Ack'be O'one by Errrik012

Species
Kel Dor
Career
Warrior
Specializations
Aggressor, Shii Cho Knight
System
Force and Destiny

4
Threshold 19
Current 6
Threshold 15
Current 2
Ranged 1
Melee 1

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Characteristics

4
2
2
3
3
2

Skills

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

Attacks

Standard Lightsaber (+1 Adv)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2
Damage
6
Critical
2
Combat Knife
Range
Engaged
Skill
Melee
Damage
5
Critical
3
Fists
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
3
Critical
5
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Shoto Lightsaber (+1 Blue Die)
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Sunder
Damage
5
Critical
2
Vibrosword
Range
Engaged
Skill
Melee
Pierce 2, Sunder, Vicious 3
Damage
6
Critical
2
DROPPED - Double Bladed Inquisitor Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1; Sunder; In dual saber mode add linked 1 and unwieldy 2. in spin mode also add defensive 1 and deflection 1
Damage
6
Critical
2

0
785
1949
9/9

Weapons & Armor

On hand:
Rope
Lightsaber (Encumbrance 1); Corrupted Lightsaber Crystal, Fine tuned emitter
Shoto Blade: (Lightsaber; Damage 5, Crit 2; Engaged; Encumbrance 1; Accurate 1, Breach 1, Sunder)
Heavy Blaster Pistol (Encumbrance 2)
Double bladed Inquisitor Lightsaber encumbrance: 3

Concealing Robes (Encumbrance 1, Soak 1); add 1 black to checks to notice or recognize or notice the individual

Comlink (long range) (Encumbrance 2): Transmits across entire planets
1 restraining bolt (0 encumbrance)
Combat Knife (Encumbrance 1)
3 Stim packs
Original Lightsaber Crystal (Orange)

At Ship/Hotel:
Tool Kit (Encumbrance 4)
Wuleesi's Statuets (Encumbrance 2)
**Vibrosword (Melee; Damage 6, Crit 2; engaged; Pierce 2, Sunder, Vicious 3)

Personal Gear

22 Stim Packs

Utility Belt- Allows travelers to keep valuable tools and items close at hand. Contends and configurations vary by user, and many include integral holsters or gun belts. (increases encumbrance threshold by 1)

Tool Kit: Allow mechanics and technicians to perform most mechanical checks to repair devices, as well as heal wounds on droids. (Encumbrance 4; F&D p. 189)

Comlink (long range): Can transmit across entire planets. (Encumbrance 2; F&D p. 180)

1 Restraining Bolts: Used to control a droid's actions or shut a droid down. PC droids can overcome a restraining bolt by making a Daunting Discipline check. (Encumbrance 0; F&D p. 187)

Assets & Resources

Statuets from Wuleesi's Shop (Encumbrance 2)

Jedi Master Aud Schor Kett:
When a Player Character purchases the basic version of a Force power, he may decrease the cost of the basic power by 5 XP. This discount does not apply when purchasing upgrades to Force powers. This discount only applies after the character has spent their initial XP during character creation.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dark Vision F&D p. 58 When making skill checks, Kel Dors remove up to two setback dice imposed due to darkness.
Atmospheric Requirement F&D p. 58 Kel Dors must wear a specialized mask to breathe and see outside of their native atmosphere. A Kel Dor character starts the game with an antitox breath mask and treats oxygen as a dangerous atmosphere with Rating 8 (see F&D p. 220). However, Kel Dors may survive in vacuum for up to five minutes before suffering its effects.
Plausible Deniability 1 F&D p. 149 Remove 1 setback die per rank of Plausible Deniability from all Coercion and Deception checks.
Toughened 3 F&D p. 99 Gain +2 wound threshold
Grit +2 2 F&D p. 99 Gain +1 strain threshold.
Intimidating +2 2 F&D p. 99 May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Fearsome +3 3 F&D p. 99 When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.
Sense Advantage 1 F&D p. 99 Once per session may add 2 black to 1 NPC's skill check
Heroic Fortitude 1 F&D p. 99 May spend 1 Destiny Point to ignore the effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
Against all Odds 1 D&D p. 99 When incapacitated perform Against All Odds Action; making Hard (3 purple) Resilience check with white pips equal to Force rate, Heal wounds equal to successes, spend light or dark to add success.
Terrify 1 F&D p 99 Take the Terrify action; make a HArd (3 purple) Coercion check, adding light side pip no greater than Force Rating. Disorient one target within medium range per success. Spend 2 advantage to extend duration and spend light or dark side points to immobilize affected target until end of next round
Parry 2 F&D p100 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Multiple Opponents 1 F&D p100 Add 1 Blue to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents.
Conditioned 1 F&D p100 Remove 1 black die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Second Wind 2 F&D p100 Once per encounter, may use Second wind incidental to recover strain equal to ranks in Second wind
Durable 1 F&D p100 May reduce any critical Injury suffered by 10 per rank of Durable, to a minimum of 1.
Defensive Training 1 F&D p100 When wielding a Lightsaber, Mele or Brawl weapon the weapon gains the defensive quality with a rating equal to ranks in Defensive Training
Sum Djem 1 F&D p100 May spend triumph or 2 advantage with successful lightsaber check to disarm opponent.

Force Powers

Force Rating
2
Power
Influence (F&D p. 294)
Description
May attempt to guide, shape, and even twist the thoughts and feelings of others.

Special Rule: When guiding and shaping thoughts, only Force points generated from Dark Side results may be used to generate negative emotions such as rage, fear, and hatred. Only Force points generated from Light Side results may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from Force points generated from either Light Side results or Dark Side results.

The character may spend 1 Force point to stress the mind of one living target he is engaged with, inflicting 1 strain.

Force Rating: 2 upgraded on 10.14.20
Upgrade Effect
Magnitude (1 upgrade) Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased
Control The force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends a light or dark side point and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting 1 round or 5 minutes.
Control 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 (Force roll) to gain an success or advantage (users choice) on the check.
Strength When stressing the mind of a target, the character inflicts 2 strain.
Magnitude (2) Spend (Light or dark) to increase targets affected equal to magnitude upgrades purchased.

Background

Ack'be was taken in by the Jedi at a young age and raised as a youngling in the Jedi Temple. Ack'be was athletic and brawny and made Padawan largely due to those traits. His master, Stass Allie, was killed by Clones on Saleucami as a result of Order 66. Ack'be survived, largely due to his Kel-Dorian ability to move swiftly at night and in part due to his recently discovered ability to influence through the Force.

Stuck in the Outer Rim, survival tested Ack'be. Where once the Jedi had been revered, now all inhabitants of galaxy fell prey to Imperial propaganda. Gone were comfortable accomodations, consistent hot meals, and admiration. Bitter and isolated, Ack'be turned to the dark side and through influence and fear gradually made his way through the Outer Rim. To do this Ack'be worked jobs with bounty hunters, slimy outer rim scum, and one Ziro the Hutt and gained a reputation as useful in a pinch but largely untrustworthy in the long term.

Motivation

Ambition: Survival - 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.

Ambition: Wealth - Money motivates this character. Often, his choices are based less on the consequences of right and wrong, and are based more on what will be best for his credit account.

Morality

Emotional Strength: Pride

Emotional Weakness: Arrogance

Current Morality: 41

Dark Side User: Character generates Force points using Dark Side results; At the beginning of each game session, after the entire group rolls for Destiny Points, the player flips one light side Destiny Point to the dark side. If there are no light side Destiny Points to flip, this has no effect.

Description

Gender: Male

Age: Mid 30's

Height: 5'9"

Build: Average

Hair: None

Eyes: Silver

Notable Features: Breathing mask, goggles.

Other Notes

Sanctuary Holocron: Discipline and Medicine become career skills. When making a Knowledge (Lore) check to learn about the Jedi, the PCs may use the holocron to make an assisted check. The holocron counts as having three ranks in Knowledge (Lore). (Item carried by Coryk)

Fine-tuned Emitter - Add automatic Advantage to combat checks made with this lightsaber (can only be done once).

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