Sokera Kaal by Jesster

Species
Zabrak
Career
Seeker
Specializations
Hermit, Niman Disciple
System
Force and Destiny

3
Threshold 12
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
2
3
4
1

Skills

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

Attacks

Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Defensive 1
Damage
6
Critical
2
Model 77 Air Rifle
Range
Long
Skill
Ranged: Heavy
Pierce 4, Stun Damage
Damage
6
Critical
N/A

0
260
13
13/15

Weapons & Armor

Basic Lightsaber - Green

Model 77 Air Rifle

A/KT Tracker Utility Vest
• Armor Insert

Personal Gear

Military Pack
Comlink (handheld)
Breath Mask
Glow Rod
Synthrope
Tauntaun Pup Tent
Canteen
Datapad
Macrobinoculars
Stimpack (1)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Fearsome Countenance FaD CRB 62 A Zabrak adds 1 automatic advantage to all Coercion checks she makes.
One With Nature SS 31 When in the wilderness, the character may make a Simple Survival check (instead of discipline or cool) to recover strain at the end of an encounter.
Animal Bond FaD CRB 138 Force talent. Through the Force, the character creates a bond with a single animal with which she is currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character’s Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, the character may spend one maneuver to direct her animal in performing one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM.
Menace SS 31 Once per round on the character's turn, the character may spend a maneuver to allow any suitably threatening creature linked through the Animal Bond talent and of silhouette 2 or greater to perform the menace maneuver when the creature is at short range with an enemy. The enemy gains ⬛ on their next combat check against the character in the encounter. Enemy characters who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a creature can threaten an enemy, based on relative sizes and natures.
Parry 1 FaD CRB 149 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), the character may take a Parry incidental. She suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus her ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Reflect 1 FaD CRB 150 Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), she may take the Reflect incidental. She suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus her ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Nobody's Fool 1 FaD CRB 148 The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool.
Defensive Training 1 FaD CRB 141 When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character’s ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).
Niman Technique FaD CRB 148 Force talent. When making a Lightsaber skill check, the character may use Willpower instead of Brawn.

Force Powers

Force Rating
1
Power
Alter
Description
• The Force user may spend ◑ to make all terrain currently within short range difficult terrain until the end of their next turn. The Force user must be touching the ground to manifest this power. The user may not activate this multiple times.

• The Force user may spend ◑ to make all terrain currently within short range normal terrain until the end of their next turn. The Force user must be touching the ground to manifest this power. The user may not activate this multiple times.
Upgrade Effect
Control: Concealment The Force user may spend ◑ to give all characters within short range of the Force user concealment, adding ⬛ or ⏹️ to appropriate checks (see page 219 of the Force and Destiny Core Rulebook). This lasts for the duration of the power. The user may not activate this multiple times.
Control: Supplies The Force user may spend ◑ and make an Average Survival check. Success allows the Force user to locate food, water, and other critical supplies within extreme range. In some cases, the GM may determine that there are no such supplies availabLe (for example, if the Force user is on the surface of an airless moon). The user may not activate this multiple times.
Power
Seek
Description
• The user may spend ◑◑ to gain insight into the general location or direction of a person or object that she knows about, regardless of its current distance from her. The user may not activate this multiple times.

• The user may make an Average Vigilance check with the power check to see through all sensory misdirections confronting her, whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GM’s discretion, but has no direct effect on spoken or written lies. To successfully see past the deception, the character must spend ◑ to activate the power and must succeed on the Average Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by another Force user). If the user succeeds, her supernatural senses pierce the falsehoods, letting her perceive the truth they conceal.
Upgrade Effect

Background

Sokera was born on Thurond with little memory of her parents. As the planet was home to the Jedi temples, she was discovered quickly and taken to them for early training. She struggled through her early training within the confines of the temple. The mystical presence of the Force did not seem to come to her, making her masters doubt that she would make it far. It wasn't until she and her youngling peers were taken out for a field exercise in the wilderness that her connection in the Force blossomed, and her capabilities there more than made up for all the years of underachievement she had shown before. Almost by instinct, Sokera was able to sway the plants around her to her will, and she finally felt the deep connection the others did in the temples. From then on, Sokera was allowed training outside of the temples and far from civilization so her Force abilities could thrive. Even after graduating to knighthood, she remained outside of civilization where she could protect the natural environment of the planet she was born to. Sokera retains her membership with the Jedi temples, but it is not easy to get her to abandon her post.

Motivation

Faith: Natural World

Morality

Morality: 40
Strength: Empathy
Weakness: Vengeance

Description

Other Notes

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