Character Name

Korath Lorren by TrampGraphics

Soresu Defender, Navigator, Artisan, Racer, Sentry
Force and Destiny

Threshold 18
Current 0
Threshold 17
Current 0
Ranged 0
Melee 0

Placeholder Image




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


Custom Lightsaber
Extended hilt (+1 dam, +1 Vicious), Superior Hilt (Lock-on, +1 Damage, +1 Advantage) , Dual Phase, modified Cyclic Crystal Array (3 crystals), Mephite Crystal active: +11 Damage, Crit Rating 1)
Custom Lightsaber
Extended hilt (+1 dam, +1 Vicious), Superior Hilt (Lock-on, +1 Damage, +1 Advantage) , Dual Phase, modified Cyclic Crystal Array (3 crystals), Kimber Stone active (+11 Damage, Stun Damage, Cuncussive +1, Disorient +1
Custom Lightsaber
Extended hilt (+1 dam, +1 Vicious), Superior Hilt (Lock-on, +1 Damage, +1 Advantage) , Dual Phase, modified Cyclic Crystal Array (3 crystals), open slot Active:
Disorient 1, Knockdown, Stun Damage (optional)
Detonite Demolitions charges (6)
mechanics skill, Blast radius (see range),
9 (+10)


Weapons & Armor

Concealing robes,

Custom Lightsaber
• Superior hilt personalization(+1 damage, lock on switch, Automatic Advantage per use)
• Extended Hilt (+1 Damage, +1 Vicious)
• Dual Phase
• Cyclic Crystal Array (fits three crystals)
• Mephite (+11 Damage, Crit Rating 1) total Damage=+13
• Kimber Stone (+11 Damage, Stun Damage) Total damage = +13 Stun.

Personal Gear

Jedi utility belt (with Aquatta 99 Rebreather, 3 day rations, Lightsaber tool kit, Glow Rod, Comlink, Medpack, Breathmask, Macrobinoculars, Pocket computer, climbing gear w/20 m Synthrope and grappling hook), Pioneer Subspace comlink, Military Pack (Increase Encumbrance Threshold by 6, Cumbersome 2) containing Wilderness Survival Kit w/ Tautuaun pup-tent,
6 Mesonics Detonite Demolitions charges,

Assets & Resources

Modified YZ-900 Freighter.
• Armory with Lightsaber construction workshop (suitible for four users).
• Research Library
• Variable gravity Lightsaber Dojo
• training sabers
• Marksman-H Combat Training remotes
• WJ·BBO Blinding Helmets
• Lightsaber Cadence equipment
• Various workout gear
• Briefing Auditorium
• Astromech socket
• Astrogation droid brain
• Autopolit droid brain
• Gunner droid brain
• twin Heavy Laser cannons (x2) Turrents Dorsal, Ventral
• Twin Laser cannons (x2) Forward/Port, Forward/Starboard
• Concussion Missile Launchers (x2) Forward, Aft

2 R2 Astromech droids
1 R7 Astromech droid

Jedi Holocron
• Bonus career skills (Knowledge Lore and Mechanics [specifically lightsaber construction])
• Provides knowledge and instruction of every "non-unique" Force Power.

Critical Injuries & Conditions

Easy critical injury (no ongoing effect). (Diistracted: cannot perform free maneuver next turn).


Name Book & Page Description
Parry (5 pt, 5 pt, 15 pt) F&D 149 When character suffers hit from brawl, melee or lightsaber check, after damage is calculated (beofree soak), the character may make Parry incidental. suffers 3 strain and reduces damage dealt by 2+ranks in Parry (total 5)
Improved Parry (15 pt) F&D 149 When his with brawl, melee or lightsaber attack generating dispair or three threat, may hit attacker once with lightsaber, melee, or brawl weapon dealing base damage after attack is resolved.
Supreme Parry (25 pt) F&D 149 If user didn't make a combat check during previous turn, may spend 1 Strain to use Parry instead of 3
Toughened (5 pt, 5 pt, 10 pt, ) F&D 153 Increase wound threshold +6.
Strategic Form (25 pt) F&D 152 May tak Strategic Form action; make hard lightsaber check adding Force Dice no grater than Force rating . If successful, may only attack character for one turn pus one turn for each Force Point spent
Dedication (Presence) (25 pt) F&D 141 Gain +1 in single Characteristic
Commanding Presence (10 pt) F&D 140 remove one setback per rank of Commanding Presence from all Leadership and Cool checks
Studious Plotting (5 pt) SS 31 When making Streetwise or Survival check to navigate on a world, may use Intellect instead of Cunning
Expert Tracker (5 pt) F&D 142 Remove one Setback per rank in Expert Tracker from checks to find tracks or track targets decrease time to track target by half
Galaxy Mapper (10 pt) F&D 144 Remove one setback per rank of Galaxy Mapper from all Astrogation checks; checks take half the time.
Shortcut (5 pt) SS 31 During Chase, add boost per rank of Shortcut to checks made to catch or escape opponent
Improved Shortcut (10 pt) SS 31 When involved in chase or race, may suffer 2 strain to add Success = ranks in Shortcut to check
Planet Mapper (10 pt) SS 31 Remove one Setback per rank in Planet Mapper from all Survival or Streetwise checks for navigation. Checks take half the time
Preemptive Avoidance (10 pt) F&D 149 May spend Destiny Point to disengage from any Engaged enemy as an out-of-turn incidental
Swift (15 pt) F&D 153 Do not suffer usual penalties for moving through difficult terrain
Uncanny Senses (15 pt) F&D 153 may add one boost per rank in Uncanny Senses to all Perception checks
Holistic Navigation (20 pt) SS 30 When making navigation check, may spend a Destiny Point to remove one Despair or remove Threat = ranks in Perception
Force Rating (20 pt, 20 pt, 20 pt) F&D 143 Gain Force +1 Rating per rank (+3)
Intuitive Navigation (25 pt) SS 30 When making Astrogation or Knowledge Outer Rim check, add Force Dice up to Force Rating to check. May spend Force Ponits to add Success or Advantage
Solid Repairs (5 pt, 20 pt) F&D 152 Repairs on hull trauma per rank of Solid Repairs whenever repairing starship or vehicle
Intuitive Improvements F&F 145 When makinng check to craft or repair item, may add FD up to Force Rating. Spend 2 FP to increase Hard Points by one up to maximum of +2.
Skilled Jockey (5 pt) F&D 152 Remove one Setback per rank in Skilled Jockey from all Pilotting (Planetary) and Piloting (Space) checks character attempts
Full Throttle (10 pt) F&D 143 Take Full Throttle action; make hard Pilotting check to increase vehicle's top speed by one for a number of rounds = cunning
Improved Full Throttle(15 pt) EV 30 Suffer 1 Strain to attempt Full Throttle as a Maneuver and decrease difficulty to Average
Supreme Full Throttle (20 pt) EV 31 When performing Full Throttle, increase speed by 2 instead of 1
Soresu Technique (10 pt) F&D 152 Force Talent: When making a Lightsaber skill check, may use Intellect instead of Brawn
Grit (10 pt, 10 pt, 5 pt, 5 pt, 5 pt) F&D 144 Gain +5 Strain Threshold.
Freerunning (15 pt) EV 30 Suffer 1 Strain when making a Move maneuver to move to any location within short range
Defensive Stance (5 pt) F&D 141 Once per round, on the character's turn, the character may make a Defensive Stance maneuver to defend against incoming melee attacks. He suffers a number of strain no grater than ranks in Defensive stance to upgrade all meleee attacks made against him equal to strain suffered.
Improved Reflect (25 pt) F&D 150 When reflecting a hit that generated Dispair or three Threat, may hit one target in Medium Range with same damage as initial hit after original attack resolves.
Defensive Circle (15 pt) F&D page 141 Force Talent: While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard Lightsaber (intellect) check. If successful, the character plus one ally per Success within short range gains ranged and melee defense X until beginning of his next turn. X equals 1 plus 1 for every two Advantage.
Reflect (10 pt, 20 pt, 5 pt, 10 pt) F&D 150 IF wielding a lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect.
Uncanny Reactions (10 pt) F&D 153 Add 1 Boost per rank in Uncanny Reactions to all Vigilance checks
Inventor (15 pt) F&D page 146 When constructing new items, or modifying existing attachments, the character may choose to add one Boost or remove pone Setback per rank in Inventor
Sleight of Mind (15 pt) F&D 152 Add 1 Boost per rank of Sleight of Mind to all Stealth checks unless opponent is immune to Force powers
Saber Throw (15 pt) F&D 151 Perform SaberThrow action; make a Lightsaber combat check as a ranged attack within Medium range, adding FD up to Force rating. Must spend 1 FP and succeed to hit target. Spend 1 FP to return weapoon
Dodge (20 pt) F&D 142 When targeted in combat, may use Dodge incidental, Suffer Strain no greater than ranks in Dodge to upgrade difficulty of attack by that number

Force Powers

Force Rating
Battle Meditation
Force user directs allies in battle making them more effective as coordinated unit.
Upgrade Effect
Control (10 pt) When making Battle Meditation power check, user may make Easy Leadership check as part of pool. If use is able to activate power and succeed on check, he may send simple orders as part of power
Base (15 pt) May spend Force Point to add 1 automatic Sucess to all checks made by a number of engaged friendly targets up to Presence before end of next turnIf user used DSP to generate FP, reduce targets' Willpower by 1 to minimum of 1 until end of encounter
Range (5 pt) Spend FP to increase range by number of range bands = Range upgrades
Magnitude (5 pt) Sped FP to affect a number of additional targets = Presence per rank of Magnitude
Force User restrains enemy, preventing target from acting
Upgrade Effect
Control (10 pt) Spend FP to move target one range band closer or farther away
Base (15 pt) User may spend FP to immobilize a target within short range until end of user's next turn. If ueser used any DSP to generate FP, target also suffers 1 Wound per FP spent on check ignoring Soak.
Range (10, pt 15pt) Spend FP to increase power's range by number of range bands = range upgrades
When making Athletics check, Force user may roll an Enhance power check as part of pool.
Upgrade Effect
Range (10 pt) Spend FP{ to increase power's range by a number of range bands = range upgrades.
Control (10 pt) User can perform Force Leap as a maneuver instead of action.
Base (10 pt) User may spend FP to gain Success of Athletics check.
Control (5 pt) Enhance can be used with Coordination skill.
Control (5 pt) Enhance may be used with Pilotting (planetary) skill.
Control (5 pt) Enhance may be used with Pilotting (Space) skill
Control (10 pt) Ongoing Effect: Commit FD. User increases Agility characteristic by 1 (to maximum of 6)
Control (10 pt) Take a Force Leap action: make Enhance power check. User may spend FP to jump horizontally to any location in short range
Control (10 pt) When performing Force Leap, user can jump vertically in addition to horizontally.
Force User expands normal vision through a connection to the Force
Upgrade Effect
Base (5 pt) User may spend FP to ignore effects of darkness or blindness and see normally at up to medium range for remainder of the round (or one minute). This allows user to view everything most sentients could normally see on well-lit day.
Force User can feel the Force flowing around everything, seeing what is and what will be.
Upgrade Effect
Base (10 pt) User can spend FP to gain vague hints of events to come, up to a day into the future.
Control (10 pt) When making skill check to determine Initiative, Force user may roll a Foresee power check as part of pool. May spend FP to gain one sucess per point on check.
Force user bolsters allies with renewed vigor or saps enemies of vital energy
Upgrade Effect
Base (15 pt) Heal: (LS user only) Spend FP to heal number of wounds = Intellect from engaged living target (including self). Harm: Spend FP to inflict number of wounds= Intellect (ignoring Soak) on engaged living target. User gains 1 Conflict
Character may attempt to guid, shape, or twist thoughts and feelings of others.
Upgrade Effect
Control (15 pt) When making Coersion, Charm, Deception, Leadership, or Negotiation check, Force user may roll Influence power as part of Dice Pool. May spend FP to gain Success or Advantage on the check.
Control (10 pt) User may make opposed Discipline vs Discipline check combined with an Influence check. If user spemnds FP and succeeeds on the check, he can force target to adopt an emotional state or believe something untrue lasting one round or 5 minutes.
Base (10 pt) Special Rule (LSP/DSP use: When guiding and shaping thoughts, only DSP may be used to generate negative emotions such as rage, fear, and hatered. Only LSP may e used to generate positive emotions such as peace, tranquility and friendliness. Other emotions such as confusion can be generated with eiher LSP or DSP.
Character may spend FP to stress mind of ine living target he is engaged with, inflicting 1 Strain
Range (5 pt) Spend FP to increase power's range by a number of range bands equal to upgrades purchased.
Duration (5 pt, 5pt) Spend FP to increase duration by a number of rounds = to duration upgrades purchased.
Magnitude (5 pt) Spend FP to increase targets affected by amount = magnitude upgrades purchased.
Strength (10 pt) When stressing the mind of a target, character inflicts 2 Strain.
Force user creates illusions to fool those around him
Upgrade Effect
Control (15 pt) Commit one or more FD. Add Threat per FD to all combat checks targeting Force user.
Magnitude (10 pt) Spend FP to affect additional targets = Presence per rank of Magnitude purchased.
Duration (5 pt) Commit 2 FD to sustain power while beguiled target remains in range.
Base (15 pt) User may spend FP to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until beginning pof user's next turn, target cannot see or sense the hidden person or object.
Force user can move small objects via the power of the Force
Upgrade Effect
Control (15 pt) USer can perfom fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power's range.
Strength (10 pt, 10 pt) Increase Silhouette able to be targeted to 2.
Range (5 pt) Spend FP to increase power's range to Medium.
Base (10 pt) User man spend FP to move one object of Silhouette 0 that is within short range upto his maximum range. The default maximum range is short range.
Control (10 pt) Force user can hurl objects to damage targets
Control (5 pt) Force user can pull objects from secure mountings or out of people's grasp.
Force User guides the flow of energy, protecting himself and others or unleashing blast of power upon his foes.
Upgrade Effect
Base (20 pt) Protect: USer makes Protect power check and rolls an Average Discipline check as part of pool. Spend 2 FP to reduce damage from an energy-based weapon that hits himself or an engaged character by amount = Willpower +1 per Success. Dark Side users may only protect themselves.
Unleash: User makes an Unleash power check as ranged attack and rolls Average Discipline check for difficulty. If check succeeds and spends 2 FP, the attack hits. Has range of Short, base damage = Willpower, and Crit rating of 4. User gains 1 Conflict.
Control (10 pt) Protect: Spend Advantage to gain Defense= Advantage spent. Unleash: Spend Advantage to inflict 1 Strain on target.
Control (15 pt) Protect: Spend FP to allow power to protect against all types of attack. Unleash: Spend FP to give attack Ensnare 2.
Duration (15 pt) Protect: If no DSP generated FP, the power reduces damage of all attacks hitting target. Unleash: Spend FP to give attack Burn 2.
Mastery (25 pt) Protect: Light Side Force user may spend 2 FP to reflect all attacks they reduce to 0 damage = to initial attack to attacker. Unleash: Dark Side Force users may spend FP to reduce Critical rating of attacks to 1.
Strength (5 pt) Spend FP to decrease damage or add damage = ranks of Strength purchased.
Force user allows the Will of the Force to lead the way to something lost or forgotten.
Upgrade Effect
Strength (10 pt) Spend FP to eliminate one Force-based Illusion per Strength upgrade purchased.
Magnitude (5 pt) Spend FP to gain on additional detail per magnitude upgrade purchased.
Base (10 pt) User may spend 2 FP to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. User may spend FP and succeed at average Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions.
Control (10 pt) On going: Commit FD Upgrade ability of Vigilance and Perception checks once.
Force user can sense the Force interacting with the world around him.
Upgrade Effect
Control (10 pt) Spend FP, Force user senses the current thoughts of one living target with whom he is engaged.
Base (10 pt) User may spend FP to sense all living things within short range (including sentient and non-sentient beings). USer may spend FP to sense the current emotional state of one living target with whome he is engaged.
Control (10 pt) Ongoing effect: Commit FD. Once per round, when attack targets Force user, he upgrades difficulty of pool once.
Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
Upgrade Effect
Duration (5 pt) Ongoing effect: Commit FD to sustain ongoing effects of power on each target while within range.
Base (10 pt) User may spend FP to add automatic Failure to Force power checks made against him or any ally within short range until end of next turn.
Fated Duel: Soresu Defender (Signature Ability)
Upgrade Effect
Base Once per Session, during combat encounter, character may spend 2 Destiny Points and make Hard Discipline check to challenge another character. If successful, the two characters are locked in a duel for 3 rounds. For duration of duel, the two dueling characters can only make attacks targeting each other and no other characters may target the dueling characters with attacks or otherwise intervene.


Korath Lorren was born eight years before the Battle of Yavin in an obscure corner of the Outer Rim. His parents, both Jedi, disappeared soon after, leaving the boy in the care of the reclusive Duinuogwuin Jedi Master Oruk'Ryu'Ken. Over the next fifteen years, Master Oruk raised Korath in the traditions of the Jedi, instilling in him the tenets of the Jedi Code. As Korath grew, and learned, it became apparent that he had a keen affinity for the combat arts, especially the lightsaber. When Korath was fifteen, tragedy struck once again. Some of the Emperor's Dark Jedi out into the galaxy. One of these, a sociopath named Mathis Karr, discovered Master Oruk’s secret retreat and descended upon the planet with his minions. Korath watched from his Hiding position as the Dark Siders murdered the great Star Dragon. Muting his Force presence, he went unnoticed by the bloodthirsty gang. Alone, his training not quite complete, and without a teacher, Korath continued his Martial training as best he could before finding a way off planet. He spent the next several years traveling the galaxy on different starships learning many different skills and gaining a great deal of experience. One thing remained with him throughout that time: a vision, that came to him many times over the years, of himself, fully trained, in a final confrontation with Mathis Karr. It was a vision he knew could not be avoided, though when it would happen, he could not know. One of his travels took him to Endor where he resumed his Force training for a short period of time under the tutelage of an old Ewok Shaman, who was near the end of his time. When the old Ewok died, he left him with a medallion that contained a Kimber Stone crystal embedded in it. A crystal Korath would add to his lightsaber along with the Mephite crystal it already utilized. He soon found his way to Luke Skywalker’s Jedi Academy on Yavin IV along with an introverted ex Imperial Tie pilot named Kain Mandala, a man tortured by a tragic past, who showed a good deal of Force potential yet had gone unnoticed within the Empire. This wouldn’t last long though. During the next year, Kain and Korath learned and adventured together. Hidden in the shadows though was Mathis Karr who plotted to twist the sullen and tortured man in his attempt to carve out his own empire. Karr captured Kain, while he and Korath were on a quest to locate an ancient Holocron, and quickly brought him under his spell and used Kain to lead his personal army. Korath, along with his remaining companions, spent months thwarting Karr’s evil schemes and trying to save Kain from the Dark Side’s grasp before it was too late. On one occasion, Korath and the half twisted Kain teamed up to stop an even greater threat. On a ship almost as large as the Eclipse, they encountered three Dark Side warriors who claimed to be members of the ancient Sith order, and their minions. Whether this was true or not is unknown. However, they were powerful and it took the combined effort of Korath and Kain’s people to defeat them. To save the life of one of his companions, who was engaged in a duel with the leader of these “Sith” and clearly outmatched while surrounded by the Dark warriors horde, Korath challenged the monster. Entering the room, he ignited his lightsaber holding it over his head. The mob parted, letting him advance on the Dark warrior. The two engaged in a fierce battle that lasted for what seemed forever. Blow upon blow was struck and parried in a never-ending dance. First one gaining ground and then the other; back and forth it went until, in a moment of inspiration, Korath struck in a sideways sweep towards his foe’s right side. As his opponent moved to block it, he deactivated his lightsaber and then reactivated it in the middle of the dark warrior’s chest. As he died, the Sith warrior attempted one final overhand strike. Korath twisted his body as he moved to parry the blow, ripping his lightsaber up through the dark warrior’s shoulder and parrying the blow as the villain collapsed in a broken heap. Korath would eventually save Kain and retrieve the Holocron though he had yet to face Mathis Karr.

He has trained a number of students: Cable Sterns, his girlfrind, Arrianna Telan, The Yassana, Elias Windrider, and the Zeltron, Trixi Troubelle.

With the destruction of Luke Skywalker's Jedi temple, while Korath was away on a mission, and Luke's subsequent disappearance, Korath has returned to his life as a wandering peacekeeper.


Restore the Jedi: Korath seeks to help in the restoration of the Jedi order, gathering as much lore as possible and training any students he can in the ways of the Jedi as his master did with him.

Faith: The jedi Code
Korath knows the Jedi Code, as taught to him by his Master, by heart and follows its tenets faithfully.


Morality Threshold: 72

Emotional Strength: Disciplined
Korath has extremely rigorous mental and physical discipline and does not make rash choices. Every action is deliberate, and precise. Not one to be goaded into foolish decisions.

Emotional Weakness: Stubborn
Korath can be very hard-headed. Once he makes up his mind, it can be hard for others to get him to change it.


1.69 meters tall (5'6"), white male with tanned skin, long brown hair worn loose with close-cropped graying beard and moustache, and brown eyes. Wears black pants black knee-high moccasins, and black pleated wool surcoat over loose collarless white shirt with laced up front, secured with Jedi utility belt with his lightsaber at his left hip, all under a charcoal gray robe, and wearing silver hoop earring in his left ear.

Other Notes

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