Kanax Sal by Nomit

Species
Nautolan
Career
Warrior
Specializations
Steel Hand Adept, Martial Artist, Ascetic
System
Force and Destiny

5
Threshold 22
Current 0
Threshold 20
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

4
2
4
3
4
2

Skills

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

Attacks

Unarmed
Range
Engaged
Skill
Brawl
Grapple (Maneuver), Unarmed Parry (1 Strain), Precision Strike (Incidental), Martial Grace (Incidental)
Damage
+4
Critical
1

20
1310
380
0/9

Weapons & Armor

Heavy Clothing (Worn)

Personal Gear

Military Belt Pouch
- 2 Stimpack
Military Belt Pouch
- 2 Stimpack

Assets & Resources

Don't Forget To Coordination Dodge

+1 Conflict from talents

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Amphibious Racial May breathe underwater without penalty and never suffer movement penalties when swimming.
Iron Body x4 4 Steel Hand, Martial Artist Remove 1 Setback per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).
Toughened x4 4 Steel Hand, Martial Artist Gain +2 Wound Threshold.
Grit x8 8 Steel Hand, Martial Artist, Ascetic Gain +1 Strain Threshold.
Precision Strike Steel Hand When this character inflicts a Critical Injury with a Brawl, Melee or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (1 Difficulty) Critical Injury.
Martial Grace Steel Hand Once per round, suffer 2 strain to add damage equal to ranks in Coordination to one hit of a successful Brawl check.
Dodge x2 2 Steel Hand When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Improved Precision Strike Steel Hand Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any Average (2 Difficulty) Critical Injury.
Parry x3 3 Steel Hand, Martial Artist When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Unarmed Parry x2 2 Steel Hand, Martial Artist May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).
Swift Steel Hand Does not suffer usual penalties for moving through difficult terrain.
Improved Dodge Steel Hand After using Dodge, can make a Move maneuver as an out-of-turn incidental.
Far Strike Steel Hand As an action, make a Brawl check as a ranged attack, adding Force Die up to Force Rating. Increase the range of the attack by one band for each Pip spent, to a maximum of long.
Force Rating x2 2 Steel Hand Gain +1 Force Rating.
Dedication (Brawn) Steel Hand Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Sapith Sundering Steel Hand May add Force Die up to Force Rating to Brawl checks; the attack gains the Suner quality, and the character may spend Pips generated on the check as Advantage to activate the Sunder quality.
Grapple Martial Artist Once per round, may perform the Grapple maneuver. Until the beginning of the character's next turn, foes must spend 2 maneuvers to move from engaged to short instead of 1.
Overbalance Martial Artist When a combat check made by an engaged foe generates 1 Despair or 3 Threat, may stagger attacker until the end of his next turn.
Dedication (Intellect) Martial Artist Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Coordination Dodge Martial Artist When targeted by a combat check, may spend 1 Destiny Point to add Failure equal to ranks in Coordination to the Check.
Supreme Precision Strike Martial Artist Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any Hard (3 Difficulty) Critical Injury.
Go Without Ascetic Once per session, the character counts as having the right tools for the job when making a skill check.
Intense Focus Ascetic Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
Force Protection x1 1 Ascetic Perform the Force Protection maneuver; suffer 1 strain and commit Force Die up to ranks of Force Protection. Increase soak by number of Force Die committed until beginning of next turn. Suffer 1 strain every turn Force Die remains committed.
Iron Soul Ascetic When carrying items that total 2 encumbrance or less, at the end of each encounter, heal all strain the character is suffering.
Empty Soul Ascetic If the character is carrying items that total 2 encumbrance or less, add 1 Light Pip + 1 Dark Pip to Force power checks.
Mind Bleed Ascetic When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If he does so, the attacker then suffers a number of wounds equal to the strain suffered by the character.
Confidence x1 1 Ascetic May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Dedication (Willpower) Ascetic Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Meditative Trance Ascetic When suffocating (see F&D CRB, pg 221), the character suffers 1 strain each round instead of 3. When exposed to vacuum, the character suffers 1 wound each round instead of 3.

Force Powers

Force Rating
3
Power
Enhance
Description
The Force user can perform athletic feats beyond the original scope of their natural abilities.

When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend 1 Pip to gain 1 Success or 1 Advantage (user's choice) on the check.
Upgrade Effect
Control When performing a Force Leap, the user can jump vertically in addition to horizontally.
Control (Custom) The user may suffer 2 strain and spend 1 Pip to move into Engaged with any target within range of Force Leap.
Range Spend 1 Pip to increase power's range by one range band.
Control The user can perform a Force Leap as a maneuver instead of an action.
Control Take a Force Leap action; make an Enhance power check. The user may spend 1 Pip to jump horizontally to any location in Short range. (May not be activated multiple times.)
Control Enhance can be used with the Brawl skill.
Control Enhance can be used with the Resilience skill.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.

The user may spend 2 Pips to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. (May not be activated multiple times.)

The user may spend 1 Pip and succeed at a 2 Difficulty Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Magnitude x1 Spend 1 Pip to gain one additional detail per Magnitude upgrade purchased.
Strength x1 Spend 1 Pip to eliminate one Force-based illusion per rank of Strength upgrades purchased.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend 1 Pip to sense all living things within Short range (including sentient and non-sentient beings). (May not be activated multiple times.)

The user may spend 1 Pip to sense the current emotional state of one living target with whom he is Engaged. (May not be activated multiple times.)
Upgrade Effect
Range x2 Spend 1 Pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Effect: Spend 1 Pip. The Force user senses the current thoughts of one living target with whom he is Engaged. (May not be activated multiple times.)
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend 1 Pip to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend 1 pip to gain 1 Success per point on the check.
Control When performing a Foresee power check as part of an initiative check, the Force user may spend 1 Pip to allow all affected targets to take one free maneuver before the first round of combat begins. (May not be activated multiple times.)
Range x3 Spend 1 Pip to increase power's range by a number of range bands equal to Range upgrades purchased.

Background

Find out ICly.

Motivation

Cause: Knowledge

Junior Xenologist of the Xenology Guild.

Senior Instructor of the Dancer's Guild.

Morality

Score: 50
Strength: Love
Weakness: Hatred

Love him or hate him, he's spitting straight facts right here.

Description

Body Type: Caribbean Specimen
Age: 36

A chad squid person equipped with martial prowess and a glaring intensity. Would you like to know more?

Other Notes

*dab*

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