Ker'see by MRTInce

Species
Devaronian
Career
Seeker
Specializations
Hunter, Pathfinder, Sharpshooter, Ataru Striker, Hermit
System
Force and Destiny

6
Threshold 23
Current 5
Threshold 18
Current 1
Ranged 2
Melee 1

Characteristics

3
6
2
4
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1 - 3 set back + 6 force
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 4
Coordination (Ag) X 2 - 3 set back +6 Force
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 1 +1 boost
Negotiation (Pr) 0
Perception (Cun) X 4 - 1 set back + 6 force
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 1
Resilience (Br) X 1 Plus 1 success +6 force
Skulduggery (Cun) 0
Stealth (Ag) X 3 Plus 1 advantage
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 4 Plus 1 boost - 1 set back + 6 force
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Ag) X 4
Melee (Br) 0
Ranged: Light (Ag) X 0 +6 force
Ranged: Heavy (Ag) X 3 +6 force
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) X 0

Attacks

Energy Bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2, Superior, Accurate 2
Damage
9(12)
Critical
2
Basic LightSaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6(10)
Critical
2
New Saber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, plus one success
Damage
8(12)
Critical
1
E-11 Sniper
Range
Extreme
Skill
Ranged: Heavy
Accurate 1, Pierce 2, Slow Firing 1, Cumbersome 3
Damage
10 (13)
Critical
3
Dragoon
Range
Medium
Skill
Ranged: Heavy
Stun Setting, Accurate 1
Damage
8 (11)
Critical
3

139
2048
350
11/14

Weapons & Armor

Energy Bow (Superior, Customer Grip - Accurate upgrade)
Basic Lightsaber (Magnetic Weapon Tether, Genelock) (Stolen)
New Saber (Custom Hilt, two handed, light weight - Custom Grip Attachment)
Armored Robes (Reflect Shadowskin - automatic advantage on stealth and 2 add setback to perception checks, Multiband comlink)
E-11 Sniper (laser sight bonus advantage, telescoping optical sight reduce difficulty of long and extreme, Bipod)

Personal Gear

Military Backpack
Medpac
Stimpack x 4
Flashfire Camp Stove
Survalist mess kit
Breath Mask
Extra Reload x2
Protective Amulet - Restore a strain when used
Training Emitter

Assets & Resources

Pet Nexu - The Duchess WT 13/20
http://swa.stoogoff.com/#nexu

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physiology = Resillient Metabolism Add automatic success to Resilience checks
*Animal Bond Pathfinder Develop long term bond with animal silhoutte 1 or smaller
*Animal Empathy Pathfinder When making checks to handle animals add force dice to check for success or advantage
*Ataru Technique Ataru Striker Use Agility for lightsaber skill
Deadly Accuracy - Ranged heavy Sharpshooter Add ranks in skill to weapon damage
Deadly Accuracy - Lightsaber Sharpshooter Add ranks in skill to weapon damage
Dedication Hunter/Sharpshooter/Pathfinder/Presence Agility x 2, Cunning x 1, Brawn x 1, Presence x1
Expert Tracker Hunter Remove setback from checks to track/find tracks. Decrease time to track by half
Force Rating Hunter/Pathfinder/Hermit/Executioner Gain Force Rating x5
Hunter Hunter Add boost per rank with interacting with animals. +10 crit on animals per rank.
*Intuitive Shot Hunter When making ranged heavy/light combat check add force dice to roll.
Jump Up Ataru Once per round, stand from prone as incidental
Keen eyed Pathfinder Removed setbacl from perception/vigilance. Decrease search time by half
Lethal blows Sharpshooter +10 to crit per rank (two ranks)
Natural Hunter Hunter Once per session reroll vigilance or perception
Natural Marksman Sharpshooter Once per session reroll range light/heavy
Outdoorsman Pathfinder Remove setback from travel through terrain. Overland travel cut by half.
Parry x3 Ataru Striker When hit with melee take two strain and reduce damage by 2 plus ranks in Parry (5)
Quick Draw Ataru Striker Once per round may draw/holster weapon as incidental.
Quick Fix Sharpshooter Once per session use agility for a skill check.
Quick Strike Ataru, Executioner Add boost per rank of quick strike (3) to targets who have not acted in combat.
Rapid Recovery Hunter After encounter heal 1 additional strain per rank (2)
*Reflect x2 Ataru When hit with ranged take two strain and reduce damage by 2 plus ranks in Reflect (4)
Sixth Sense Hunter Gain +1 ranged defense
Sniper Shot x2 Sharpshooter Once per round before making a ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range)
Swift Pathfinder The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Toughened x5 Sharpshooter, Hunter, Executioner The character increases his wound threshold by two per rank of Toughened. (1)
True Aim Sharpshooter Once per round. before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and may also upgrade his attack roll once per rank of True Aim. (2)
*Uncanny Reactions Hunter The character adds boosts per rank of Uncanny Reactions to his Vigilance checks.
*Uncanny Senses Hunter The character adds boosts per rank of Uncanny Senses to Perception checks.
Grit x 6 Pathfinder, Sharpshooter, Hermit
Crippling Blow Sharpshooter Increase Difficulty of next combat check by one. If check deals damage, target suffers one strain each time it moves for remainder of encounter.
Saber swarm Ataru Striker Force talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force rating.
Hawk Bat Swoop 1 Ataru Striker Force talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding C no greater than Force rating to the pool. The character may spend πŸŒ“ before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend πŸŒ“ to add a to the check. If the character cannot move to engage the target, the attack automatically misses.
Mental Bond 1 Pathfinder Can perform the mental bond action. Commit {} Can communicate with bonded animal at long range and see through its senses.
Saber Throw 1 Ataru Striker Force talent. The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding C no greater than his Force rating to the check. The character must spend πŸŒ“ and succeed on the check to hit his target; he may spend πŸŒ“ to have his weapon return to his hand after resolving the attack.
Targeted Blow 1 Sharpshooter On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character may spend one Destiny Point to add damage equal to his Agility to the attack.
Soothing Tone 1 Hermit Once per encounter when riding a beast the character may perform a Soothing Tone action, attemptint an Average (dd) Knowledge (Xenology) check If successful the beast the character is riding recovers strain equal to s on the check (or heals that number of wounds if it does not have a strain threshold).
Conditioned 3 Hermit, Ataru Striker Removed Setback per rank of conditioned from athletics and coordination checks. Reduce falling damage and strain suffered from falling by 1 per rank of conditioned.
Improved Animal Bond 1 Hermit When using a maneuver to direct a bonded animal may suffer 1 strain to add one boost to that animal's next check.
Natural Outdoorsman 1 Hermit Once per Session may reroll any 1 Resilience or Survival.
Dodge 2 Ataru Striker When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Improved Parry 1 Ataru Striker When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check that generates y or ttt and the character uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character automatically hits the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon’s base damage plus any damage from applicable talents. This ability may not be used if the original attack disables the character.
Balance 1 Ataru Striker When the character heals Strain at the end of the encounter, they may add Force Dice to the role equal to force rating. They recover strain equal to white pips.
Enduring 1 Hermit +1 Soak
Quick Movement 1 Pathfinder Force talent. Before making a non–Force power check during structured gameplay, the character may suffer 2 strain to add C no greater than Force rating to the check. The character may spend πŸŒ“πŸŒ“ generated during the check to perform one free Move maneuver after the check is finished. This Move maneuver may be in addition to any other maneuvers performed this turn and can allow the character to perform three maneuvers in a turn.
Hunter's Quarry 1 Executioner The character may take the Hunter's Quarry action against an opponent within long range making a Hard (ddd) Survival Check, if the check succeeds, upgrade the ability of all attacks made against the target by one until the end of the characters turn.
Hunter's Quarry Improved 1 Executioner The Character can choose to suffer 2 strain to perform the Hunter's Quarry action as a maneuver instead.
Precise Aim 1 Executioner Once per round on the character's turn. the character may perform a Precise Aim maneuver before attempting a combat-related skill check to reduce a target's defense by one.
Marked for Death 1 Executioner Force Talent. The character may take the Marked for Death Maneuver, selecting one target and commiting C. The character adds automatic aa to combat checks against that target while C remains committed but cannot use the Marked for Death talent again until the character uncommits C. the original target is incapacitated or the session ends a gained in this way cannot be used to recover strain
Unexpected Demise - Base 1 Ataru Once per game session as ana ction, the character may spend two Destiny Points and make a :eD: :eD: :eD: Perception Check. If succesful, for the next two rounds the character may spend one maneuver to add one automatic :e!: to his next combat check in that turn. In addition, for the next two rounds when the character inflicts a Critical Injury on a Rival NPC, the target is immediately incapacitated in the same way as a Minion NPC.
Unexpected Demise - Duration 1 Ataru Unexpected Demise lasts for one additional round.
Unexpected Demise - Destiny 1 Ataru Unexpected Demise costs one Destiny Point instead of two.

Force Powers

Force Rating
6
Power
Enhance
Description
When making an Athletics check, the Force user may roll and Enhance power check as part of the pool. User may spend FD to gain s or a (user's choice) on the check
Upgrade Effect
Control [When performing a Force Leap, the user can jump vertically in addition to jumping horizontally]
Range [Spend πŸŒ“ to increase powers range by a number of range bands equal to range upgrades purchased]
Control [Take a Force Leap action: Make an Enhance power check. The user may spend πŸŒ“ to jump horizontally to any location in short range]
Control Enhance can be used with Resilience
Control Force Leap Maneuver - The user can perform Force Leap as a Maneuver
Control Enhance can be used with Coordination
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force. User may spend πŸŒ“ to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or for one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade Effect
Range x2 [Spend πŸŒ“ to increase powers range by one range band equal to range upgrades purchased]
Control Panoramic Vision [Spend πŸŒ“πŸŒ“ to see in every direction simultaneously, noticing and observing things in a full 360 degree arc]
Mastery [Spend πŸŒ“πŸŒ“. The user now can see as though from a spot within close range (Planetary scale) of the user's body]
Control Vigilance [When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend πŸŒ“ to gain s or a on the check]
Duration x2 [Spend πŸŒ“ to increase duration by number of rounds for minutes equal to the duration upgrades purchased]
Control Perception [This power gains the ongoing effect: Commit C after successfully activating the farsight power to increase ranks in Perception by 1]
Control Fine Details [ Spend πŸŒ“ to make out fine details on a single object within medium range]
Control Microscopic Details [Spend πŸŒ“ to see microscopic details of a single object within engaged range]
Control Transparent [Spend πŸŒ“ to see through a single object at medium range as though it were transparent]
Power
Sense
Description
Force user can sense the force interacting with the world around them.
User may spend πŸŒ“ to sense all living things within short range (including sentient and non-sentient beings)
User may spend πŸŒ“ to sense the current emotional state of one living target with whom they are in engaged range with
Upgrade Effect
Control Control: [Ongoing effect: Commit C. Once per round when an attack targets the force user the attacker upgrades the difficulty of the pool once]
Duration Sense's ongoing effects are triggered one additional time per round.

Background

Ker'see was taken into the order young and followed standard training for all younglings. Her master picked her for agility and quick hands as they wanted someone who could match their own speed on missions.

Ker'see did as she was told but with little flourish or style. This frustrated her master as the young padawan was not excelling like they had hoped.

It was during one mission though that the young Devaronian showed some passion. Pinned down by blaster fire from pirates they were tasked to capture all hope seemed lost. A crate of weapons broke open and out rolled the weapon that would change Ker'see's approach to the force: An energy bow. She couldn't explain why but this was the weapon for her.

She took the bow in hand and asking her master to provide a distraction went high, aimed and started shooting with the bow. Each draw found its mark and by the end the pirates were down.

Her master was amazed and knew where the padawan's skill lied. The continued training for some years Ker'see growing more proficient and finally earning her ranks.

Her missions changed from this point onwards. The Jedi needed her to put her skills to use. She would become a sniper when needed. Returning from a mission to take out a rampaging rancor she is called to action on Geonosis and works with clones in the opening days of the war...

Motivation

Code - Rule of Law

There is nothing more important than the rule of law, and the character is sworn to protect it. As a Jedi, the character is an extension of galactic law, and works strictly to uphold it.

Morality

Morality 46

CONVICTION (STRENGTH)
The character makes quick decisions and sees them through without hesitating. Believing in personal action and ability to achieve one's goals, this character never gives up on a task.

OBSTINACY (WEAKNESS)
Firm convictions can mask an excessively stubborn nature that pushes aside any hesitation about or reflection upon a desired goal. The PC's mind never changes once committed even in light of contradictory evidence.

Description

5'7"

Dark Red Skin, black hair and eyes. Medium Build.

Other Notes

Campaign ideas:
Ker'see has been drafted into the conflict. It's another mission right? She's been following orders for years how is war going to be different? Things have changed because she can no longer act alone, she has to consider the wider war effort and a lot of civilians come into play. Ker'see has never really had to deal with such things before and it is going to be affect her judgement. People are going to be getting in the way and she might not always be able to make the easy shot. Suddenly the mission is getting more complicated and she can't always follow the code, she's having to bend to suit the greater goal and how can she? She never had to before, she's not coping well with it.

Then they give her a squad and suddenly she has to be responsible for others!

Ker'see is going to have to make decisions along the path. Pursue the target or save the people? Does the mission come first or does her squad need her more?

Clone Squad: CT-2999 (Spotter), CT-3000, CT-3001, CT-3002, CT-3003, CT-3004.

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