Xev Tallus by Gabriel410

Species
Shi'ido
Career
Colonist
Specializations
Marshal
System
Edge of the Empire

5
Threshold 16
Current 0
Threshold 17
Current 1
Ranged 1
Melee 2

Placeholder Image

Characteristics

3
2
2
4
1
3

Skills

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

Attacks

DDC-MR6 Modular Rifle
Range
Medium
Skill
Ranged: Heavy
Stun Setting
Damage
7
Critical
3
Westar-35
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting, inaccurate 1, linked 1
Damage
6
Critical
2
Westar-35
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
7
Critical
2
Crushgaunts
Range
Engaged
Skill
Brawl
Accurate 1, Stun Setting, inaccurate 1, linked 1
Damage
+4
Critical
2
Kal Dagger
Range
Engaged
Skill
Melee
Cortosis, Sunder, Vicious 2
Damage
+2
Critical
1
Beskad
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Sunder, Vicious 3
Damage
+3
Critical
2
Missile Launcher
Range
Long
Skill
Ranged: Heavy
Blast 10, Breach 1, Inaccurate 1, Limited Ammo 1, Prepare 1
Damage
15
Critical
3

35
210
16/16

Weapons & Armor

Mandalorian Armor
1 defense
2 soak
6 encumbrance
5 HP

HP Usage:

In Helmet Scanner - Remove 1 setback die from darkness or lack of visibility. Allow the detection of heat sources up to medium range. - 1 HP

Biofeedback system - 2 HP

Portable Plasma Shield - 1 HP

DDC-MR6 Modular Rifle
8 dmg
3 crit
3 enc
6 HP

HP Usage:

Integrated Scanner - 2 HP

Baanthas Eye - 1 HP

Sonic Scoop - 1 HP

Augmented Spin barrel - 2 HP


Wester-35(first)
11 damage
3 crit
Medium
3 HP
Accurate 1
Stun setting

HP usage:
Paired: Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.

Custom grip - Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.

Hair trigger - Gains Linked 1 & Inaccurate 2



Wester-35(second)
6 damage
2 crit
Medium
3 HP
Accurate 1
Stun setting

HP Usage:
Paired - Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.

Hair trigger - Gains Linked 1 & Inaccurate 2

Blaster Actuating Model - Damage +1, and Add 1 setback dice to all checks made with weapon.

Crushgaunts
+4 dmg
2 crit
1 enc
0 HP

Kal Dagger
+2 dmg
1 crit
1 enc
1 HP - Mono-Molecular Edge (-1 Crit rating)

Beskad
+3 dmg
2 crit
4 enc
2 HP

HP Usage:
Balanced Hilt - Accurate +1

Personal Gear

Utility belt - +1 enc
MK III Backpack(+2 enc) + 6 pockets(+6 enc) - +8 enc


Cybernetic Arm - +1 brawn

Cybernetic Handsomeness :) - +1 Leadership skill

Z-6 Jetpack
1 silh
2 speed
0 handling
3 system strain

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
SkinShifting 1 As a maneuver, may suffer 1 strain to shape-shift. Must make a P Resilience check to shape-shift into a Silhouette 1 being, a PP Resilience check for shape-shifting into Silhouette 2, or a PPPP Resilience check for shape-shifting into Silhouette 3. If successful, change appearance to match that of a previously observed character. T may be spent to become stuck in that form for 1 week per T. Any observers who would want to recognize the disguise must attempt a Perception check opposed by Deception. B or S can be added based on how much either have observed the individual, whether the clothing matches, or other factors.
Projective Telepathy 1 As an action, may suffer 1 strain to make a P Discipline check to cast illusions by causing individuals within medium range to experience a certain sensory detail for 1 round. May project illusions to add S and remove applicable B on Perception checks for recognizing shape-shifting.
Grit 2 Each rank of Grit increases a character's strain threshold by one.
Toughened 2 The character increases [their] wound threshold by two per rank of Toughened.
Good Cop 1 The character may spend two advantage results from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Unrelenting Skeptic 1 When targeted by a Deception check, the character automatically adds failure results to the check equal to [their] ranks in Vigilance.
Improved Unrelenting Skeptip 1 When targeted by a Deception check that fails, the character may spend one Destiny Point to retroactively add a despair to the pool results.
Dedication 1 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Hard Headed 1 On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy.
Bad Cop 1 The character may spend two advantage results from a Deception or Coercion check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.
Durable 1 May reduce any critical Injury suffered by 10 per rank of Durable to a minimum of 1
Quick Draw 1 Once per round, on the character's turn, [they] 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.

Background

Motivation

Obligations

Description

Other Notes

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