Rhen Sal by LimpShimp

Species
Nautolan
Career
Consular
Specializations
Ascetic / Niman / Sage
System
Force and Destiny

7
Threshold 18
Current 0
Threshold 24
Current 0
Ranged 2
Melee 4

Placeholder Image

Characteristics

3
3
3
2
5
2

Skills

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

Attacks

Custom Guard Shoto
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Defensive 1, Superior, Vicious 3
Damage
8
Critical
1

0
1440
507225
2/10

Weapons & Armor

Guard Shoto (Ilum Crystal, Curved Hilt [Defensive 1])

Custom Guard Shoto (Ilum Crystal 2 [Crit 1, Damage 1, Vicious 2], Curved Hilt 1 [Defensive 1], Extended Hilt 1 [Vicious 1], Superior Customization 1)

Combat Armor (4 soak, 4 HP, 1 defense)
-Superior

Personal Gear

Utility Belt
Comlink
Stimpack x5

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 9 Gain + 1 strain threshold.
Go Without Once per session, the character counts as having the right tools for the job when making a skill check.
Intense Focus Perform Intense Focus maneuver; suffer 1 strain to upgrade ability of the next skill check once.
Force Protection 1 Perform Force Protection maneuver; suffer 1 strain and commit force die up to ranks in force protection. Increase soak by a number of force die committed until the beginning of the next turn. Suffer 1 strain every every turn force a force die remains committed.
Iron Soul When carrying items that total 2 encumbrance or less, at the end of each encounter, heal all strain the character is suffering.
Empty Soul If the character is carrying items that total 2 encumbrance or less, add a dark and light point to each force power check.
Force Rating 4 Gain + 1 Force rating.
Physical Training 1 Add boost per rank of Physical Training to Athletics and Resilience checks.
Dedication 2 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Slippery Minded If under the effects of a Force power, perform the Slippery Minded action; make a Hard (3p) Deception check to immediately end effects of power.
Parry 3 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 2 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Nobody's Fool 1 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool
Niman Technique When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Defensive Training 2 When wielding a Light- saber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training
Sense Emotions Add boost to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Sum Djem May spend Triumph or two advantage with successful Lightsaber check to disarm opponent
Kill With Kindness 1 Remove Setback per rank of Kill with Kindness from all Charm and Leadership checks.
Researcher 1 Remove Setback per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Smooth Talker (Charm) 1 When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend Triumphs to gain additional success equal to ranks in Smooth Talker.
Preemptive Avoidance May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental.
Knowledge Specialization (Lore) 1 When acquired, choose 1 Knowledge skill. When making that skill check, may spend Triumph result to gain additional successes equal to ranks in Knowledge Specialization.
Toughened 1 Gain +2 wound threshold.
Center of Being 1 Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Improved Center of Being Suffer 1 strain to perform Center of Being maneuver as an incidental.
Draw Closer Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding force dice no greater than Force rating to check. Spend F to move target one range band closer or to add success to check.
Confidence 1 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Force Powers

Force Rating
5
Power
Ebb/Flow
Description
The Force user's actions empower himself or sap strength from his foes.

Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend F to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.

Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend F to heal 1 strain. The Force user may not activate this multiple times.
Upgrade Effect
Control (x3) Spend FFF once per encounter to ask the GM a "yes or no" question.

Ebb: When making a combined Ebb power check, may spend F to add failures to any checks made by engaged opponents until the end of the next turn.

Flow: When making a combined Flow power check, may spend F to add successes to any checks using the same skill until the end of the next turn.

Ebb: Once per session, if a target suffered at least 5 strain from this power, add a despair to the target's next check.

Flow: Once per session, if the user healed at least 5 strain from this power, add a triumph to the user's next check.
Magnitude (x2) Spend F to exclude a number of targets equal to magnitude upgrades purchased from being affected.
Strength (x1) The Force user may spend F to increase the failures or successes added by 1.
Range (x1) Spend FF to affect all other characters at short range.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (light side Force user only): Spend F to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend F to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict
Upgrade Effect
Mastery Heal: Once per session, spend FFFF to restore 1 target who died after end of user's last turn to life.

Harm: Once per session, when this power kills a target, may restore one engaged character who. died this encounter to life. Each character gains 7 Conflict.
Range (x1) Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude (x3) Spend FF to affect I additional target within range per rank of Magnitude purchased.
Strength (x2) Heal: Spend F to increase wounds healed by I per rank of Strength upgrades purchased.

Harm: Spend F to increase wounds inflicted by t per rank of Strength upgrades purchased.
Control (x1) Heal: Spend F to remove one status effect from target.

Harm: The user may spend F to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Power
Move
Description
The Force user can move small objects via the power of the Force.

The user may spend F 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
Range (x3) Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Control (x3) The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.

The Force user can pull objects out of secure mountings or out of an opponent's grasp.

The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power’s range.
Magnitude (x2) Spend F to increase targets affected equal to Magnitude upgrades purchased
Strength (x4) Spend F to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend F to sense all living things within short range (including sentient and non-sentient beings). The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Strength (x1) When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Duration (x1) Sense’s ongoing effects may be triggered one additional time per round
Range (x1) Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Control (x2) Effect: Spend F The Force user senses the current thoughts of one living target with whom he is engaged.

Ongoing effect: Commit a force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
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 one minute)
This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade Effect
Control (x2) Spend F to make out fine details on a single object within medium range.

Spend F to see through a single object at medium range as though it were transparent.
Duration (x1) Spend F to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.

The user may spend F to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object
Upgrade Effect
Range (x1) Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased
Duration (x1) Commit two force dice to sustain this power while the beguiled target remains in range.
Control (x1) The user may alter the perceived appearance of the chosen person or object instead of hiding it.
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 FF to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Dark side Force users may only protect themselves.

Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (2p) Discipline check for difficulty. If check succeeds and spends FF. the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict
Upgrade Effect
Magnitude (x1) Spend F to affect 1 additional target within range per rank of Magnitude purchased.
Strength (x4) Spend F to decrease damage or add damage equal to ranks of Strength purchased
Range (x2) Spend FF to increase power's range by a number of range bands equal to Range upgrades purchased.
Control (x1) Protect: Spend advantage to gain defense equal to advantage spent.

Unleash: Spend advantage to inflict 1 strain on target.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend F to gain success or advantage (user’s choice) on the check.
Upgrade Effect
Control (x1) Enhance can be used with the Resilience skill.

Take a Force Leap action: Make an Enhance power check. The user may spend F to jump horizontally to any location in short range.
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.

The user may spend F to immobilize a target within short range until the end of the user’s next turn. If the user used any dark side points to generate F, the target also suffers 1 wound per F spent on the check (ignoring soak).
Upgrade Effect
Duration (x1) Commit three force dice to sustain the ongoing effects of the power on each affected target.
Range (x1) Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
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 pips were used to generate F, and the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any dark side pips were used to generate F and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per F spent on the check.
Control (x1) Spend F whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower.
Strength (x3) Spend F to disorient the target for a number of rounds equal to Strength upgrades purchased.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.

Special Rule: When guiding and shaping thoughts, only F generated from dark pips may be used to generate negative emotions such as rage, fear, and hatred. Only F generated from light pips may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from F generated from either light or dark.

The character may spend F to stress the mind of one living target he is engaged with, inflicting I strain.
Upgrade Effect
Power
Forsee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend F to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control (x1) When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend F to gain one success on the check.
Magnitude (x2) Spend F to increase targets affected equal to Magnitude upgrades purchased.
Range (x2) Spend F to increase power’s range by a number of range bands equal to Range 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 F to add automatic failures to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Range (x1) Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength (x2) Spend F to add additional automatic failures equal to Strength upgrades purchased to hostile Force checks.
Control (x1) Commit one or more force die. When an opponent targets the user with a Force power, after the opponent generates F, reduce the total F generated be 1 per force die committed, to a minimum of 1.
Duration (x1) Ongoing effect: Commit a force die to sustain ongoing effects of the power on each affected target while within range.

Background

Motivation

Cause: Help the Helpless

Morality

Morality: 64

Charity - Martyrdom

Description

Other Notes

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