Aprilok Dassinden by Kaleladin

Species
Arkanian
Career
Consular
Specializations
Arbiter, Niman Disciple
System
Force and Destiny

2
Threshold 16
Current 0
Threshold 18
Current 0
Ranged 0
Melee 4

Characteristics

2
2
3
2
6
2

Skills

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

Attacks

Lightsaber w/ Solari Crystal
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 2, Sunder, Stun 2
Damage
7
Critical
2
Shoto
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Defensive 2, Sunder
Damage
5
Critical
2

0
1500
4000

Weapons & Armor

Lightsaber with solari crystal, hilt-masking kit, and pommel cap
Shoto with formerly corrupted crystal and hilt-masking kit
Formal Council armor: add 2 Advantage to Negotiation checks when interacting with people who like the Jedi, add 2 Advantage to Coercion checks when interacting with people who hate/fear the Jedi

Personal Gear

Stimpack x16

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Sense Emotions 1 Disciples of Harmony Add a Boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Savvy Negotiator 3 Disciples of Harmony Remove 1 Setback die per rank of Savvy Negotiator from all Negotiation and Streetwise checks
Grit 3 Disciples of Harmony 2; Core Rulebook 1 Gain +1 Strain threshold
Nobody's Fool 3 Disciples of Harmony 2; Core Rulebook 1 Upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool.
Congenial 1 Disciples of Harmony May suffer a number of Strain to downgrade difficulty o Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
Toughened 2 Disciples of Harmony Gain +2 wound threshold.
Reflect 5 Disciples of Harmony 2; Core Rulebook 3 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Parry 4 Disciples of Harmony 1; Core Rulebook 3 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Improved Sunder 1 Disciples of Harmony Each Advantage spent to activate a weapon's Sunder quality damages an item two steps instead o one.
Calming Aura 1 Disciples of Harmony When an opponent targets character with a Force power, reduce Force points generated by 1.
Crucial Point 1 Disciples of Harmony Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.
Force Rating 2 Disciples of Harmony Gain +1 Force rating.
Improved Savvy Negotiator 1 Disciples of Harmony Make a Hard Negotiation check to convince on ebystander per rank of Savvy Neogtiator to see one of an opponent's points as maliciously unreasonable.
Dedication 2 Disciples of Harmony Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Aggressive Negotiations 1 Disciples of Harmony Once per session, perform a Hard Lightsaber check to decrease the difficulty of all Negotiation checks for the rest of the encounter by 2.
Niman Technique 1 Core Rulebook When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Defensive Training 2 Core Rulebook When making a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Sum Djem 1 Core Rulebook May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent.
Draw Closer 1 Core Rulebook 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 Force points to move target one range band closer or to add 1 Success to check.
Centerof Being 1 Core Rulebook Take a Center of Being maneuver: until the beginning fo next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Force Assault 1 Spend 1 Triumph of 3 Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver.
Improved Center of Being 1 Suffer 1 strain to perform Center of Being maneuver as an incidental

Force Powers

Force Rating
3
Power
Move
Description
The user may spend 1 FP to move one object of silhouette 0 that is within short rrange up to his maximumm range. The default maximum range is short range.
Upgrade Effect
Range 3 Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased
Control 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
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp
Magnitude 4 Spend 1 FP to increase targets affected equal to Magnitude upgrades purchased.
Strength 4 Spend 1 FP to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control 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
Power
Influence
Description
The character may spend 1 FP to stress the mind of one living target he is engaged with, inclicting 1 strain.

When guiding and shaping thoughts, only FP generated from dark side results may be used to generate negative emotions; only FP generated from light side results may be used to generate positive emotions. Other emotions can be created from any results.
Upgrade Effect
Range 3 Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased
Magnitude 3 Spend 1 FP to increase targets affected equal to Magnitude upgrades purchased
Duration 4 Spend 1 FP to increase duration by number of rounds or minutes equal to Duration upgrades purchased.
Strength When stressing the mind of a target, the character inflicts 2 strain
Control The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends 1 FP 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.
Control When making a Coercion, Charm, Deception, Leadership, or Neegotiation check, the Force user may roll and Influence power check as part of his dice pool. He may spend 1 FP to gain Successes or Advantages on the check.

Background

Motivation

Morality

80

Description

Other Notes

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