Kal by GoldNGlory

Species
Human
Career
Jedi Warrior
Specializations
Starfighter Ace, Ataru Striker
System
Force and Destiny

5
Threshold 13
Current 0
Threshold 15
Current 0
Ranged 1
Melee 1

Characteristics

3
4
2
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) 2
Leadership (Pr) 0
Mechanics (Int) X 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 1
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) X 1
Lightsaber (Ag) X 2
Melee (Br) 0
Ranged: Light (Ag) X 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 + Sunder
Damage
7
Critical
1
Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4

42
0
1625
3

Weapons & Armor

Lightsaber
Armored Clothing
Jedi Concealing Robes
Light Blaster Pistol
3x Stun Grenades

Personal Gear

Backpack
General Purpose Scanner
Comlink (LR)
Bacta Liter x2 (LITERALLY USELESS)
Datapad
Tool Kit
3 Stimpacks

Assets & Resources

Critical Injuries & Conditions

Hamstrung: Lose free maneuver until end of encounter (Inactive)

Talents

Name Rank Book & Page Description
Skilled Jockey 1 101 Remove black per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.
Grit 1 101 Gain +1 strain threshold
Confidence 1 101 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Rapid Reaction 1 101 Suffer a number of strain to add an equal number of hit to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Touch of Fate 1 101 Once per session, add 2xBlue dice to any one check
Intuitive Strike 1 101 When making a combat check with a planetary scale weapon, add force die no greater than Force rating to the check. Spend force to add hit or triumph
Force Rating 1 101 Gain +1 Force rating
Jump Up 1 87 Once per round, may stand up from seated or prone as an incidental
Ataru Technique 1 87 When making a check using the Lightsaber skill, the character may use Agility instead of Brawn
Parry 1 87 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Reflect 1 87 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Hawk Bat Swoop 1 87 Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding Force no greater than Force rating. Spend pips to engage target and spend pips to add advantage to check.
Saber Swarm 1 87 Perform the Saber Swarm maneuver; suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.
Dedication 2 101 & 87 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Tricky Target 1 101 Count vehicle or starship piloted as having a silhouette 1 lower when being attacked.
Conditioned 1 87 Remove setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank.
Dodge 1 87 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Quick Strike 2 87 Add boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
Quick Draw 1 87 Once per round, draw or holster a weapon or accessible item as an incidental.

Force Powers

Force Rating
2
Power
Foresee
Description
The force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend force die 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 Foresee power check as part of the pool. He may spend pips to gain success on the check.
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend force to immobilize a target within short range until the end of the user's next turn. If the user used any dark to generate force, the target also suffers 1 wound per force spent on the check (ignoring soak).
Upgrade Effect
Control Spend Force pip; whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower.
Strength x2 Spend force pip to disorient the target for a number of rounds equal to Strength upgrades purchased.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend force pips to move one object of silhouette 0 that is within short range up to his maximum range. The default max range is short.
Upgrade Effect
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.
Range Spend force pips to increase power's range by a number of range bands equal to Range upgrades
Power
Influence
Description
The character may attempt to guide, shape and even twist the thoughts and feelings of others.
Special Rule (Light/Dark Usage): When guiding and shaping thoughts, only force generated from dark may be used to generate negative emotions such as rage, fear, and hatred. Only force generated from light may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from force generated from either.
The character may spend force to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
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 to gain success or advantage (user choice) on the check.
Range Spend force to increase power's range by a number of range bands equal to Range upgrades purchased.
Control The Force user may make an opposed Discipline vs Discipline check combined with an Influence Power Check. If the user spends force 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.
Magnitude Spend force to increase targets affected equal to Magnitude upgrades purchased.

Background

Motivation

Cause: Restore the Jedi

Morality

Conflict: 2
Morality: 99
Emotional Strength: Justice
Emotional Weakness: Cruelty

Description

Other Notes

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