Cerberus: Character Sheet F&D

From The Whereabouts

BASIC INFORMATION

Name: Cerberus
Race: Defel
Sex: Male
Height: 4'3"
Weight: 125 lbs
Age: 13
Eyes: Red
Fur: Ultraviolet Light: Deep Blue, Regular Light: Black
Motivation: Honor
Career: Bounty Hunter
Specializations: Gadgeteer, Force Emergent
Cerberus: Background

CHARACTERISTICS

  • Brawn 2
  • Agility 3
  • Intellect 3
  • Cunning 3
  • Willpower 2
  • Presence 2

SKILLS

GENERAL SKILLS

  • Athletics (BRN) 1
  • Coercion (WIL) 1
  • Computer (INT) 1
  • Discipline (WIL) 1
  • Mechanics (INT) 2
  • Perception (CUN) 1
  • Pilot (Planetary) (AGI) 1
  • Pilot (Space) (AGI) 1
  • Streetwise (CUN) 1
  • Vigilance (WIL) 1

COMBAT SKILLS

  • Brawl (BRN) 1
  • Gunnery (AGI) 1
  • Ranged (Heavy) (AGI) 2
  • Ranged (Light) (AGI) 1

KNOWLEDGE SKILLS

TALENTS

  • Toughened (1) - +2 Wound Threshold (Gadgeteer)
  • Grit (2) - +1 Strain Threshold (Force Emergent)
  • Insight - Perception & Discipline Become Career Skills (Force Emergent)
  • Jury Rigged - Chose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. (+1 Damage - Blaster Rifle) (Gadgeteer)
  • Armor Master - When wearing armor, increase total soak by 1.
  • Tinkerer - May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item can only be modified once. (Blaster Rifle +1 HP) (Gadgeteer)
  • Light Sensitivity - When exposed to bright light without protective goggles, suffer two setback die to all skill checks. (Defel, EotE Pg 392)
  • Shadowed - When in darkness or shadow, gain 2 boost die to stealth rolls. (Defel, EotE Pg 392)
  • Sleight of Mind (1) - Add 1 Boost Die per rank of Sleight of Mind to all Stealth Checks, unless the target is immune to Force powers. (Force Emergent)
  • Uncanny Senses (1) - Add 1 Boost Die per rank of Uncanny Senses to all Perception Checks. (Force Emergent)
  • Indistinguishable (1) - Upgrade difficulty of checks to identify character once per rank of Indistinguishable. (Force Emergent)
  • Touch of Fate Once per session, add 2 boost to any 1 check.
  • Intimidating (1) - Suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks by an equal number. Cannot exceed ranks. (Gadgeteer)
  • Brace (1) - Perform the Brace maneuver to remove setback die per rank of Brace from next action. This may only remove setback added by environmental circumstances. (Gadgeteer)
  • Defensive Stance (1) - Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee/brawl attacks by an equal number. Strain suffered may not exceed ranks in Defensive Stance. (Gadgeteer)

FORCE POWERS

SENSE

  • Sense Basic Power:
    • The user may spend 1 light side point to sense all living things within short range. (Including sentient and non-sentient beings.)
    • The user may spend 1 light side point to sense the current emotional state of one living target with whom they are engaged.
  • Sense Control:
    • Ongoing effect: Commit Force Die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.

ENHANCE

  • Enhance Basic Power:
    • When making Athletics check, user may roll Enhance power check as part of the roll. May spent force points to add successes or advantages (user's choice).
  • Enhance Control:
    • Enhance may be used with Coordination skill.

DUTY/OBLIGATION

  • Obligation: 15 - The Alliance to Restore the Republic has provided Cerberus with the freedom and resources to accomplish his goals, in exchange for helping the Alliance.

GEAR

Credits: 1150

WEAPONS & ARMOR

TYPICAL INVENTORY 6/12

  • Claws: Brawl, Dam Brawn + 1 (3), Crit 3, Range Engaged (Defel, EotE Pg 392)
  • Heavy Clothing: Defense 0, Soak 1, Encum 1, HP 0 (+1 Soak from Armor Master)
  • Holdout Blaster: Ranged (Light), Dam 5, Crit 4, Range Short, Encum 1, HP 1, Stun
  • Blaster Rifle: Ranged (Heavy), Dam 11, Crit 3, Range Long, Encum 4, HP 2, Stun, Jury Rigged (+1 Damage), Tinkerer (+1 HP), Augmented Spin Barrel (+1 Dam, +1 Setback on Maintenance, -2 HP), Accurate Mod +1 Boost Die, Forearm Grip (Diff when engaged +1 instead of +2, -1 HP), Accurate Mod +1 Boost Die.

EXTRA GEAR

  • Blaster Pistol: Ranged (Light), Dam 6, Crit 3, Range Medium, Encum 2, HP 3, Stun

OTHER GEAR

TYPICAL INVENTORY 6/12

  • Comlink (Handheld)
  • Light Sensitive Goggles - Protect the Defel from bright lights and allow them to see without penalty. Can see normally in dark conditions.
  • Stimpacks (5)
  • Datapad - Encum 1
  • Back Pack - +4 Encum
  • Utility Belt - +1 Encum
  • Prosthetic Left Leg (No Stats)

EXTRA GEAR

CONDITION MODIFIERS

  • Soak: 4 (2 Without Armor)
  • Wounds: 14
  • Strain: 14
  • Ranged Defense: 0
  • Melee Defense: 0
  • Force Rating: 1

EXPERIENCE

  • Current Experience: 0
  • Total Experience: 310
    • Starting Experience: 100
    • Background: 10
    • Sessions: 200
  • Spent Experience: 305
    • Character Creation (100)
      • Agility 3 (30)
      • Intellect 2 (20)
      • Intellect 3 (30)
      • Intimidating (Gadgeteer) (5)
      • Toughened (Gadgeteer) (5)
      • Pilot Planet (5)
      • Coercion (5)
    • Athletics 1 (5)
    • Streetwise 1 (5)
    • Brace (Gadgeteer) (5)
    • Defensive Stance (Gadgeteer) (5)
    • Ranged Light 1 (5)
    • Uncanny Senses (Force Emergent) (5)
    • Indistinguishable (Force Emergent) (5)
    • Grit (Force Emergent) (5)
    • Insight (Force Emergent) (5)
    • Discipline 1 (5)
    • Jury Rigged (Gadgeteer) (10)
    • Sleight of Mind (Force Emergent) (10)
    • Ranged (Heavy) 2 (10)
    • Force Power: Sense Basic (10)
    • Armor Master (Gadgeteer) (15)
    • Grit (Force Emergent) (15)
    • Gunnery 1 (10)
    • Force Power: Enhance Basic (10)
    • Computer 1 (10)
    • Touch of Fate (Force Emergent) (20)
    • Tinkerer (Gadgeteer) (20)
    • Force Power: Enhance Control (5)
    • Force Power: Sense Control (10)