Jacen Briggs by Grepher

Species
Human
Career
Sentinel
Specializations
Shadow, Slicer, Soresu Defender, Sentry, Seer
System
Force and Destiny

6
Threshold 18
Current 0
Threshold 23
Current 0
Ranged 1
Melee 2

Characteristics

3
4
5
3
2
2

Skills

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

Attacks

Lightsaber (Azure)
Range
Engaged
Skill
Lightsaber
Defensive 1, Breach 1, Sunder, Dualphase, Superior, Thisspiasian Stabilising coils, Crossguard, Emitter, Disorient 1
Damage
9
Critical
3
Vengeance
Range
Short
Skill
Ranged: Light
Pierce 4, accurate 1, innaccurate 1, Limited Ammo 6
Damage
14
Critical
3
Divine Blade
Range
Engaged
Skill
Lightsaber
Superior, Advantageous.
Damage
+2
Critical
2
Concussion Grenade (X2)
Range
Short
Skill
Ranged: Light
Blast 8, Concussion 2, Disorient 5, Limited Ammo 1
Damage
10
Critical
5
Sonic Grenade (X2)
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 5, Stun Damage, limited ammo 1
Damage
10
Critical
4

0
1480
18

Weapons & Armor

Jedi Battle Armour Def 1 Soak 2 HP 5 EM 5 (Keeping the peace)

Low-friction coating 1 HP (See above) Increases melee defence by 1 Mod:1 rank of Coordination

Superior 1HP (Any core) Increases soak by 1 and downgrades encumb by 1

Bio feedback system (F&D Core) Raises strain threshold by 4. 2 HP

Tracking System (No Disintegrations) 1 HP Mod: 1 free skill in vigilance and 1 free rank of survival

Personal Gear

Modular Backpack (Encum 6 issue)
Load Bearing Gear (+3 to Encum)
Utility Belt (+1 to Encum)
Military Belt Pouch (0)
Dataspike X2 (2)
5 Stimpacks (0)
2 Extra Reloads (2)
2 Field ration packs (0)
Lockpick set (0)
Condenser (2)
Databreaker (1)
Scramble Key (1)
3-MAL secure Comlink (0)
Shadowcloak (2)
Merr-Sonn "Rider" Ascention Pistol (1)
Datapad (1)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Slight of Mind Add a boost dice to all Stealth checks unless the opposition is immune to Force powers. (Ranked 3)
Well Rounded Select two non-career skills they become permanently become Career skills
Shroud Spend 1 Destiny point, until the end of the encounter the character is undetectable by Force powers and his/her powers are undetectable
Codebreaker Remove a setback dice per rank of Codebreaker to decrypt communications or break codes. In addition decrease the difficulity of checks to break codes or decrypt communications by 1. (Ranked 3)
Grit Increase strain threshold by 1. (Ranked
Indistinguishable Upgrade difficulty to identify this character by 1 per rank. (Ranked 2)
Dodge When targeted by a combat check, the player can take an incidential to suffer strain per ranks of Dodge. Upgrade the difficulty of the check per ranks of Dodge. (Ranked 4)
Now you see me Once per session make a 3 purple difficulty check, to make a number of NPC's equal to the players cunning forget about that character.
Anatomy Lessons After making a successful attack, the player may spend a destiny point to add damage equal to the players intelligence.
Force Rating Increase the player's force rating by 1 (Ranked 3)
Master of Shadows Once per round, suffer 2 strain to decrease a Stealth or Skullduggery check by 1.
Dedication Increase a chosen Characteristic by 1 (Ranked 3, Intel X2, Brawl.)
Technical Aptitude Reduce time needed to complete a computer check by 25% per rank of Technical Aptitude. (Ranked 1)
Bypass Security Remove setback dice per rank when opening a locked door or disabling a security device. (Ranked 1).
Defensive Slicing When defending computer systems add 1 setback dice to an opponent's checks. (Ranked 1)
Parry When attacked by a melee attack, suffer 3 strain reduce the damage by 2 plus ranks in Parry. (Ranked 5)
Toughened Increase Wound threshold by 2 (ranked 3)
Soresu Technique When using a lightsaber you may use the intelligence characteristic instead.
Reflect When hit by a ranged attack, suffer 3 strain reduce the damage by 2 plus ranks in Reflect. (Ranked 5)
Improved Parry When parrying a hit that generated a Despair or 3 Threat, you may deal the base damage on the weapon from a Lightsaber, Brawl or Melee weapon after the attack resolves.
Defensive Circle Action: Make a 3 purple Lightsaber Intelligence check. The character plus 1 ally within short range per success, gains X defence until the beginning of your next turn. (X being 1 plus for every 2 advantage generated.)
Improved Reflect When reflecting a hit that generated a Despair or 3 Threat, one enemy within medium range suffers the same damage generated.
Conditioned Remove 1 setback dice per rank from coordination and Althletics checks. In addition reduce damage dealt by falling from 1 strain and wound, for every rank. (Ranked 1)
Uncanny Reactions Add boost dice per rank to all vigilance checks. (Ranked 3)
Fear the Shadows Action: Make a 3 purple difficulty deception check, on a success make a minion group or Rival flee the encounter. (Note: Enemies must be able to flee)
Constant Vigilance Always use Vigilance when making Initiative checks.
Defensive Stance Once per round as a manuever, suffer strain equal to ranks in this talent upgrade all melee attacks to this character equal to the strain lost until the end of the round. (Ranked 1)
Keen Eyed (Ranked 1) Remove • per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Sense Danger Once per session, remove ••from any check.
Sense Advantage Once per session, may add ••to an NPC's skill check.
Expert Tracker (Ranked 1) Remove • per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half

Force Powers

Force Rating
4
Power
Misdirect
Description
Creates illusions to fool those around him.
May spend light or dark side to make a character in short range, unable to perceive a chosen object or person of silhouette 1 or smaller.
The character cannot see or sense the object or person until the user's next turn.
Upgrade Effect
Duration Commit 2 force rating, to sustain this power while the beguiled target remains in range
Control May use this power to force the target to perceive a single illusory person or object.
Control The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Strength Spend 2 Light or dark, to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased. (Ranked 1)
Range Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. (Ranked 1)
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend a light or dark to sense all living things within short range (including sentient and non-sentient beings).
The user may spend a light or dark to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Duration Sense’s ongoing effects may be triggered one additional time per round.
Control Commit 1 force rating. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Strength When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend 1 light or dark to immobilize a target within short range until the end of the user’s next turn. If the user used any dark the user suffers 1 damage equal to both light and dark pips spent on the check. (Ignoring soak)
Upgrade Effect
Range Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. (Ranked 1)
Strength Spend 1 light or dark, to disorient the target for a number of rounds equal to Strength upgrades purchased. (Ranked 1)
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend 1 light or dark 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 The Force user can pull objects out of secure mountings or out of an opponent’s grasp.
Strength Spend 1 light or dark to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased. (Ranked 2)
Control The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette.
Power
Suppress
Description
The Force user can dampen llle effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.

The user may spend Light or dark to add an automatic failure to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Range (Ranked 3) Spend light or dark side to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control Whenever a Force user targets a character affected by Suppress with a hostile force power, if that opponent used dark on the check, he or she suffers strain equal to the users rank of Discipline.
Control Once per session, you may spent 1 destiny point to to use this power as an out of turn incidental.
Duration Ongoing effect: Commit a Force dice to sustain ongoing effects of the power on each affected target while within range.
Control Commit one or more Force dice: When an opponent targets the user with a Force power. after the opponent generates Light or Dark reduce the total Light and Dark generated by 1 per Force Dice committed to a minimum of 0.
Strength (Ranked 2) Spend Light or dark to add additional failure equal to Strength upgrades purchased to hostile force Powers.

Background

Motivation

Morality

Description

Other Notes

Return to Top