Col Keldath by ObiWan92

Species
Chiss
Career
Guardian
Specializations
Soresu Defender, Armorer, Protector
System
Force and Destiny

10
Threshold 23
Current 21
Threshold 17
Current 11
Ranged 10
Melee 12

Characteristics

2
4
5
2
2
2

Skills

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

Attacks

Defender of Kuar
Range
Engaged
Skill
Lightsaber
Defensive 4, Deflection 4, Unwieldy 4, Breach 1, Sunder
Damage
6
Critical
2
Hammer of Kuar
Range
Engaged
Skill
Lightsaber
Defensive 1, Breach 1, Burn 3, Sunder, Vicious 3, Superior
Damage
10
Critical
3

0
950
0
3/8

Weapons & Armor

Guard Shoto - (Lorrdian Gemstone. Curved Hilt: Add 1 automatic advantage to lightsaber combat checks when engaged with a single opponent). 1 Encumbrance

Crossguard Lightsaber - (Barab Ingot. When attacked, may spend 3 threats from opponent's check to cause them to become disarmed. Extended Hilt. Superior Hilt Personalization. Tholothian Heartwood Hilt: Increase encumbrance by 1. Attacks made add 2 success to the roll. Generating 4 disadvantages or a despair result may cause the weapon to become damaged.). 2 Encumbrance

Jedi Battle Armor - This can be sealed against vacuum. (Custom Fit: Remove 2 setback dice from Athletics and Stealth checks while wearing the armor. Superior Armor Customization: Superior. Vacuum Sealed: Ignore the effects of vacuum and toxic environments for up to 10 minutes. Cortosis Weave: Cortosis) 4 Encumbrance. Stashed aboard the ship, not worn

Repossessed Inquisitor Armor - Gives the wearer 3 boost dice on all Agility-based checks. 7 Soak, 4 Defense. Cortosis quality. 1 Encumbrance

Heavy Robes - 1 Encumbrance

Personal Gear

Utility Belt (+1 encumbrance)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Infrared Vision 1 Chiss (1) Remove 1 setback die for lighting conditions
Parry 5 Soresu Defender (4), Protector (1) When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Toughened 5 Soresu Defender (1), Armorer (2), Protector (2) Gain +2 wound threshold
Defensive Stance 2 Soresu Defender (2) Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered cannot exceed ranks in Defensive Stance
Soresu Technique 1 Soresu Defender (1) When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn
Reflect 4 Soresu Defender (3), Protector (1) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Grit 5 Soresu Defender (2), Armorer (2), Protector (1) Gain +1 strain threshold
Confidence 1 Soresu Defender (1) May decrease difficulty of Discipline checks by to avoid fear by 1 per rank of Confidence
Improved Parry 1 Soresu Defender (1) When parrying a hit that generated 1 despair or 3 threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves
Defensive Circle 1 Soresu Defender (1) May take the Defensive Circle action, making a Hard (3 difficulty) Lightsaber (Intellect). The character, plus 1 ally within short range per success, gains X defense until the beginning of next turn, X equals 1, plus 1 per 2 advantages
Supreme Parry 1 Soresu Defender (1) If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry
Dedication 2 Soresu Defender (1), Armorer (1) Gain +1 to a single characteristic. This cannot bring a characteristic above 6
Improved Reflect 1 Soresu Defender (1) When reflecting a hit that generated 1 despair or 3 threats, may hit 1 target in medium range with the same damage as the initial hit, after original attack resolves
Strategic Form 1 Soresu Defender (1) May take the Strategic form action, making a Hard (3 difficulty) Lightsaber (Intellect) check, rolling Force die no greater than Force rating. If successful, 1 target within short range may only attack character for 1 round. Spend 1 force point to extend effects for 1 target for 1 round
Gearhead 2 Armorer (2) Remove 1 setback per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments
Inventor 2 Armorer (2) When constructing new items or modifying attachments, add 1 boost die or remove 1 setback die per rank of Inventor
Saber Throw 1 Armorer (1) 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 to succeed to hit target, spend 1 Force point to have weapon return to hand
Armor Master 1 Armorer (1) When wearing armor, increase total soak by 1
Improved Armor Master 1 Armorer (1) When wearing armor with a soak value of 2 or higher, increase defense by 1
Mental Tools 1 Armorer (1) Always count as having the right tools for the job when performing Mechanics check
Comprehend Technology 1 Armorer (1) Take Comprehend Technology action; make an Average (2 difficulty) Knowledge (Education) check to use Force rating as ranks in skills to use single item
Tinkerer 1 Armorer (1) May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once
Falling Avalanche 1 Armorer (1) Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn
Supreme Armor Master 1 Armorer (1) Once per round may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1
Imbue Item 1 Armorer (1) Take the Imbue Item maneuver; suffer 1 strain and commit Force dice to grant 1 weapon, piece of armor, or item an improvement while Force dice remains committed. Suffer 1 strain every round Force dice remain committed
Reinforce Item 1 Armorer (1) Take the Reinforce Item maneuver; commit 2 Force dice to grant 1 weapon or piece of armor the Cortosis quality while Force dice remain committed. Suffer 3 strain every round Force dice remain committed
Force Rating 1 Armorer (1) Gain +1 Force rating
Force Protection 1 Protector (1) Perform the Force Protection maneuver, suffer 1 strain and commit Force dice up to ranks in Force Protection. Increase soak by number of Force dice committed until beginning of next turn. Suffer 1 strain every turn Force dice remain committed
Body Guard 1 Protector (1) Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom they are engaged. The character then suffers a number of strain no greater than their ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character
Physician 1 Protector (1) When this character makes a Medicine check to help a character heal wounds, the target heals one additional strain per rank of Physician
Stimpack Specialization 1 Protector (1) Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect
Heightened Awareness 1 Protector (1) Allies within short range of the character add 1 boost die to their Perception and Vigilance checks. Allies engaged with them add 2 boost dice instead

Force Powers

Force Rating
2
Power
Forsee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend 1 Force point to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control When making a skill check to determine Initiative, the user may roll a Forsee power check as part of the pool. He may spend 1 Force point to gain 1 success on the check
Magnitude x2 Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased
Range x3 Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased
Control Affected targets increase their ranged and melee defense by 2 for the first round of combat
Control When performing a Forsee power check as part of an Initiative check, the user may spend 1 Force point to allow all affected targets to take 1 free maneuver before the first round of combat begins
Strength x2 Spend 1 Force point to pick out specific details equal to Strength upgrades purchased
Duration x2 Spend 1 Force point to increase the days into the future the user can see equal to Duration upgrades purchased

Background

Motivation

Morality

Description

Other Notes

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