Paygl Markua by JoncaFarlon7

Species
Human
Career
Warrior
Specializations
Aggressor
System
Force and Destiny

4
Threshold 18
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Characteristics

4
2
2
2
2
2

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, sunder
Damage
6
Critical
2

Brawn +5 = 9

Weapons & Armor

Concealing robes DEF 0 SOAK 1 ENCUMBRANCE 1

Basic lightsaber (blue) DAM 6 CRIT 2 ENCUMBRANCE 1 HP 5 SPECIAL Breach 1, sunder.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 1 99 Gain +1 strain threshold
Toughened 2 99 Gain +4 wound threshold
Plausible Deniabilty 1 99 Remove ■ per rank of Plausible Deniability from all Coercion and Deception check
Prey on the Weak 2 99 Add +1 damage to one hit of successful combat checks against disorient­ ed targets per rank of Prey on the Weak
Sense Advantage 2 99 Once per session, may add ■ ■ to 1 NPC's skill check
Heroic Fortitude 4 99 May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter
Against All Odds 5 99 When incapacitated, per form Against All Odds action; making Hard(x3 difficulty dice D8) Resilience check with Force Die D12 equal to Force rating. Heal wounds equal to Success, spend Destiny Point to add Success.

Force Powers

Force Rating
1
Power
Enhance basic power
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend Destiny Points to gain Success or Advantage (user’s choice) on the check.
Upgrade Effect
Control Enhance can be used with the Resilience skill
Control When preforming a force leap, the user can jump vertically in addition to jumping horizontally.
Control Enhance can be used with the Brawl skill
Control Take a Force Leap action: Make an Enhance power check. The user may spend a Destiny Point to jump horizontally to any location in short range

Background

PRIMITIVE BACKWATER
Within the Outer Rim and the Unknown Regions, there remain worlds and civilizations isolated from the greater galaxy. Even among those that are aware of other worlds and cultures, many have only limited access to technologies. Some cultures—regardless of their location within the galaxy—choose to avoid technology or interaction with other worlds. Many of these hold a particular reverence for the natural world. Others simply feel that an overdependence on any but the most rudimentary of tools can be a cor­rupting influence.

A character from a primitive world often lacks a full understanding of the scope of technology. Some may routinely expect a device to be able to do virtually anything. Others may have little appreciation for a tool’s abilities, preferring to perform tasks manually.

Often, the attitude the character feels for devices is proportionate to his loyalty toward his homeworld. If he holds it in reverence, he may be reluctant to learn about tools and techniques from other places


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 ca­
reer 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
A player with this motivation is driven by a specific goal. This motivation is internal, often abstract, and possibly selfish in nature. A character with the Ambition Motivation wants to better himself
in some way—gaining love, status, power, or spiritual knowledge, for example. The player should determine the character’s ultimate goal and why he does things the way he does to get there.

EXPERTISE
The character wants to excel in his chosen work or area of expertise, and constantly practices to achieve perfection.

Morality

Emotional Strength 21
Caution: The character possesses commendable prudence, willing to always look before he leaps into a new situation. His forward-thinking ways may have saved his fellows from dangerous situations on numerous occasions.

Emotional Weakness 99
Obstinance: Disciplined characters may fall into the trap of simple stubbornness if they are not careful. An obstinate character often refuses to consider any course of action other than the one he chooses, unwilling to accept that someone else may have conceived of a better option.

Description

AGGRESSOR
The Aggressor relies on fear to intimidate his oppo­sition into surrender or retreat. Aggressors tend to
be tough and dangerous combatants, able to dish out brutal damage to anyone who fights them, while surviving the same. They use their confident, terrify­ing attitudes to convey this to their opponents. Some Aggressors hope their enemies back down without a fight, but others fall into the trap of relishing the fear they inspire.
Tempered by the Force, some characters who un­dertake this specialization prefer to use their abilities
to intimidate foes into surrender so they don’t haveMto kill needlessly. While they are extremely capable in this regard, they frequently learn the techniques required to cause the bare minimum of damage nec­essary. Precision is important, as every life still holds value in the Force.
When confronted by a foe that seems irredeemable, however, the Aggressor’s attitude shifts appropriately. All elements of self-restraint are discarded, and the Aggressor is able to simply punish his foes, inflicting devastating blow after devastating blow. Often, oppo­nents simply flee rather than engage an Aggressor. Stories told by survivors—and sometimes allies—add to the character’s reputation, making it even easier tointimidate future enemies.

Other Notes

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