply of food capsules, emergency medpack, Jedi multi-tool, Jedi lightsaber maintenance kit, slim glow rod, comlink, and an Aqua breather. Increase encumbrance threshold by one.

"Rider" Ascension Pistol
Average (dd) Ranged Light check to fire grappling hook up to medium range. Action to reel in cord.
Average (dd) Athletics check to reel in himself and another character.

Scanner Goggles
User may see normally in dark conditions

Stimpacks (4)

Amulet of Protection 1 Encum
Often as a Ring or Brooch. When active allows wearer to ignore environmental effects such as fire, acid and corrosive atmospheres. They always act as if in a standard gravity field and may breath normally, even under water and in a vacuum. Weapons with the Burn quality do not count as having that quality when used in an attack against the user. Easy (1 Diff) Discipline or Knowledge-Lore. 1 hours. 300cr R4 ⬛⬛

Modular Backpack Frame:
-Storage Unit (25 credits, Encumbrance -, Rarity 2): This empty module has a variety of pockets and pouches designed to store survival gear, spare blaster gas canisters, power packs, field rations and a variety of other pieces of equipment used by the Rebel Alliance. This unit increases the wearer's encumbrance capacity by 3.

Assets & Resources

Downtime- 0hrs

<Stored Items>

1. Ilum Crystal 2HP
-Mods: Dmg +4, Crit -1, Viscous +2

2. Shien Reverse Grip 1HP
-Wielder adds a to all Lightsaber (Cunning) checks, but adds t to all other Lightsaber checks.

Critical Injuries & Conditions

Conflict-
Disorient-

Operation Majestic Mynock

rolled a d100: 99 + 70 for at total of 169
Crit 169: Dead: Complete, obliterated death.

Talents

Name Rank Book & Page Description
Reflect 4 Force and Destiny - Core Rulebook P: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), if the character is wielding a lightsaber, he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Reflect. This talent may only be used when the character is wielding a Lightsaber weapon.
Reflect [Improved] 1 Force and Destiny - Core Rulebook P:150 Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check that generates y or ttt, and the character uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character automatically hits one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack’s hit must be one that is able to be reflected and redirected (generally only blaster weapons fall into this category; anything else is subject to GM oversight). This ability may not be used if the original attack disables the character.
Reflect [Supreme] 1 Force and Destiny - Core Rulebook P:150 Force talent. If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3.
Street Smarts 1 Force and Destiny - Core Rulebook P:152 The character removes ⬛ per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Shien Technique 1 Force and Destiny - Core Rulebook P:151 Force talent. When making a Lightsaber skill check, the character may use Cunning instead of Brawn.
Grit 1 Force and Destiny - Core Rulebook P:144 Each rank of Grit increases a character’s strain threshold by one.
Side Step 1 Force and Destiny - Core Rulebook P:151 Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character’s next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.
Saber Throw 1 Force and Destiny - Core Rulebook P:151 Force talent. The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding C no greater than his Force rating to the check. The character must spend 🌓 and succeed on the check to hit his target; he may spend 🌓🌓 to have his weapon return to his hand after resolving the attack.
Conditioned 1 Force and Destiny - Core Rulebook P:141 The character removes ⬛ per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by one per rank of Coordination.
Quick Draw 1 Force and Destiny - Core Rulebook P:149 Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Parry 2 Force and Destiny - Core Rulebook P:149 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Parry. This talent may only be used when the character is wielding a Lightsaber or Melee weapon.
Well Rounded 1 Choose 2 skills, they permanently become career skills. (Leadership & Survival)

Force Powers

Force Rating
1
Power
Move
Description
The Force user can move small objects via the power of the force.
The user may spend 🌓 to move one object of silhouette 0 that is within short range up to his maximum range (Short by default)
Upgrade Effect
Control Force user can hurl objects to damage targets, by making a Ranged Combat Check combined with a Move power check, dealing damage equal to 10 times the silhouette.
Range 2 Spend 🌓 to increase powers range b a number of range bands equal to range upgrades purchased.
Control The Force user can pull objects out of secure mountings or out of an opponents grasp.
Magnatude 2 Spend 🌓 to increase targets affected equal to magnitude upgrades purchased.

Background

Gromm"ash was discovered as force sensitive at an early age by Jedi explorers in some canyons on his homeworld of Phatrong. Upon discovery he was gladly offered to the Jedi Order by his family, honored to have a heir join their ranks.

Upon training at the Temple, Gromm"ash flourished at physical tests due to his homeworld's gravitational differences. He held fast to the teachings of the Shien lightsaber technique, preferring to redirect projectiles and take a more defensive approach.

Recently receiving assignment to the 270th Gromm"ash looks forward to get out and test his strength against the rest of the galaxy. Hoping to bring a swift end to the war while protecting as many people as he possibly can.

Motivation

Survival, Personnel
Gromm"ash has always thought of himself as a protector, of his fellow Jedi, the clones he fights beside and ultimately the Republic in it's entirety. He feels that it is his personal responsibility to save as many lives as possible as the war rages on.

Duty CR1 0: Tactical Support: Individually, the members of the Jedi order are now very few, and may have great difficulty against their opponents. Only by working together can they hope to achieve a victory in this civil war. This PC is devoted to helping fellow Jedi fulfill their Duties, by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping. The PC has many more opportunities than his fellows to fulfill his Duty to the Jedi order.

Morality

89
Strength: Bravery FaD pg53
The character's bravery is quite remarkable.
Whether facing down a charging rancor or racing into a
burning building to save innocents, he is always willing to
take risks to help others.

Weakness: Recklessness FaD pg53
Of course, a little thought can go a long way towards saving someone from a major mistake, which this character may find out to his sorrow on more than one occasion. Reckless behavior can leave him in dangerous
situations or at the mercy of more calculating individuals

Description

17 years old, 6'6" 185lbs blue-green skin with yellow eyes.
Gromm"ash wears goggles and a respirator along with dark brown robes over a lighter brown training suit.
Orange Lightsaber blade due to the Orange Solari Crsytal

Other Notes

90xp Characteristics
30-Brawn 30--Cunning 30-Willpower

30xp Force Powers
10-Move 5-Range 5-Range 10-Control

130xp Talents
5-Street Smarts 35-Reflect 10-Shein Technique 15-Grit 15-IR 20-Saber Throw 25-Supreme Reflect 5-Side Step

9500cr
1000-Jedi Kit
3200-Lightsaber/Fully Modded
4200-Reflex Grip/Two Mods
100-Shien Reverse Grip Customization
400-Jedi Training Suit
150-Scanner Goggles
275-"Rider" Ascension Pistol
100-Stimpacks
75cr remainder

48hrs downtime for 5xp
72hrs downtime for 15 Duty

Missions
Operation Hover Convoy: 25/10/1000/24hrs
Operation Yarr: 35/15/1000/24hrs
Operation Seeking Legends Group 1: 15/10/0/0 +Solari Crystal
Master Class: Discipline 40/15/1000/24hrs
Visions of Hespry: 25/15/1000/24
Operation Majestic Mynock: 20/20/1000/24hrs/Dead: Complete, Obliterated, Death.

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