Tanaran by ChrisHillATX

Species
Human
Career
NPC
Specializations
System
Force and Destiny

5
Threshold 20
Current 0
Threshold 22
Current 0
Ranged 1
Melee 1

Characteristics

3
4
3
5
5
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 4
Charm (Pr) 4
Coercion (Will) 4
Computers (Int) 0
Cool (Pr) 4
Coordination (Ag) 4
Deception (Cun) 5
Discipline (Will) 5
Leadership (Pr) 5
Mechanics (Int) 0
Medicine (Int) 2
Negotiation (Pr) 4
Perception (Cun) 4
Piloting: Planetary (Ag) 2
Piloting: Space (Ag) 3
Resilience (Br) 4
Skulduggery (Cun) 1
Stealth (Ag) 4
Streetwise (Cun) 1
Survival (Cun) 3
Vigilance (Will) 4
Brawl (Br) 4
Gunnery (Ag) 0
Lightsaber (Cun) 4
Melee (Br) 4
Ranged: Light (Ag) 2
Ranged: Heavy (Ag) 1
Knowledge: Core Worlds (Int) 2
Knowledge: Education (Int) 3
Knowledge: Lore (Int) 5
Knowledge: Outer Rim (Int) 2
Knowledge: Underworld (Int) 2
Knowledge: Warfare (Int) 2
Knowledge: Xenology (Int) 0

Attacks

Lightdaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
10
Critical
1

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Adversary 4
Parry 4
Reflect (Improved) 4
Embrace Your Hate 1 May spend 1 Destiny Point and suffer Conflict equal to dark side Destiny Points in pool to add equal damage to melee attack. May use this ability once per encounter per rank.
Lethal Blows 2 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
The Force is My Ally 1 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Overwhelming Aura 2 Commit C up to number of ranks. Add a to social checks equal to C committed. Add t equal to C committed to enemy social checks in short range.
Fearsome 2 When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character’s ranks in Fearsome.
Prophecy 1 Once per game session, the character may spend 1 Destiny Point and make a Average (dd) Vigilance check to utter a prophecy. If they succeed, they foretell a single event. At any time before the end of the game session, they may spend 1 Destiny Point, at which point the foretold event transpires. The GM should interpret the prophecy to fit the scene, possibly revealing truths the character did not foresee in the process. Add 1 setback to any character’s checks to prevent the foretold event from occurring.
Saber Throw 1 As an action, make a Lightsaber attack as a ranged attack at a target within medium range. Add C up to Force rating. Must spend F and succeed to hit target. Spend F to return weapon to hand.
Quick Draw 1
Coordinated Assault 4 Take a maneuver to add a to combat checks for a number of allies within long range equal to Leadership until beginning of next turn.
Improved Overwhelming Aura 1 Characters affected by Overwhelming Aura add automatic f to fear checks the character cases and automatic s to fear check not caused by the character.

Force Powers

Force Rating
Power
Bind
Description
Upgrade Effect
Power
Ebb/Flow
Description
Upgrade Effect
Power
Endure
Description
Upgrade Effect
Power
Enhance
Description
Upgrade Effect
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend F to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or for one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade Effect
ALL
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend Z to gain vague hints of events to come up to a day into his future.
Upgrade Effect
ALL
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Z/z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage, fear,
and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as
confusion can be generated with either Z or z.
The character may spend O to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
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 O to gain s or a
(user’s choice) on the check.
Control The Force user may make an opposed Discipline vs Discipline
check combined with an Influence Power check. If the user
spends O 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.
Magnitude 3 Spend O to increase
targets affected equal
to Magnitude upgrades
purchased.
Range 3 Spend O to increase
power’s range by a number
of Range bands equal to
range upgrades purchased.
Strength When stressing the mind
of a target, the character
inflicts 2 strain.
Duration 4 Spend O to increase
duration by number of
rounds (or minutes) equal
to Duration upgrades
purchased.
Power
Jerserra's Influence
Description
The Force use can project terrifying visions onto foes, forcing them to face their greatest fears. The user may spend F to target one character within short range. That character must immediately make an Average (dd) fear check as an out of turn incidental.
Upgrade Effect
Strength 2 The Force user may spend F to increase the difficulty of the fear check by a number of times equal to Strength upgrades purchased.
Mastery Once per session, after a target fails a fear check caused by this power, the Force user may have the target perform one action as an out of turn incidental. The Force user gains 3 Conflict.
Control When making a fear check, the Force user can roll a Jerserra's Influence power check as part of the pool. The user may spend F to gain s or a (user's choice) on the check.
Magnitude 2 Spend F to increase the number of targets affected by a number equal to Magnitude upgrades purchased.
Range 2 Spend F to increase the power's range by a number of range bands equal to Range upgrades purchased.
Control If target suffers strain as a result of Jerserra's Influence, the Force user recovers an equal amount of strain.
Power
Misdirect
Description
Upgrade Effect
Power
Move
Description
Upgrade Effect
Power
Protect/Unleash
Description
Upgrade Effect
Power
Seek
Description
Upgrade Effect
Power
Sense
Description
Upgrade Effect
Power
Suppress
Description
Upgrade Effect
Power
Warde's Foresight
Description
The Force user can feel the Force flowing around another specific individual to gain insight into what that person might do. The user may spend F to gain hints about what another individual within short range is likely to do in the near future.
Upgrade Effect
Strength 2 Spend FF to add b equal to Strength upgrades purchased to user's next check against the target.
Duration 2 Spend FF to have the bonuses the power grants apply to all checks for rounds equal to Duration upgrades purchased.
Magnitude When performing a Warde’s Foresight power check as part of an Initiative check, spend F to add s or a to ally's first check this encounter.
Control Once per encounter, use the basic power as a maneuver.
Control When performing a Warde’s Foresight power check as part of an Initiative check, if the user did not use z to generate F each ally adds automatic s to the results of his Initiative check. If the user used z to generate F the user may immediately perform an action before the encounter begins, but each enemy in the encounter adds automatic s to the results of his Initiative check.
Range 2 Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Control 2 When performing a Warde’s Foresight power check as part of an Initiative check, spend F to add a on user’s first check this encounter.

Background

Motivation

Morality

Description

Other Notes

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