Ski Gor’kla by Marcus1993

Species
Caamasi
Career
Consular
Specializations
Niman
System
Force and Destiny

2
Threshold 18
Current 18
Threshold 20
Current 20
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
3
2
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 4
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) X 0
Deception (Cun) 1
Discipline (Will) X 5
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) X 1
Negotiation (Pr) X 5
Perception (Cun) 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 2
Skulduggery (Cun) 0
Stealth (Ag) 1
Streetwise (Cun) 1
Survival (Cun) X 2
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) X 2
Melee (Br) X 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 1
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) 2
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 2

Attacks

Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2

1665

Weapons & Armor

Basic Lightsaber
Concealing robes

Personal Gear

Datapad
Comlink

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 5 F&D 144 Adds 1 to strain threshold per rank
Parry 3 F&D 149 Deflects 2+rank damage on melee hit( 3 strain)
Reflect 3 F&D 150 Deflects 2+rank damage on ranged hit(active 3 strain)
Defensive training 2 F&D 141 Gives lightsaber defensive trait x ranks
Niman Technique F&D 148 Can use willpower instead of brawl for lightsaber
Toughened 2 F&D 153 +2 wound threshold per rank
Sum Djem F&D 152 Can use 2 advantage or 1 triumph to disarm
Force Rating F&D 143 Adds 1 force rating
Dedication F&D 141 Adds 1 to 1 characteristic
Force assault F&D 143 Can use force power for free on failed lightsaber attack
Sense emotions F&D 151 Can add 1 boost to charm, coercion or deception checks
Draw closer F&D 142 Can spend force dice to no greater than force rating to pull closer can use light side for extra success
Center of being F&D 140 Heightens the critical rating of 1 attack per ranks of talent until the next turn
Improved center of being F&D 140 Can use center of being as incidental
Researcher F&D 150 Remove 1 setback due to on knowledge checks
Smooth Talker (Negotiation) F&D 152 May spend triumph for extra success
Force rating F&D 143 Adds 1 force Rating
The force is my ally F&D 153 1 per session suffer 2 strain to use a force power as a maneuver
Natural Negotiator F&D 148 Reroll 1 failed negotiations roll per session
Force Rating F&D 143 Adds 1 force rating
Knowledge specialisation (lore) F&D 146 May spend triumph for extra success
Preemptive avoidance F&D 149 Can spend 1 destiny point to disengage out of turn right after being engaged
Multiple opponents F&D 147 Gains 1 boost when facing multiple opponents
Conditioned F&D 141 Remove 1 setback on athletics or coordination check
Sarlaac sweep F&D 151 Upgrade difficulty on melee attack, on 2 advantage can attack adjacent targets
Keen Eyed F&D 146 Can remove one setback from perception and vigilance per rank. Halves time to search area
Animal empathy F&D 139 Can add force dice equal to force rating on checks to calm or tame animals
Animal bond F&D 138 Can bond with animal with silhouette of half force rating
Force Rating F&D 143 Adds 1 force rating
Mental bond F&D 147 While committing 1 force rating can communicate with a bonded animal

Force Powers

Force Rating
5
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (light side/dark side use): When guiding and shaping thoughts, only dark side may be used to generate negative emotions such as rage, fear, and hatred. Only light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either
or .
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain
Upgrade Effect
Magnitude 3 Spend light side to increase targets affected equal to magnitude upgrades purchased.
Range 3 Spend lightside force to increase power’s range by a number of range bands equal to range upgrades purchased.
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user sends
and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend light side to gain success or advantage (user’s choice) on the check.
Duration 4 Spend 1 light side force to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
Strength When stressing the mind of a target it suffers 2 strain
Power
Sense
Description
Interact with the world around you, can sense all living things within short range, can sense the emotional state of 1 individual(engaged).
Upgrade Effect
Control Ongoing effect: May commit 1 force dice to once per round increase difficulty of attacks once (must target him)
Magnitude 3 May spend 1 force to effect additional number of targets equal to Magnitude upgrades
Control May spend 1 force to sense the current thoughts of an engaged
Strength When using Sense’s ongoing effects uprgade the pool twice instead of once
Duration Sense’s ongoing effect may be triggered one additional time
Control Ongoing effect: may commit 1 force to once per round upgrade a combat check
Range 3 May spend 1 force to increase the range equal to rang upgrades purchased
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend force to immobilize a target within short range until the end of the user’s next turn. If the user used any dark side to generate force also suffers 1 wound per spent on the check (ignoring soak)
Upgrade Effect
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend light side to gain success or advantage (user’s choice) on the check
Upgrade Effect
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade Effect
Power
Farseer
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend force to gain vague hints of events to come, up to a day into his future.
Upgrade Effect
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light side Force user only): Spend force light/dark to heal a number of wound equal to Intellect from an engaged living creature (including user). Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict
Upgrade Effect
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Control Can pull object off mountings
Control Can throw object on a target dealing 10x silhouette in damage
Magnitude Spend 1 light side to increase number of targets
Strength 4 Spend 1 light side to increase silhouette equal to upgrades
Range 2 Spend 1 light side to increase range equivalent to upgrades
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems. The Force user may spend light side to cause one vehicle or starship he is
engaged with to recover one system strain. The user may activate this multiple times
Upgrade Effect
Power
Protect/Unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blast of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average ( ) Discipline check as part of the pool. Spend light/dark side to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Dark side Force users may only protect themselves.
Upgrade Effect
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend light side to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user’s next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Power
Seek
Description
The user may spend
The user may spend 2 light side
to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. and succeed at an Average ( ) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions
Upgrade Effect
Power
Suppress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies. The user may spend to add automatic
STRENGTH
Spend to add additional automatic equal to Strength upgrades purchased to hostile Force power checks.
to Force power checks made against him or any ally within short range until the end of his next turn
Upgrade Effect
Mastery
Range 3 Increase 1 range per upgrade
Control
Duration
Strength 2 Add additional failures per rank
Control
Control

Background

Gor’kla was lucky to be in the outer rim when the purge(order 66) happened and while he was to young to remember it his master the human, Master Virdan, told him about it, Virdan took teaching the then young Gor’kla everything he could, that lasted for nearly 10 years until Vader’s inquisitors got to them. Virdan bought enough time for Gor’kla to escape. After that Gor’kla concentrated more on the art of the lightsaber, it took him 5 years until he found his place on the planet Alerath where he made his home far enough away from one of the cities not to be disturbed but close enough if he needed to get there. There he started meditating and communing with the local wildlife. There he spent his time in self imposed exile until the Jedi or the force would call him. He spent years learning and mastering both himself and his powers. Years later he felt he needed to get in the city and he stumbled upon a force sensitive Chiss child being threatened by a group of thugs. Not all listed on his warnings and he killed some of them, he learned that child’s name was Charan’althari’ather who became his student.

Motivation

His faith in the Jedi code is unfaltering and his belief that the Knowledge of the Jedi should be brought forward for all to know, at least the harmless parts

Morality

Believing in the code of the old Jedi he holds his discipline strictly to the degree he knows he should be more flexible, just like he always tries to solve it with words even when he knows it won’t do any good.

Description

He wares traditional Jedi robes, the feathers are mostly light grey with lines of dark grey or black covering both hands and face, one can assume that they follow through down his back. The rarely seen lightsaber is seen on his right hip

Other Notes

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