R'Ruuk - Daves Game
RRuuk
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Species: Whiphid • Career: Warrior • Specializations: {{{Specializations}}} Strength/Weakness: Bravery/Recklessness Morality: 50 Credits: 90 |
Characteristics
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Brawn | 4 | Agility | 2 | Intellect | 2 |
Cunning | 1 | Willpower | 2 | Presence | 2 |
Skills
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Talents
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Aggressor Fearsome, Intimidating |
The Force
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Force Rating: 1 |
Force Powers: Enhance (Basic) |
Combat
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Soak: 4 (1) • Armor: Beasthide Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 16 • Strain Threshold: 13 |
Weapons
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Brass Knuckles |
Experience Points
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Earned: 90 (Racial: 80 • Current Game: 10) |
Spent Experience
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90 (Remaining: 0) |
Background
Veteran of the Clone Wars, R'Ruuk was discovered by the Jedi but was far too old to be accepted into the Jedi Order. He fought with distinction along side the legions of Clone Troopers and their Jedi Commanders, and was outraged when those same Troopers turned on the Jedi. Enraged by their betrayal, R'Ruuk killed the traitorous Clones before learning that the same had happened across the Galaxy. Now wanted for treason, R'Ruuk fled and went into hiding on a backwater world lost in the Outer Rim.
He has since been discovered by the Jedi, Corwin Marr, and has joined in his efforts to train new Jedi.
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R'Ruuk has no interest in becoming a Jedi, his temperament is not in line with the beliefs of the Order. However, he refuses to allow another honorable Jedi to be lost to the darkness of the Empire. R'Ruuk is not the hulking brute he portrays himself to be, and is quite intelligent, as far as Whiphids go. Still he pretends to be nothing more than a mindless monster, and uses his massive frame to intimidate others into submission.
Weapons & Gear
Carried Equipment: old, worn Old Republic Military backpack, and comlink.
Stored Equipment: None.
Talents & Special Abilities
- Expert Tracker: remove (1) setback to find tracks, track targets & decrease time by half.
- Powerful Blast III: increase Blast damage dealt by explosives, explosive weapons and grenades by +1 per rank of Powerful Blast.
- Selective Detonation: when using a weapon with the Blast quality, spend (1) Advantage to exclude 1 target that would be affected by the explosive up to ranks in Selective Detonation.
- Steady Nerves II: Remove (1) Setback per rank of Steady Nerves from Cool or Skullduggery checks.
- Grit III: Gain +1 strain threshold per rank of Grit.
- Master Grenadier: Decrease the Advantage cost to activate the Blast quality on any weapon used by 1 to a minimum of 1.
- Dedication: Gain +1 to Agility.
- Indistinguishable: Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
- Sleight of Mind: Add (1) Boost to all steal checks unless the opposition is immune to Force powers.
- Touch of Fate: Once per session add (2) Boost to any 1 check.
- Force Rating: Gain +1 Force rating.
Force Powers
- Move:
- Basic Power: The Force user can move small objects via the power of the Force. The user may spend Force to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
- Strength: spend Force to increase silhouette able to be targeted equal to Strength upgrades purchased.
- Range II: Spend Force to increase power's range by a number of range bands equal to Range upgrades purchased.
- Control 1: The Force user can hurt objects to damage targets by making a ranged combat check combined with a Move power check dealing damage equal to 10 times silhouette.
- Control 2: the Force user can pull objects out of secure mountings or out of an opponent's grasp.
- Control 3: The character can perform line manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.