Ambrose Thivex 2 by tswarat

Species
Falleen
Career
Mystic
Specializations
Advisor, Mystic, Makashi Duelist
System
Force and Destiny

6
Threshold 14
Current 14
Threshold 18
Current 18
Ranged 2
Melee 4

Characteristics

2
2
2
2
4
4

Skills

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

Attacks

Crossguard Lightsaber (B1, D2, V2)
Range
Engaged
Skill
Lightsaber
Duel, Disarm
Damage
10
Critical
1

5
615
550
1/7

Weapons & Armor

XGuard Lightsaber, Ilum Crystal, Curved Hilt (Breach 1, Defensive 2, Vicious 2, HP 3/4) -

Special #1:Adds an automatic advantage result to successful Lightsaber combat checks when the wielder is engaged with a single opponent.

Special #2: Whenever an enemy engaged with a character armed with a crossguard lightsaber makes a Melee or Lightsaber check, after the attack is resolved, the character may spend three threat results or a despair result to hook their opponent's blade and disarm them. Aside from losing the weapon, any other effects of being disarmed are left to the GM's discretion.

Personal Gear

Lector's Outfit: (Soak 1, HP 1/1) A character wearing a lector's outfit adds a boost die to any social check involving a large group of listeners, and can be heard clearly even at considerable distances.

Armor Insert x2: (Def 1, Soak 1) Character can notice the inclusion of armor inserts in clothing by making an Hard difficulty Perception check.

Energy Dispersion System: While using the wearer's soak to reduce damage dealt to the wearer's strain threshold, count the soak value as 2 higher.

Cloaking Coat: (Soak 1, HP 0/1) A cloaking coat upgrades the difficulty of checks using sensors or electronic forms of detection to find an individual wearing it twice. Droids with an Intellect lower than the wearer's ranks in Computers are affected similarly when trying to detect the wearer.

Assets & Resources

S1- Personal main ship AI, brainchild of Gerry

Mini solo cruiser with custom AI, S5

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Plausible Deniability 1 Remove (SD) per rank of Plausible Deniability from all Coercion and Deception checks.
Toughened 1 Gain +2 wound threshold
Grit 2 Gain +1 strain threshold.
Nobody's Fool 1 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Dedication 1 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Steely Nerves 1 Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
Force Rating 3 [F] Gain +1 Force Rating
Uncanny Reactions 1 Add (BD) per rank of Uncanny Senses to all Perception checks
Keen Eyed 1 Remove (SD) per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Sense Advantage 1 [F] Once per session, may add (2 SD) to 1 NPC’s skill check.
The Force is my Ally 1 [F] Once per session, may suffer 2 strain to perform Force power action as maneuver.
Natural Mystic 1 [F] Once per session, may reroll any 1 Force power check.
Resist Disarm 1 Suffer 2 strain to avoid being disarmed or having weapon damaged or destroyed.
Makashi Technique 1 [F] When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Beguiling Pheromones 1 By emitting pheromones and altering their skin color, Falleen can affect emotional states of other sentients. Once per check as an incidental, a Falleen may suffer 2 strain to upgrade the ability of a charm, deception, or negotiation check against a living sentient being within short range, once. This ability has no effect on targets wearing breath masks or without respiratory systems.
Parry 3 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.

Force Powers

Force Rating
4
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( L/D use): When guiding and shaping thoughts, only (D) may be used to generate negative emotions such as rage, fear, and hatred. Only (L) may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either ( L/D ).
The character may spend (L) to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Range Spend (L) to increase power’s
range by a number of range
bands equal to range
upgrades purchased.
Control 1 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 (L) to gain (success) or (triumph)
(user’s choice) on the check.
Control 2 The Force user may make an opposed Discipline vs. Discipline
check combined with an Influence Power check. If the user spends (L)
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.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend (L) to sense all living things within short range (including sentient and non-sentient beings).
The user may spend (L) to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control 1 Effect: Spend (L) The Force user senses the current thoughts of
one living target with whom he is engaged.
Control 2 Ongoing effect: Commit (FD). Once per round, when an attack
targets the Force user, he upgrades the difficulty of the pool
once.
Power
Forsee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend (L) to gain vague hints of events to come, up to a day into his future.
Upgrade Effect
Control 1 When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend (L) to gain (success) per point on the check.
Strength 1 Spend (L) to pick out specific details equal to Strength upgrades purchased.
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 (L/D) to add automatic (Failure) to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Duration Ongoing effect: commit (FD) to sustain ongoing effects of the power on each affected target while within range.
Strength 1 Spend (L/D) to add additional automatic (Failure) equal to Strength upgrades purchased to hostile Force power checks.
Control 1 Commit one or more (FD). When an opponent targets the user with a Force power, after the opponent generates (L/D), reduce the total generated by 1 per committed (FD), to a minimum of 0.

Background

A scion of the Black Suns, Obliged to protect the life of cousin Julianna and act as the agent of cousin Mortensen

Motivation

Ambition: Sur-thrive-al; In a galaxy where simply being a force-user can be a death sentence, the character's primary concern is survival. He's willing to do what it takes to make sure he lives another day. On top of that however, Ambrose was born with a silver spoon and is used to enjoying finer things in life. He is determined to live according to a certain standard of comfort.

Morality

Morality - 25

Description

Strength: Independence; The character believes in relying on
himself. He does not count on others to perform tasks for
him; instead, he ensures he can handle any situation he encounters. He refuses to be a burden on others.

Weakness: Complacency; There is a fine line between showing mercy
to one's foes and letting evil fester because one does not
want to engage with it. The character may let bad things
happen simply because it is too hard to deal with them.

Other Notes

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