Lohr by Kaleladin

Species
Wookiee
Career
Jedi
Specializations
Padawan, Knight, Master, Wayseeker
System
Force and Destiny

7
Threshold 25
Current 0
Threshold 17
Current 0
Ranged 1
Melee 2

Characteristics

5
3
2
2
4
2

Skills

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

Attacks

Great Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Cumbersome 3, Defensive 1, Sunder
Damage
8
Critical
2

0
1610
7/10

Weapons & Armor

Great lightsaber w/ Lorrdian gemstone and Tholothian heartwood hilt (add automatic 2 Successes to attacks with this weapon)
Armored robes

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Wookiee Rage 1 Wookiee When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he insteals +2 damage to Brawl and Melee attacks
Parry 5 Padawan (2); Knight (2); Wayseeker When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Toughened 3 Padawan (2); Wayseeker Gain +2 wound threshold
Quick Draw 1 Padawan Once per round, draw or holster a weapon or accessible item as an incidental
Grit 5 Padawan (2); Knight (2); Wayseeker Gain +1 strain threshold
Reflect 4 Padawan (2); Knight (2) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Well Rounded 1 Padawan Choose any 2 skills (Astrogation, Knowledge (Outer Rim)). They permanently become career skills
Sense Danger 1 Padawan Once per game, remove 2 setback dice from any 1 check
Learning Opportunity 1 Padawan Once per round, the character may spend 3 Advantage from a check they fail to upgrade the ability of their next check once
Valuable Facts 1 Padawan Once per encounter, perform Valuable Facts action: make an Average Knowledge check. If successful, add 1 Triumph to one ally's skill check during the encounter
Force Rating 4 Padawan; Knight; Master; Wayseeker Gain +1 Force rating
Adaptable 1 Padawan When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove 1 Despair or to remove Threat equal to their ranks in Cool
Something to Prove 1 Padawan Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain
Beginner's Luck 1 Padawan Once per session when the character makes a check, may add Successes equal to the number of light side Destiny Points in the Destiny pool to the results
Temple Training 1 Padawan Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore)
Sincerest Flattery 1 Padawan Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add 2 boost dice
Dedication 1 Padawan Gain +1 to a single characteristic (Brawn)
Jump Up 1 Knight Once per round, may stand from seated or prone as an incidental
Researcher 4 Knight (2); Master (1); Wayseeker (1) Remove 1 setback die per rank of Researcher from Knowledge checks. Researching a subject takes half the time
Sense Emotions 1 Knight Add 1 boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers
Improved Reflect 1 Knight When reflecting a hit that generated 1 Despair or 3 Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves
Improved Parry 1 Knight When parrying a hit that generated 1 Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves
Balance 1 Knight When the character heals strain at the end of the encounter, they may add Force dice per Force Rating. They recover additional strain equal to Force points generated
Circle of Shelter 1 Knight When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit
Side by Side 1 Knight While the character and one or more engaged allies are wielding lightsabers, add 1 Threat to all combat checks that target the character or those allies
Will of the Force 1 Knight Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point
Guardian of the Republic 1 Knight After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round
Saber Throw 1 Knight Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend 1 Force point and succeed to hit target; spend 1 Force point to have weapon return to hand
Dedication 1 Knight Gain +1 to a single characteristic (Agility)
Confidence 2 Master; Wayseeker May decrease difficult of Discipline checks to avoid fear by 1 per rank of Confidence
Nobody's Fool 2 Master; Wayseeker May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool
Center of Being 2 Master Take a 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
Improved Confidence 1 Master May spend 1 Triumph on fear checks to give allies in short range additional Successes on the same fear check
Improved Nobody's Fool 1 Master May spend 1 Despair or 2 Threat from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool
Improved Researcher 1 Master On a successful Knowledge check, character and allies gain automatic 1 Advantage per rank of Researcher on checks to act on those facts until the end of the character's next turn
Flows Through All Things 1 Master The character may perform a maneuver to recover strain equal to their Force rating
The Force Is My Ally 1 Master Once per session, may suffer 2 strain to perform Force power action as maneuver
Sum Djem 1 Master May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent
Improved Center of Being 1 Master Suffer 1 strain to perform Center of Being maneuver as an incidental
Bound Together 1 Master Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within short range suffers strain, they reduce the amount by the current number of light side Destiny Points
Powerful Ally 1 Master The character may spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrade to a power they have purchased
Dedication 1 Master Gain +1 to a single characteristic (Brawn)
Forewarning 1 Master Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter
Master of the Order 1 Master The character can spend 2 Destiny Points during a single action
There Is No Try 1 Master Once per session before an ally rolls the dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with 1 Success and no other results
Supreme Center of Being 1 Master When the character performs the Center of Being maneuver the effects apply to ranged attacks as well
Rapid Reaction 2 Wayseeker Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of Successes to initiative checks
Healing Trance 1 Wayseeker Commit 1 Force die. For every encounter (or 12 hours) a Force die remains committed, heal 1 wound per rank of Healing Trance
Uncanny Reactions 1 Wayseeker Add 1 boost die per rank of Uncanny Reactions to all Vigilance checks
Sleight of Mind 1 Wayseeker Add 1 boost die to all Stealth checks unless the opposition is immune to Force powers
Street Smarts 1 Wayseeker Remove 1 setback die per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks
Shien Technique 1 Wayseeker When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn
Constant Vigilance 1 Wayseeker May always use Vigilance when making checks to determine initiative
Dedication 1 Wayseeker Gain +1 to a single characteristic (Willpower)
Fear the Shadows 1 Wayseeker Perform the Fear the Shadows action: make a Hard Deception check to force a single minion group or rival to flee the encounter
Durable 1 Wayseeker May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1

Force Powers

Force Rating
5
Power
Sense
Description
May spend 1 Force point to sense all living things within short range (including sentient and non-sentient beings).
The user may spend 1 Force point to sense the current emotional state of one living target with whom he is engaged
Upgrade Effect
Control Spend 1 Force point. The Force user senses the current thoughts of one living target within engaged range
Magnitude
Range
Range
Magnitude
Magnitude
Range
Power
Protect/Unleash
Description
Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 Force points to reduce damage from an energy-based weapon that hits themself or an engaged character by amount equal to Willpower plus 1 per Success.
Unleash: The user makes an Unleash power check as ranged attack and rolls an Average Discipline check for difficulty. If check succeeds and spends 2 Force points, 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
Power
Move
Description
The user may spend 1 Force point to move one object of silhouette 0 that is within short range up to maximum range. The default maximum range is short range
Upgrade Effect
Range
Range

Background

Motivation

Morality

Description

Other Notes

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