Almoshi Ancallibre by Moshi

Species
Zabrak
Career
Guardian
Specializations
Peacekeeper, Ataru Striker, Jedi General
System
Force and Destiny

5
Threshold 17
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
4
2
2
3
4

Skills

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

Attacks

Almoshi's lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2

0
890
0

Weapons & Armor

Almoshi's lightsaber

Armored Robes (2 soak, 1 defense)

Personal Gear

Jedi Utility belt
- 3 days of food capsules
- Medpac
- Glow rod
- comlink
- aquata breather.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Fearsome Countenance Zabrak Ability F&D 63 Zabraks add 1 automatic advantage to all Coercion checks
Command 3 Add 3 boost die to Leadership checks. Affected targets add 3 boost die to Discipline checks for 24 hours.
Commanding Presence 2 Remove 2 setback dice from Leadership and Cool checks
Confidence 1 May decrease difficulty of Discipline checks to avoid fear by 1
Second Wind 2 Once per encounter, may take Second Wind incidental and reduce strain by 2.
Field Commander 1 Take Field Commander action. Make Average Leadership check. 3 allies may immediately suffer 1 strain to perform a free maneuver
Improved Field Commander 1 Field Commander affects 6 allies. Spend Triumph to allow allies to suffer 1 strain and perform 1 free action instead.
Toughened 2 Gain +4 wound threshold
Force Rating 2 Gain +2 Force Rating
Enhanced Leader 1 When making a Leadership check, add Force Dice. Spend FP to add success or advantage
Dedication (Agility) 1 Gain +1 in a characteristic (Agility)
Jump Up 1 Once per round, may stand from seated or prone as an incidental.
Ataru Technique 1 May use Agility for Lightsaber checks
Parry 2 When hit by a melee attack, may suffer 3 strain to reduce damage by 4.
Saber Swarm 1 Perform the Saber Swarm maneuver. Suffer 1 strain to make next Lightsaber (Agility) combat check gain the Linked 2 (Force Rating) quality
Reflect 3 When hit by a ranged attack, may suffer 3 strain to reduce damage by 5.
Hawk Bat Swoop 1 Take Hawk Bat Swoop action. Perform Lightsaber (Agility) check against target within short range. Add Force Dice, Spend FP to engage target and spend to add advantages to check
Quick Draw 1 Once per round, draw or stow a weapon or item as an incidental
Quick Strike 1 Add 1 boost die to combat checks against targets that have not acted yet this encounter
Dedication (Presence) 1 Gain +1 in characteristic (Presence)
Grit 1 Gain +1 strain threshold
Stand Firm 1 Make Hard Leadership check. Choose one ally per success who increase their wound threshold by 4 until the end of the encounter.
Natural Champion 1 Once per session, may reroll 1 Leadership or Lightsaber check
Improved Stand Firm 1 Stand Firm also increases allies' strain thresholds by 4.
Conditioned 1 Remove 1 setback die from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1
Dodge 1 When targeted by an attack, suffer 1 strain to upgrade the difficulty once.
Improved Parry 1 When parrying a hit that generated Despair or 3 threat, may hit attacker once with Brawl, Melee, or Lightsaber weapon dealing base damage.

Force Powers

Force Rating
3
Power
Enhance
Description
When making an Athletics check, may roll an Enhance power check. May spend FP to add Success or Advantage to the check
Upgrade Effect
Control Can perform Force Leap as a maneuver.
Control Take Force Leap action, may spend FP to jump horizontally and vertically to any location within short range
Range Spend FP to increase power's range to Medium
Power
Bind
Description
Spend FP to immobilize a target within short range until the end of the user's next turn. If any dark pips are used, the target suffers wounds equal to number of force pips used.
Upgrade Effect
Range 1 Spend FP to increase range by 1 range band (Can activate multiple times)
Control Spend FP. Whenever a target affected by Bind performs an action, that target suffers 3 strain.
Power
Sense
Description
Spend FP to sense all living things within short range (Including sentient and non-sentient beings)

Spend FP to sense the current emotional state of one
Upgrade Effect
Control Commit Force Die. Once per round, when an attack targets Almoshi, upgrade the difficulty once.
Power
Move
Description
May spend FP to move a silh 0 object within short range up to his maximum range (Short range)
Upgrade Effect
Range 1 Spend FP to increase power's range by 1 range band
Strength 1 Spend FP to increase silhouette able to be moved by 1.
Control: Hurl Can Hurl objects by making a ranged combat check using Discipline. Difficulty is equal to the silhouette of the object being moved. Damage is equal to 10 times silhouette. (Silh 0 objects deal 5 damage.)

Background

Motivation

Morality

Description

Other Notes

+10 starting XP

Return to Top