Taersh Vassan by NeuroMysticAmeba

Species
Muun
Career
Jedi
Specializations
Master
System
Force and Destiny

4
Threshold 15
Current 12
Threshold 15
Current 1
Ranged 1
Melee 1

Characteristics

2
2
4
5
3
1

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2
Damage
10
Critical
1

Weapons & Armor

Jedi Reconnaissance Armour

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Centre of being 3 Collapse of the Republic pg 37 Once per round, when wielding a lightsaber, the character may make a centre of being manoeuvre. Until the beginning of the characters next turn, whenever an enemy makes a melee attack targeting the character, the critical rating of the enemy's weapon counts as one higher per rank of centre of being.
Centre of being (Supreme) 1 Collapse of the Republic pg 37 When the character performs the Centre of being manoeuvre, until the beginning of their next turn, ranged weapons also treat their critical rating as one higher per rank of Centre of Being when attacking the character
Flows through all things 1 Collapse of the Republic pg 39 Once per round, the character may perform the Flows through all things manoeuvre to recover strain equal to their force rating.
The Force is my Ally 1 Collapse of the Republic pg 44 Once per session, the character may suffer 2 strain to perform a force power action as a manoeuvre.
Toughened 2 +2 Wound Threshold per rank in toughened
Grit 3 +1 Strain Threshold per rank in Grit
Adversary 2 Increase difficulty to hit by 1 per ranks of adversary

Force Powers

Force Rating
5
Power
Move
Description
The user may spend light side 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 user can hurl objects to damage targets, by making a Discipline check combined with a move power check dealing damage equal to 10 times silhouette.
Control The user can pull objects out of secure mountings or out of an opponents grasp.
Control The user can perform fine manipulation of items, allowing him to do whatever he would do normally with his hands via this power at this power's range.
Range (3) Spend light side to increase power's range by a number of range bands equal to range upgrades purchased.
Strength (4) Spend light side to increase silhouette able to be targeted equal to ranks in Strength.
Magnitude (4) Spend light side to increase targets affected equal to Magnitude upgrades purchased.
Power
Bind
Description
Force user restrains an enemy, preventing the target from moving.

User may spend pips to to immobilise a target within short range until the end of the users next turn. if the user used any dark side the target also suffers 1 wound per pips spent (Ignoring soak)
Upgrade Effect
Duration Commit 3 force dice to sustain the ongoing effects of the power on each affected target.
Mastery When the user is making a Bind power check, if the check was not already opposed the user may roll an opposed Discipline vs Discipline check against one target of the power. If no dark side is used and the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any dark side was used and the check succeeds, the target suffers a critical injury, adding +10 to the roll per pip spent on the check
Range (3) Spend light side to increase power's range by a number of range bands equal to range upgrades purchased.
Strength (3) Spend pips to disorient the target a number of rounds equal to Strength upgrades purchased.
Magnitude (3) Spend 2 pips to increase targets affected equal to Magnitude upgrades purchased.
Control Spend 1pip. Whenever a target affected by Bind takes an action, that target suffers strain equal to willpower.
Control Spend pip to move the target one range band closer or further away.
Power
Protect/Unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blasts 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 2 pips to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per * . Dark side Force users may only protect themselves.
Upgrade Effect
Mastery Light side Force users may spend 2 pips to reflect al attacks they
reduce to 0 damage, dealing damage equal to initial attack to attacker.
Strength (4) Spend 1 pip to decrease damage equal to ranks of Strength purchased.
Range (3) spend 2 pips to increase power's range b y a number of range bands equal to Range
upgrades purchased.
Control Light side Force users may spend 1 Destiny Point to use Protect
as an out-of-tum incidental once per session.
Duration If no dark side is used, the power reduces damage of all attacks hitting the target.
Control Spend advantage to gain defence equal to advantage spent.
Magnitude (2) Spend 1 pip to increase targets affected equal to Magnitude upgrades purchased.
Control Spend 1 pip to allow power to protect against all weapon types.

Background

Motivation

Morality

Description

Other Notes

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