Fiz Al'Wok by fizzlewook

Species
Bothan
Career
Spy
Specializations
Spy - Interrogator, Infiltrator, Commander - Instructor
System
Age of Rebellion

7
Threshold 17
Current 0
Threshold 17
Current 0
Ranged 1
Melee 1

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Characteristics

4
2
3
3
2
4

Skills

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

100
800
5

Weapons & Armor

Rebel Heavy Battle Armor (2S, 1D, 5HP)
- Reverse Engineered (+1 HP)
- Enhanced Optics Suite (1 HP) (Vigilance)
- Optical Camoflague System (Upgrades the ability of all Stealth checks three times, Master of Shadows Talent)
- Strength Enhancing System (2 HP, +1 Brawn, Athletics x2, Brace x2)
- Superior (1 HP)

Vibro Hand-Axe (Melee, Dam +2, Crit 1, Range: engaged, Encum 3, HP 4, Pierce 2, Vicious 1, Knockdown, Defensive 1)
- Reverse Engineered (+1 HP)
- Paired Weapons (1 HP)
- Monomolecular Edge (1 HP, Pierce 2)
- Balanced Hilt (1 HP, Accurate 2, Encum-1)
- Superior (1 HP)
- Custom Grip (1 HP, -1 Setback die to combat checks for wielder. Others gain +2 Setback dice when using it, Accurate 1)

Vibro Hand-Axe (Melee, Dam +2, Engaged, Encum 1, Crit 2, HP 3, Pierce, 2, Vicious 1, Ensnare 1)
- Reverse Engineered (+1 HP)
- Magnetic Weapon Tether (1 HP, Magnetic Weapon Tether, Quick Draw)
- Paired Weapons (1 HP)
- Balanced Hilt (1 HP, Accurate 2, Encum-1)
- Superior (1 HP)

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Convincing Demeanor Remove Setback Dice per rank of Convincing Demeanor from any Deception or Skulduggery check.
Nobody's Fool 2 Ranks Upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool.
Grit 4 Ranks Gain +1 Strain Threshold.
Good Cop 1 Rank May spend 2 Advantage from a Charm or Negotiation check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Good Cop.
Know Their Weakness 2 Ranks Once per session, may perform the Know Their Weakness action and choose one target within short range, make a Hard (3 Purple) Perception check to downgrade the difficulty of social skill checks against target once per rank of Know Their Weakness until end of session.
Improved Know Their Weakness The character may extend the effects of Know Their Weakness to a number of enemies within short range equal to their Perception.
Made You Talk Once per session, may make an oppose social skill check against a captured enemy character within short range and add 1 Boost die for every 2 strain inflicted on the target that encounter. If successful, the PCs gain a bonus based on the enemy type.
Dedication 3 Ranks Gain +1 to a single characteristic. This cannot be used to bring a characteristic above 6. Intellect, Presence, and Brawn.
Physical Training 1 Rank Add 1 Boost die per rank in Physical Training to Athletics and Resilience checks.
Encouraging Words After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out of turn incidental.
Dodge 1 Rank When targeted in combat, may perform a Dodge incidental. Suffer strain no greater that ranks in Dodge to upgrade the difficulty of the attack by that number.
Frenzied Attack When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
Soft Spot After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.
Stunning Blow When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Improved Stunning Blow When dealing strain damage with Melee or Brawl checks, may spend 1 Triumph to stagger target for 1 round per Triumph.
Knockdown After hitting with a melee attack, may spend 1 Triumph to knock the target prone.
Toughened 2 Ranks Gain +2 wound threshold.
Natural Brawler Once per session, may reroll any 1 Melee or Brawl checks.
Body Guard 2 Ranks Once per round, perform a maneuver to guard and engaged ally. Suffer strain up to ranks in Body Guard to upgrade difficulty of attacks against them by that number until the start of next turn.
Improved Body Guard Once per session, when an ally protected by Body Guard suffers a hit, suffer the hit instead.
Conditioned 1 Rank Remove 1 Setback die per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned.
Enhanced Optics Suite Helmet Removes up to 2 Setback dice added to Perception, Vigilance, and Combat skill checks due to darkness, smoke, or other vision obscuring effects.
Strength Enhancing Systems Armor Increases wearer's Brawn by 1.
Brace - SES Modifier 2 Ranks, Armor As a maneuver, the character may Brace himself. This allows a character to remove a Setback Die (Black Die) per rank of Brace from the next skill check based on changing conditions: inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Paired Weapons Axes Applied to two weapons; reduce by one Advantage to hit with secondary weapon when two-weapon fighting.
Master of Shadows Armor Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy.
Quick Draw Axe Once per round on the a character's turn, he may draw or holster an easily accessible weapon or item as an incidental instead of a maneuver.

Background

Motivation

Duties

Description

Other Notes

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