Rhum Vhal

Approved characters and notable NPCs in this game.
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MrTweedy
Scruffy-looking Nerf-herder
Posts: 31
Joined: Wed Oct 03, 2018 2:34 pm

Rhum Vhal

#1

Post by MrTweedy » Wed Oct 17, 2018 12:08 pm

Character
Name: Rhum Vhal
Gender: Male
Race: Whiphid
Race XP 80 XP
Race Ability: +1 rank in survival
Brawn: 3 Agility: 2 Intellect: 2 Cunning: 1 Willpower: 2 Presence: 2


Background
Background
Rhum was the second son of a tribe leader on the planet Toola. The tribe was small and fairly insignificant compared to many of the large tribes that they shared the planes with. Rhum's father raised five sons, and they were all close to each other. Of all of them, Rhum was the most headstrong, the most competitive and the most aggressive. His eldest brother was born to be a leader, but Rhum was born to be a warrior.

Despite his father hoping that Rhum would mellow with age, but it was not so. Despite his considerable age compared to other species, Rhum still let his heart lead him instead of his head. This would get him into regular trouble with other members of the clan, and would even cause tensions between him and some of the neighbouring clans.

After a heated argument with the heir of another clan nearly led to a violent confrontation, Rhum's father declared that his older brother was responsible for his younger brother, that he was clearly not responsible enough and until he matured. Rhum was unsurprisingly furious about this, but respected his father enough to begrudgingly accept his decision.

It wasn't until Rhum's father passed that Rhum decided enough was enough. He challenged his oldest brother to single combat the day after his fathers death for the leadership of the clan. His other brothers were furious that he would choose this time to challenge his brother, but Rhum's oldest brother accepted the challenge.

Though Rhum was a formidable warrior amongst his people, his brother had experience that Rhum could not best. He was thoroughly defeated, but was spared by his brother. Rhum was given a chance to let things pass and continue to be a member of the clan, but in a fit of envy and rage he refused. He declared that he would return one day and would take leadership of the clan when he was strong enough, anyway necessary.

Rhum left Toola in search of more power so that he could return to claim what he felt was rightfully his. Of course, the best place to find power was the newly formed empire. Rhum travelled to Corouscant in search of something, someone who would help him build his strength, and eventually he found it. An agent on Coruscant saw his potential, not only as a warrior, but in the force as well. He was quickly enrolled into a secret project, training Imperial Hands.

Motivation: Homeland
Rhum has sworn to return to Toola one day to reclaim his self proclaimed leadership. He genuinely believes he would be the best to lead his people. During his time in the imperial hand programme however he may have lost sight of his objectives.

Moral Strength: Pride
Though he is an impulsive and often shortsighted individual, Rhum takes his pride very seriously. He wants to prove that he is a warrior worthy of legend, and sees his service to the empire as the perfect opportunity to do just that.

Moral Weakness: Jealousy
During all of his life Rhum has felt as if he has been overlooked unfairly for most of his life, even if this is untrue. Because of this he will often feel jealous of his other companions even if it isn't justified.

Morality: 29


Career
Career: Guardian
Brawl | Cool | Discipline | Melee | Resilience | Vigilance

+ 1 Brawl | +1 Melee | +1Vigilance

Specialisation: Protector
Athletics | Medicine | Ranged (Light) | Resilience

+1 Athletics | +1 Medicine

Specialisation: Shii-Cho Knight
Athletics | Coordination | Lightsaber | Melee


Experience Spend
Earned
Base (80)
Starting Bonus (70)

Spent
Char Gen
Brawl 4 (-40)
Willpower 3 (-30)

Starting Bonus
Career: Shii-Cho Knight (-30)
Force Power: Enchance (-10)
Force Power: Move (-10)
Lightsaber Rank 1 (-5)
Cool Rank 1 (-5)
Discipline Rank 1 (-5)
Toughened Talent 1 (-5)
Body Guard Talent 1 (-5)
Parry Talent 1 (-5)

Total XP: 150 | Spent: 150 | Current XP: 0


Current Stats
Attributes
Brawn: 4 | Agility: 2 | Intellect: 2 | Cunning: 1 | Willpower: 3 | Presence: 2

WT: 18 | ST: 13 | Soak 5 | Melee Defence 1

Skills
Athletics (Bra) 1 | Cool (Pre) 1 | Medicine (Int) 1 | Survival (Cun) 1 | Resilience 1 (Bra) | Vigilance (Int) 1

Brawl (Bra) 1 | Melee (Bra) 1 | Lightsaber (Bra) 1

Talents
Hardy Survivalist: Rank 1
Adds automatic success to survival checks and can survive for several weeks without food.

Protector:
Toughened: Rank 1
+2 wound threshold.
Body Guard: Rank 1
Once per round use maneuver to guard person at engaged range, spend 1 strain to upgrade difficulty of attack against guarded person by 1.

Warrior:
Parry: Rank 1
Suffer 3 strain to reduce damage from melee attack by 3.

Force Powers
Enhance
When making athletics check, spend force point to gain automatic success or advantage.

Move
Spend force point to move object of silhouette 0 within short range to short range.


Gear
Credits
102 credits

Equipped
Tusks | Brawl | Damage (6) | Cit (4) | Range (engaged) | Encumbrance (-) | Hard Points (-) | Price (-) | Rarity (-) | Quality (Viscous 1)

Weik Great Sword | Melee | Damage (8) | Cit (3) | Range (engaged) | Encumbrance (4) | Hard Points (2) | Price (315) | Rarity (8) | Quality (Cumbersome 4, defensive 1)

Concealing Robes | Defence (0) | Soak (1) | Price (150) | Encumbrance (1) | Hard Points (0) | Rarity (2) | [Add setback dice to being identified or noticed]

Utility belt | Price (25) | Encumbrance (+1) | Rarity (1)

Encumbrance Threshold: 9 | Current Encumbrance: 5


Rolls
Starting credits: Money: 1d100 92

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