Zefram Boras by Logyboy77

Species
Human
Career
Warrior
Specializations
Juyo Berserker/Niman Disciple
System
Edge of the Empire

5
Threshold 17
Current 6
Threshold 14
Current 8
Ranged 3
Melee 3

Placeholder Image

Characteristics

4
2
2
2
4
2

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Inaccurate 1, Vicious 4, Sunder, Superior, Defensive 2
Damage
11
Critical
2

5
1120
5000
3/9

Weapons & Armor

Lightsaber

Armored Robes

Concealing Robes

Personal Gear

Commlink

Datapad

Utility Belt

Stimpack - 20

Assets & Resources

Critical Injuries & Conditions

80 Morality - Light Side Paragon

1 Conflict

Talents

Name Rank Book & Page Description
Toughened 2 +1 wounds per rank
Lethal Blows 2 Add +10 per rank of Lethal Blows to critical rolls on opponents
Intimidating 2 Suffer strain to downgrade difficulty on incoming coercion checks or outgoing coercion checks, cannot spend more strain than ranks
Parry 6 Suffer 3 strain to reduce melee damage by 2 + ranks in parry
Reflect 3 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 + ranks in reflect
Inner Peace 2 Once per encounter, convert a numnber of dark side Destiny Points equal to ranks in Inner Peace to light side Destiny Points and reduce Conflict gained this session
Vaapad Control 1 When making a Lightsaber combat check. the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of light side Destiny points in the Destiny pool.
Balance 1 When the character recovers strain at the end of the encounter, they may add 1 force die per Force rating. They recover additional strain equal to force points generated
Embrace Your Hate 2 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.
Dedication: Brawn 1 +1 Brawn
Quick Strike 2 Add boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Juyo Savagery 1 Add +5 to critical injury rolls on attacks per dark side point in the destiny pool.
Multiple Opponents 1 Add a boost die to lightsaber and melee attacks when engaging multiple opponents.
Nobody's Fool 1 Upgrade difficulty of incoming charm, coercion, or deception checks once per rank of nobody's fool
Grit 1 +1 strain per rank
Force Rating 1 +1 force rating per rank
Quick path to power 1 +1 force rating
Defensive Training 2 When wielding a lightsaber, melee, or brawl weapon, the weapon gains defensive equal to range in defensive training
Niman Technique 1 May use willpower instead of brawn on lightsaber checks
Sense emotions 1 Add a boost die to all charm, coercion, and deception checks unless the target is immune to force powers
Sun Djem 1 May use a triumph or 2 advantage on a successful lightsaber check to disarm your opponent
Draw Closer 1 Perform a Draw Closer action. Make a lightsaber check against a silhouette 1 target within medium range, adding force die no greater than force rating to the check. Spend force points to move target one range band closer or to add success to the check
Centre of Being 1 Take center of being maneuver, until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of center of being
Centre of Being (Improved) 1 May suffer 1 strain to take Centre of Being as an incidental

Force Powers

Force Rating
3
Power
Endure
Description
When the character suffers a Critical Injury with a severity no greater than Easy the character may activate Endure as an out-of-tum incidental and commit a force die to temporarily ignore the effects of that injury The character does not apply any results from me Critical Injury or add +10 to further rolls on the Critical Injury Result table while the force die remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated)
Upgrade Effect
Strength 2, Control 2, Duration 1, Magnitude 1 STRENGTH: Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.

CONTROL: The character can commit one additional force die to temporarily ignore one additional Critical Injury per Control upgrade purchased.

DURATION: As an incidental, the character can activate Endure to temporarily ignore a Critical Injury the character is already suffering, and which is of a severity that Endure could affect normally.

MAGNITUDE: The character can use Endure to affect allies at short range. The ongoing effect ends if the distance between the characters increases beyond short for any reason
Power
Forsee
Description
The user may spend force points to gain vague insight into his own personal future up to one day in the future.
Upgrade Effect
Control 1, Strength 1, Duration 1 CONTROL: When making a skill check to determine initiative, may make a forsee check and spend force points to add success to the roll.

STRENGTH: Spend force points to pick out specific details equal to strength upgrades purchased.

DURATION: Spend force points to increase the days into the future the user can see eqial to duration upgrades purchased.
Power
Influence
Description
When guiding and shaping thoughts, dark side points may be used to crease negative emotions, and light side points can be used to create positive emotions. If creating neutral emotions, either can be used.
Upgrade Effect
Range 2, Magnitude 2, Duration 1, Strength 1, Emotion/Belief RANGE: Spend force points to increase the range by range bands equal to range upgrades purchased.

MAGNITUDE: Spend force points to increase targets affected by magnitude upgrades purchased

CONTROL EMOTION/BELIEF: Make an opposed discipline check along with an influence power roll. If the user spends force points and succeeds the check, he can force the target to adopt an emotional state or believe something untrue lasting for 1 round of 5 minutes.

CONTROL SKILLS: When making a coercion, charm, deception, leadership, or negotiation check, the character may roll an influence power check as per of his dice pool. May spend force points to gain either success or advantage on the check.

DURATION: Spend force points to increase duration by a number of rounds or minutes equal to duration upgrades purchased.
Power
Move
Description
May move small objects via the power of the force. May spend force die to move one object of silhouette 0 that is within short range up to maximum range.
Upgrade Effect
Magnitude 3, Strength 3, Range 3, Control: Hurl, Control: Pull MAGNITUDE: Spend force points to increase affected targets equal to magnitude upgrades purchased.

STRENGTH: Spend force points to increase silhouette able to be targeted up to strength upgrades purchased.

RANGE: Spend force points to increase maximum range by one bank per range upgrade purchased.

Control Hurl: May hurl objects by making a ranged combat check combined with a move power check dealing damage equal to 10 times silhouette.
Power
Sense
Description
The force user can sense the force interacting with the world around him.

May spend force points to either sense all living things within short range or sense emotional state of one living target with whom he is engaged.
Upgrade Effect
Control: Upgrade Difficulty, Control: Sense Thoughts, Range 1, Duration 1, Magnitude 1 Control Upgrade Difficulty: Commit one force die, when an attack targets you, upgrade the difficulty of the pool once.

Control Sense Thoughts: Spend force points, the force user senses the current thoughts of one living target he is engaged with.

Duration: Sense's ongoing effect may be triggered one additional time per round.

Range: Spend force points to increase the power's range by a number of range bands equal to range upgrades purchased

Magnitude: Spend force points to increase number of targets affected by power equal to magnitude upgrades purchased/

Background

Motivation

Obligations

Description

Other Notes

Signal republic fleet once I have made contact with the Jedi on Jagomir

Return to Top