Len Dreddy by LennyDreddy

Species
Human
Career
Racer/Pilot
Specializations
System
Force and Destiny

5
Threshold 13
Current 8
Threshold 12
Current 5
Ranged 1
Melee 1

Characteristics

3
4
2
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 1
Athletics (Br) X 3
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) X 3
Coordination (Ag) X 2
Deception (Cun) X 3
Discipline (Will) 3
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) X 4
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 2
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 3
Gunnery (Ag) 0
Lightsaber (Ag) X 5
Melee (Br) 3
Ranged: Light (Ag) 4
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

blaster pistol
Range
Medium
Skill
Ranged: Light
stun setting
Damage
6
Critical
3
light saber
Range
Engaged
Skill
Lightsaber
breach 1 sunder burn 1 (spend 2 advantage to ignite opponent) parry
Damage
8
Critical
3
Shoto saber
Range
Engaged
Skill
Lightsaber
Breach 1 sunder vicious 1
Damage
9
Critical
1

40
865
154
8

Weapons & Armor

DC-15 blaster rifle



Repulsor Throwing Razor (850 credits)

Ranged Light
damage 5
critical 2
range medium
special guided 2
limited ammo 1 (must retrieve)
pierce 2
vicious 1
(2 advantage to return missed attack)

Ascian Throwing Daggers (6 total)
65 credits a piece

Ranged Light
Damage 1
Crit 2
Range - Short
Encum 1
HP 0
Price 65
Rarity 7
Special - Pierce 2
Limited Ammo 1


armor- heavy clothing

soak - 1
exncumbrance - 1
hp-0
50 credits



Personal Gear

comlink short range

3 unidentified kyber crystals


Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
grit (5) 1 Gain +1 strain threshold
skilled jockey (5) 1 Remove setback dice per rank of skilled jockey from all piloting (planetary) and piloting (space) checks the character attempts.
shortcut (10) 1 During a chase add boost per rank in shortcut to any checks made to catch or escape an opponent.
improved full throttle (15) 2 suffer one strain to attempt full throttle as a manuever and decrease its difficulty to average (double black diamond )
free running (15) 1 sufer 1 strain when making a move maneuver to move to any location within short range.
Supreme full throttle (20) 1 when performing full throttle top speed increases by 2 instead of 1
improved free running (15) 1 suffer 4 strain when making a move maneuver to move to any location within medium range
parry 1 When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
jump up 1 Once per round, may stand from seated or prone as an incidental.
ataru technique 1 When making a check using the Lightsaber skill, the character may use Agility instead of Brawn
reflect 1 When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Quick draw 1 Once per round, draw or holster a weapon or item as an incidental.
Conditioned 1 Remove b per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling 1 per rank of Conditioned.
dodge 1 When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Parry 1 When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Saber swarm 1 Perform SS maneuver suffer 1 strain to make next Lightsaber [agility] combat check this turn gain the linked item quality equal to force rating during check.

Force Powers

Force Rating
2
Power
Enhance (5)
Description
Roll enhance power when making athletics check.
Spend Fp to gain success or advantage on the check.
Upgrade Effect
Control (5) When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control (10) Take a Force Leap action: make a Enhance power check. The user may spend LIGHTSIDE point to jump horizontally to any location in short range.
Control (5) Enhance can be used with the Piloting (Space) skill.
Control (5) Enhance can be used with the Resilience skill.
Control (5) Enhance can be used with the Brawl skill.
Control (5) Enhance can be used with the Coordination skill.
Control (10) Enhance can be used with the Piloting (Planetary) skill.
Power
Move (5)
Description
spend fp to move 1 silouhette zero object within short range up to max range.
Upgrade Effect
Strength (10) Spend Lightside point to increase silhouette able to be targeted equal to strength upgrades purchased.
Range (5) Spend lightside point to increase power’s range by a number of range bands equal to range upgrades purchased.
Range (5) Spend LIGHTSIDE Point to increase power’s range by a number of range bands equal to range upgrades purchased.
Control (15) The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range.
Control (10) The Force user can hurl objects to damage targets, by making a Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette.
Control (5) The Force user can pull objects out of secure mountings, or out of an opponent’s grasp.
Range (15) Spend LIGHTSIDE point to increase power’s range by a number of range bands equal to range upgrades purchased.
Strength (10) Spend Lightside point to increase silhouette able to be targeted equal to strength upgrades purchased.
Power
Influence (5)
Description
May attempt to guide, shape and even twist the thoughts and feelings of others.
Special rule: dark side points only used for negative emotions, light side only for positive and either can be used for confusion.
Can spend one lightside point to inflict mental stress on an opponent engaged with causing 1 strain.
Upgrade Effect
Duration (5) Spend lightside point to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
Duration (5) Spend lightside point to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
Magnitude (5) Spend lightside point to increase targets affected equal to magnitude upgrades purchased.
Range (5) Spend lightside point to increase power’s range by a number of range bands equal to range upgrades purchased.
Magnitude (5) Spend lightside point to increase targets affected equal to magnitude upgrades purchased.
Control (15) When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend a lightside point to gain success or advantage (user’s choice) on the check.
Range (10) Spend lightside point to increase power’s range by a number of range bands equal to range upgrades purchased.
Strength (10) When stressing the mind of a target, the character inflicts 2 strain.
Range (10) Spend lightside point to increase power’s range by a number of range bands equal to range upgrades purchased.
Control (10) The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user sends lightside point
and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Animal empathy
Description
Can issue broad commands to turbo via the force at the cost of one maneuver
Upgrade Effect

Background

Motivation

Morality

OLIGATIONS

Obsession 15
addiction 5
bounty 5



5 xp and 1000 credits for extra obligation

Obsessed with avenging fathers death

EMOTION AL STRENGTH: Malleability- morally/ethically flexible judhges situation on relative circumstances for the good of the community as opposed to a strict legal code.

EMOTIONAL WEAKNESS: Dogmatic- when pressed or emotionally burned out this character falls back on rigid edicts instead of context. it takes emotional energy to grasp all points of view and sometimes there just isnt time.

MORALITY: 15

Description

Other Notes

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