Kraxx Skulz by Des

Species
Trandoshan
Career
Warrior
Specializations
Aggressor
System
Force and Destiny

8
Threshold 21
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

5
1
2
2
3
2

Skills

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

Attacks

Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3, Claws
Damage
6
Critical
3
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun
Damage
8
Critical
3

400
400
3990
6/10+5

Weapons & Armor

Heavy Battle Armor (5 Enc( 2 while worn), 3 Soak, 1 Defense, 4 HP)
*(1 HP) Superior Customization

Brass knuckles (1 Enc)

Heavy Blaster Pistol (2 Enc, 3HP)
*(1 HP) Blaster Actuating Module (+1 dmg/1 setback)

Personal Gear

Comm Link (handheld)
5 Stimpack
Glowroad (1enc)

Utility Belt
Extra Reload

Backpack
Emergency Repair Patch

Assets & Resources

Regeneration: Whenever a Trandoshan would recover one or more wounds from natural rest or recuperation in a Bacta tank, he recovers one additional wound. He does 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.

Claws: When a Trandoshan makes Brawl checks to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 2 +2 Strain Threshold
Toughened 2 +4 Wound Threshold
Sense Advantage 1 Once per session, may add ■ ■ to 1 NPC's skill check.
Crippling Blow 1 Increase the difficulty of next combat check by 1 If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
Prey on the Weak 1 The character deals + 1 damage to one hit on all successful combat checks against disoriented targets per rank of Prey on the Weak.
Dedication 1 +1 Brawl
Fearsome 3 When an adversary becomes engaged with the character, the character may force the adversary to make a fear check (see page 326), with the difficulty equal to the character’s ranks in Fearsome (rank 3). At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.

Force Powers

Force Rating
3
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 Force to gain Success or Advantage (user’s choice) on the check.
Upgrade Effect
Control 3 * Resilience
* Brawl
* Ongoing effect: Commit Force. The user increases his Brawn characteristic by 1 (to a maximum of 6).
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light/Dark use): When guiding and shaping thoughts, only Dark Force may be used to generate negative emotions such as rage,
fear, and hatred. Only Light Force may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either Light or Dark Force.
The character may spend Force to stress the mind of one living target he is engaged with, inflicting 1 (upgraded to 2) strain.
Upgrade Effect
Control 1 The Force user may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the user spends Force 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.
Strength 1 Inflicts 2 strain

Background

COMFORTABLE WITH TECH
Many of the worlds and cultures across the galaxy have a high level of technological sophistication. Droids and the HoloNet are tools that many sentients use on a daily basis. Starships and repulsor lift craft are a common sight on many worlds, and characters are likely comfortable using these fantastic devices. Most adult individuals from these sorts of worlds enjoyed an education that included a solid grounding in engineering and the hard sciences. This level of technological familiarity is considered the norm for the civilized galaxy.
Most of the planets from the Core Worlds to the Outer Rim fall into this category. Even frontier and colonial worlds tend to have denizens familiar with standard galactic technologies, even if said technologies are rare or unavailable. These planets are typically a part of wider galactic society. Citizens of these worlds who wish to avoid technology must make a deliberate effort to do so.

PRAGMATIC POWER
Characters who recognize their Force potential do not always readily acknowledge its spiritual associations. Some see their powers and talents as tools they can use to advance their lives or accomplish their goals. This may help them to be more successful in their career of choice, enabling them to transform the world in a way that fits with their personal philosophies.
Many deny the fundamental goodness or evil of the Force, insisting that consequences for success and failure are far more important than any spiritual elements. Such characters are no more or less likely to make choices or perform actions that could be classified as “good” than those that could be classified as “evil.”However, in their minds, their preference for a certain moral choice is independent of the powers they wield. This can prove problematic if, for example, a character believes his righteous anger is a reasonable motivator for his actions. Such a character may constantly flirt with the dark side of the Force and never realize it.
Learning or denying Force philosophies and histories invariably plays into the stories of characters from this background. Eventually, the character likely learns of the truth of the Force. Whether he embraces this knowledge or denies it and continues on his chosen path can prove to be a very interesting opportunity for character development.

DESIRE FOR UNDERSTANDING
Having realized he has some untapped power at his disposal, the character now wishes to know what this power is. Simple research on his home planet or via the HoloNet has yielded nothing, so he must set out into the wider galaxy to see what he can learn about his odd abilities.

Motivation

Ambition: Glory: Fame and the spotlight beckon to this character. He wants to perform great deeds, and be celebrated for them.

Wants to be seen as righteous, worthy, powerful, and strong in the eyes of the Scorekeeper. "High score wins."

Morality

Justice: The character strives for just and deliberate actions in his life, and in his interactions with others. He attempts to make the objectively right choice every time, knowing that justice is more likely to guarantee positive outcomes than sympathy or other emotional displays.

Cruelty: All too often, the cruel use justice to excuse their actions. If one stops himself from tempering justice with empathy and understanding, he can inflict great harm on others and feel justified doing it. Eventually, he can grow to revel in the suffering of others, even as he deludes himself into thinking he makes the "just" choice.

Description

6'4
240 lbs
Green-Brown scales with numerous markings, Black eyes.
Broad shouldered and brusque. Comfortable with technology and uses tools as they present themselves, but still prefers the honor of a good brawl.
Uses the Force to further his professional reputation and success.

Other Notes

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