Kura Modoka by jmg

Species
Human
Career
Guardian
Specializations
Armorer, Soresu Defender, Protector
System
Force and Destiny

9
Threshold 20
Current 0
Threshold 16
Current 0
Ranged 1
Melee 2

Characteristics

5
2
3
2
4
2

Skills

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

Attacks

Blue Ilum Crystal Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2, 3/5 Hard Points, Encumbrance 1
Damage
10
Critical
2
Fists
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
2
Critical
5

100
915
4225
3/8

Weapons & Armor

Custom Heavy Combat Armor
-+3 Soak,
-+1 Ranged Defense, +2 Melee Defense
-Encumbrance 3
-2/4 Hard Points
-Low Friction Coating (1 Hard Point)
-+1 Melee Defense
-+ Coordination
-+ 2 Setbacks to mod or maintain armor
-Superior (-1 Enc, +1 Soak)

Personal Gear

-Utility Belt (+1 Encumbrance), Stimpack (2), Toolkit, Handheld comlink, datapad, breathmask

Assets & Resources

Ilum Crystal (2 Vicious mods, 3 +1 Damage added; 1 Decrease Crit by 1 mod remains)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Gearhead KtP, 25 Remove setback die per rank from Mechanics checks. Halve credit cost to add mods to attachments.
Toughened (Rank 4) KtP, 25; F&D, 76, 77 +2 Wound Threshold per rank.
Grit (Rank 2) KtP, 25; +1 Strain Threshold per rank.
Armor Master KtP, 25 When wearing armor, increase soak total by 1.
Improved Armor Master KtP, 25 When wearing armor with soak value of 2 or higher, increase defense by 1.
Parry (Rank 4) F&D, 77 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks.
Soresu Technique F&D, 77 Use Intellect for Lightsaber skill checks.
Defensive Stance (Rank 2) F&D, 77 As maneuver, spend Strain up to ranks to increase difficulty of incoming melee attacks by an equal amount.
Reflect (Rank 3) F&D, 77 When hit by a ranged attack, suffer 3 strain to reduce the damage by 2 plus ranks.
Tinkerer KtP, 25 May add 1 additional hard point to a number of objects equal to ranks in Tinkerer. Each item may only be modified once.
Imbue Item KtP, 25 Take the Imbue Item maneuver, suffer 1 strain and commit 1 FD to grant 1 weapon, item, or piece of armor an improvement while FD remains committed. Suffer 1 strain every round FD is committed.
Force Rating (Rank 2) KtP, 25 +1 Force Rating per rank.
Improved Parry F&D, 77 When parrying an attack that generated 1 Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after the original attack resolves.
Improved Reflect F&D, 77 When parrying an attack that generated 1 Despair or 3 Threat, may hit target within medium range dealing the same damage as the initial attack after the original attack resolves.
Dedication (Rank 3) F&D, 77; KtP, 25 +1 to any Characteristic (Brawn, Brawn, Brawn)
Supreme Parry F&D, 77 If you did not attack in the previous round, may suffer 1 strain to use Parry.
Falling Avalanche KtP, 25 Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn.
Supreme Armor Master KtP, 25 Once per round may suffer 3 strain to take the Armor Master incidental: Reduce next Critical Injury suffered by 10 per point of soak, to a minimum of 1.
Bodyguard F&D, 76 Once per round, perform the Bodyguard maneuver; suffer strain up to ranks, then, until the beginning of the next turn upgrade the difficulty of combat checks targeting that character by an equal number.
Physician F&D, 76 When making a Medicine check to heal wounds, heal 1 additional strain per rank.
Stimpack Specialization F&D, 76 Stimpacks heal 1 additional wound per rank.
Force Protection F&D, 76 Perform the Force Protection maneuver; suffer 1 strain and commit FD up to ranks; increase Soak by 1 per committed FD; suffer 1 strain every turn FD remains committed.

Force Powers

Force Rating
3
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
Spend F to sense all living things within short range (sentient or non-sentient).
Spend F to sense the current emotional state of one living, engaged target.
Upgrade Effect
Control Commit FD. Once per round, when targeted by an attack, upgrade the difficulty of the pool once.
Duration Ongoing effect can be triggered a second time.
Strength Instead of upgrading once, upgrade twice.
Power
Ebb/Flow
Description
The Force user's actions empower himself or sap strength from his enemies.
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. Spend F to suffer 1 strain, then inflict 1 strain to all other engaged characters. May not be activated multiple times.
Flow: When the Force user makes a skill check, he may roll an Flow power check as part of the roll. Spend F to heal 1 strain. May not be activated multiple times.
Upgrade Effect
Strength Spend F to increase the strain inflicted or healed by 1. May activate multiple times.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend F to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control When making a skill check to determine initiative, make a Foresee power check as part of the pool. Spend F to add successes to the check. Base range is engaged.
Control Affected targets increase their Ranged and Melee Defense by 2 for the 1st round of combat.
Power
Enhance
Description
When making an Athletics skill check, may include Enhance power check. Spend F for 1 Success or Advantage.
Upgrade Effect

Background

Motivation

Morality

50
Strength: Pride
Weakness: Obstinance

Description

Other Notes

Guardian Skills: Brawl, Discipline, Cool
Armorer Skills: Mechanics, Lightsaber
Human Skills: Education, Perception
Intellect 3, Willpower 3, 4 (100), Sense Basic (5), Control upgrade (10).
Gearhead, Toughened, Grit, Armor Master, Improved Armor Master (45), Mechanics 2 (10), Soresu Defender (20), Vigilance, Lore, Outer Rim 1 (15), Parry 1, 2 (10).
Toughened 2 (5), Soresu Technique (10), Lightsaber 2 (10), Sense Duration, Strength (20), Defensive Stance (5), Ebb/Flow Basic, Strength (20), Reflect 1 (10), Tinkerer (20).
Imbue Item (25), Force Rating (25), Cool 2, Vigilance 2 (20), Resilience (5), Lightsaber 3 (15), Discipline 2 (10).
Improved Parry (15), Reflect 2, Reflect 3 (40), Defensive Stance 2 (20), Improved Reflect (25).
Dedication (25), Supreme Parry (25), Parry 3, 4 (35), Mechanics 3 (15).
Foresee Basic, Control, Control (30), Enhance Basic (10), Lightsaber 4 (20), Brawl 2 (10), Falling Avalanche (20), Lore 2 (10).
Supreme Armor Master (20), Dedication (25), Protector (30), Grit 2 (5), Toughened 3, 4 (10), Athletics 1 (5), Medicine 1 (5).
Bodyguard (5), Physician (10), Stimpack Specialization (15), Force Protection (20), Force Rating 2 (25), Dedication (25).

Return to Top