Kriss'nea'Vrash by Robbie128

Species
Chiss
Career
Hired Gun
Specializations
Marauder, Medic
System
Edge of the Empire

9
Threshold 23
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

5
2
4
3
2
1

Skills

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

Attacks

"Ripper" Powersword
Range
Engaged
Skill
Melee
Cumbersome 4, Pierce 2, Sunder, Knockdown, Vicious 3
Damage
+4
Critical
1
Neuronic Whip
Range
Short
Skill
Melee
Disorient 4, Ensnare 1, Stun Damage
Damage
+1
Critical
4

86000

Weapons & Armor

"Storm"" Charge Suit
Enc: 3
Soak: 2
If the wearer of the charge suit is hit by a melee attack and the attack generates a despair result, the attacker is automatically hit by an attack dealing 8 damage. This damage is applied to the attacker's strain threshold. If the attack generates two threat results, the attacker is disoriented for one round. Wearing a charge suit counts as being equipped with shock gloves (Brawl; Damage +0; Critical 5; Range [Engaged]; Stun 3

Ripper: Enc: 3

Ripper mods:
- Augmented Vibro-Weapon: +1 damage
- Mono-Molecular Edge: increase crit
- Serrated Edge: increase Vicious

Neuronic Whip:
- Enc: 1

Personal Gear

10 x stimpaks

Assets & Resources

Infravision: remove one setback die from lighting conditions






Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 4 +2 to Wt
Enduring 2 +1 to soak
Feral Strength 3 +1 damage to melee or brawl hits = to ranks
Frenzied Attack 3 melee or brawl, suffer strain = to ranks to updrade check by an equal amount of strain suffered. Strain may not exceed ranks
Lethal Blows 3 +10 per rank to critical injury results
Knockdown 1 after hitting, may spend a triumph to knockdown an opponent
Natural Brawler 1 once per session, may reroll any brawl or melee attack
Defensive Stance 1 manuever, may suffer strain = to ranks in DS to upgrade the diffuculty of incoming melee attacks for the next round
Heroic Fortitude 1 Spend a destiny point to ignore any brawn or agility based crit injury
Dedication 2 +1 to Brawn, +1 to Intellect
Grit 2 +1 to ST
Surgeon 1 heal 1 addtional wound per ranks on medicine checks
Forester 1 remove 2 setback die when foraging
Stimpack Specialization 2 Stimpacks heal 1 additional wound per specialization
Well Rounded 1 Any 2 skills become career skills
Dodge 1 when targeted by an attack, may dodge as an incidental, and upgrade attack and suffer strain per rank of dodge
Anatomy Lessons 1 Spend Destiny Point to add intellect to damage
Natural Doctor 1 Once per session reroll medicine checks

Background

Motivation

Obligations

Description

Other Notes

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