Sarenda Janson by Maverick

Species
Human
Career
Guardian
Specializations
Armorer/Soresu Defender/Protector/Peacekeeper
System
Force and Destiny

7
Threshold 25
Current 0
Threshold 18
Current 0
Ranged 3
Melee 3

Characteristics

3
3
5
2
2
4

Skills

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

Attacks

Offensive Lightsaber (Silver-Blue Blade, Ilum Crystal)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2, Superior, Accurate (Personalized Design)
Damage
11
Critical
1
Defensive Lightsaber (Ocean-Blue Blade, Etaan Crystal)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 1, Superior, Accurate (Personalized Design)
Damage
9
Critical
1
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting
Damage
3
Critical
5
SJEP-SJ2 Blaster Pistol (Custom-Built)
Range
Long
Skill
Ranged: Light
Stun Setting, Superior, Accurate 2, Pierce 2
Damage
11
Critical
3
SJER Laser Carbine (Custom-Built)
Range
Long
Skill
Ranged: Heavy
Stun Setting, Accurate 3, Superior, Pierce 1
Damage
14
Critical
3

5
1470
1374
16/18

Weapons & Armor

Offensive Lightsaber (Custom-built - Inbuilt into Glow Rod; Personalized Design - Add SUCCESS to successful check and THREAT to checks others make with the lightsaber; Ilum Crystal - +4 Damage, +2 Vicious, -1 Crit; Superior Hilt Personalization - Quality Superior mod; Custom Grip - 1 Remove SETBACK from all attack checks mod, 1 all other users add 2 SETBACK to attack checks mod, 1 Quality Accurate Mod; Paired Weapons mod; Magnetic Weapon Tether - Innate talent Quick Draw mod; 2 enc)
Defensive Lightsaber (Custom-built - Integrated into Custom-Built Hydrospanner; Personalized Design - Add SUCCESS to successful check and THREAT to checks others make with the lightsaber; Etaan Crystal - +2 Damage, +1 Vicious, -1 Crit, Innate Talent Parry +1 mod, Innate talent Reflect +1 mod, increase damage of Improved Reflect by 2; Superior Hilt Personalization - Quality Superior mod; Custom Grip - 1 Remove SETBACK from all attack checks mod, 1 all other users add 2 SETBACK to attack checks mod, 1 Quality Accurate Mod; Paired Weapons mod; Magnetic Weapon Tether - Innate talent Quick Draw mod; 2 enc)
Custom-Crafted Blaster Pistol (2 Success/7 Advantage - Increase Range, Increase Damage, Stun Setting; Blaster Actuating Module - 3 Damage +1 mods, 1 Add SETBACK to all attack checks Mod, 2 Quality Pierce mods; Superior Weapon Customization - Quality Superior mod; Custom Grip - 1 Remove SETBACK from all attack checks mod, 1 all other users add 2 SETBACK to attack checks mod, 1 Quality Accurate Mod; 1 enc)
Heavy Clothing (+1 Soak)
SJRC10 Reinforced Clothing [Custom-Crafted] (6 Success/12 Advantage - Melee Defense +1, Ranged Defense +1, Soak +1, Armor is Sealable mod, Add automatic ADVANTAGE to Negotiation checks mod; +2 Soak, +1/+1 Defense, 1 enc, 0 unused HP)
SJDA-SJ2 Deflective Armor [Custom-Crafted] (Armor is Sealable; Superior Armor Customization - Quality Superior mod; Vacuum Sealed - 1 Armor is Sealed mod; +3 Soak, +2/+2 Defense, 1 Enc, 0 unused HP)

Personal Gear

Load-Bearing Gear
Custom Tool Kit
Mk VI Modular Backpack w/ 3 pouches (+6 Encumbrance Mod)
Stimpack (10)
Medpac
Model 58 Concealment Holster
Comlink (Handheld)
Load-Bearing Gear
Datapad (Includes Simple Schematics for Reinforced Clothing, Light Armor, Customizable Armor, Deflective Armor, Energy Pistol, Energy Rifle)
Syntherope

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 6 Force and Destiny pg. 153 Gain +2 wound threshold.
Gearhead Keeping the Peace pg. 30 Remove SETBACK per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments..
Inventor 2 Force and Destiny pg. 146 When constructing new items or modifying attachments, add BONUS die or remove SETBACK die per rank of Inventor.
Grit 6 Force and Destiny pg. 144 Gain +1 strain threshold.
Armor Master Keeping the Peace pg. 30 When wearing armor, increase total soak value by 1.
Armor Master (Improved) Keeping the Peace pg. 30 When wearing armor with a soak value of 2 or higher, increase defense by 1.
Armor Master (Supreme) Keeping the Peace pg. 30 1/rd, when the character suffers a Critical injury, may suffer 3 strain to take the Armor Master Incidental to reduce the Critical injury result that he suffers by 10 per point of his soak.
Bodyguard 2 1/rd, perform Bodyguard maneuver to guard an engaged character, spending strain no greater than ranks in Bodyguard to upgrade attack checks against that character a number of times equal to your strain taken until the beginning of the next turn.
Force Rating 5 Gain +1 Force rating per rank
Dedication 6 Gain +1 to a single characteristic. Bonus Characteristic: +1 Intellect, +1 Intellect, +1 Presence.
Imbue Item Suffer 1 strain and commit FORCE die as a manuever to grant one weapon, piece of armor, or item an improvement while the FORCE DIE remains committed. Suffer 1 strain per rd while die remains committed.
Mental Tools Always count as having the right tools for the job when performing Mechanics checks.
Parry 5 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 4 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Command Add BOOST per rank of Command to Leadership skills. Affected targets add BOOST to Discipline checks for 24 hours.
Commanding Presence Remove SETBACK per rank of Commanding Presence from Leadership and Cool checks.
Confidence 2 Decrease difficulty of Discipline checks to avoid fear by 1 per rank of talent.
Defensive Stance 2 1/rd may perform Defensive Stance maneuver and suffer strain equal to ranks to increase difficulty of incoming melee attacks by equal amount.
Enhanced Leader May add FORCE rating to Leadership checks and spend LIGHT FORCE pips to add SUCCESS or ADVANTAGE
Force Protection Perform Force Protection manuever to suffer 1 strain and commit FORCE dice up to ranks of Force Protection to increase soak by FORCE dice committed. Suffer 1 strain per rd FORCE remains committed.
Parry (Improved) When parrying, may spend DESPAIR or 3 THREAT to hit attacker once with Lightsaber, Brawl, or Melee weapon's base damage after original attack resolves.
Parry (Supreme) If the user did not make a combat check during his previous turn, only take 1 strain per use of Parry.
Reflect (Improved) When reflecting, may spend DESPAIR or 3 THREAT to hit one target in Medium range with the same damage as initial hit after original attack resolves.
Physician When making a successful check to heal wounds, target heals additional strain equal to ranks in Physician.
Quick Draw 1/rd, draw or holster a weapon or accessible item as an incidental (Equipment mods)
Reinforce Item Take Reinforce Item maneuver to commit 2 FORCE dice to grant one weapon or piece of armor the Cortosis quality while committed. Suffer 3 strain per round while talent is activated.
Second Wind 3 1/enc, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Soresu Technique May use Intellect instead of Brawn to make Lightsaber skill checks.
Stimpack Specialization Stimpacks heal additional wounds equal to ranks in Stimpack Specialization.

Force Powers

Force Rating
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend FORCE point to gain SUCCESS or ADVANTAGE (user’s choice) on the check.
Upgrade Effect
Control: Force Leap (Vertical) Make an Enhance power check. may spend FORCE point to jump vertically in addition to horizontally.
Control: Agility Commit FORCE die to increase Agility by 1 (to max of 6)
Control: Range Spend FORCE pip to increase range of Force Leap by number of rang bands equal to range upgrades purchased.
Control: Piloting - Space Enhance can be used with the Piloting - Space skill.
Control: Resilience Enhance can be used with the Resilience skill.
Control: Force Leap (Horizontal) Make an Enhance power check. may spend FORCE point to jump horizontally to any location in short range.
Control: Brawl Enhance can be used with the Brawl skill.
Control: Piloting - Planetary Enhance can be used with the Piloting - Planetary skill.
Control: Coordination Enhance can be used with the Coordination skill.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or spas his foe of vital energy. HEAL (Light Side) - Spend FORCE pt to heal a number of wounds equal to Intellect from engaged creature (including user). HARM (Dark Side) - Spend FORCE pt to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. User gains 1 conflict.
Upgrade Effect
Control: Strain HEAL: If no DARK FORCE pips used to activate power, heal Strain equal to Wounds healed. HARM: If any DARK FORCE pips were used to activate power, user heals strain equal to wounds inflicted.
Magnitude 2 Spend 2 FORCE pts to affect 1 additional target w/in range per rank of Magnitude.
Control: Medicine HEAL: Heal additional wounds equal to ranks in Medicine. HARM: Inflict additional wounds equal to ranks in Medicine.
Control: Critical HEAL: May combine Heal/Harm power check with HARD Medicine check - if successful, target also heals one critical injury. HARM: May combine Heal/Harm power check with opposed Medicine vs. Resilience check - if successful, target suffers critical injury in addition to wounds (add +10 to crit roll per 2 ADVANTAGE rolled)
Range Spend FORCE pt to increase power's range by number of bands equal to range upgrades purchased.
Power
Move
Description
The Force user can move small objects via the Force. Spend FORCE pt to move one object of silhouette 0 that is within Short range up to maximum range. Default Maximum range is Short.
Upgrade Effect
Power
Sense
Description
The Force user can sense the Force interacting with the world around him. Spend FORCE pt to sense all living things within short range (including sentient and non-sentient beings). Spend FORCE pt to sense the current emotional state of one living target w/ whom you are engaged.
Upgrade Effect
Control: Upgrade Difficulty Commit FORCE die as an action to upgrade the difficulty of one attack against user per round.
Strength When using Sense's ongoing effects, upgrade the pool twice instead of once.
Control: Upgrade Ability Commit FORCE die as an action to upgrade the user's attack ability twice per round.
Duration Sense's ongoing effect may be triggered one additional time per round.
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend FORCE pt to add one automatic SUCCESS to all checks made by a number of engaged friendly targets up to Presence before the end of user's next turn. If the user used any DARK FORCE pts to activate the power, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Strength Spend 2 FORCE pts to add one additional automatic SUCCESS to affected characters' checks.
Control: Planetary Scale May suffer 4 strain to change range of power and range upgrades to Planetary scale.
Control: Orders May combine Battle Meditation check with EASY Leadership check - if successful, user may send simple orders as part of the power.
Duration Commit 3 FORCE DICE to sustain the ongoing effects of the power on each affected target while it remains in range.
Magnitude Spend FORCE pt to affect additional targets equal to Presence per rank of Magnitude purchased.
Range 3 Spend FORCE pt to increase power's range by number of range bands equal to Range upgrades purchased.
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems. Spend FORCE pts to cause one vehicle or starship user is engaged with to recover one system strain.
Upgrade Effect
Control: Mechanics May combine a Manipulate check with a Mechanics check and spend FORCE pts to gain SUCCESS or ADVANTAGE.
Control: Item Damage Commit one FORCE die to count a damaged weapon or item as undamaged while die is committed.

Background

Sarenda comes from a very large family, being the oldest of four daughters and three sons. Her mather passed away when she was 13, and her Aunt Bindi became her primary female influence. Sarenda has always been protective of her younger siblings, as many of the local boys learned to their chagrin. Despite her hard upbringing and the snarky yet optimistic attitude it instilled in her, Sarenda is the adventurous sort, and would explore the world around Taanab after helping her father and aunt in the shop all day. On one of these trips, she discovered a small cave, hidden behind a cave-in. During her explorations, she recovered a small broken cylinder that contained some form of electronics.

Taking the cylinder home, Sarenda spent weeks scavenging or building the parts needed to rebuild this object that called to her. After nearly six weeks, she was able to finish the repairs, and was startled when the open end of the cylinder emitted a brilliant emerald green blade. Sarenda recognized the blade from the histories of the Jedi Order's betrayal of Emperor Palpatine, but her father and aunt had raised all of the Janson children to think for themselves. Hiding the lightsaber, Sarenda returned to the cave to practice with the blade, spending all of her free time there learning to hone her control of this weapon that seemed to be an extension of herself, marveling at the whispers she imagines she can hear emanating from the weapon as it seems to almost teach her how to wield it.

One day, Sarenda returned home from several hours' practice to find her Aunt Bindi waiting for her. Bindi had discovered the girl's practice, and watched her long enough to realize that she had a connection to the Force that her old friend Elaiza had always spoken of. Bindi encouraged Sarenda to seek out Elaiza, as her burgeoning connection to the Force would soon draw the attention of the Empire. Sarenda agreed, and headed out in search of Elaiza. Her search eventually led her to the moon of Nar Shaddaa, where she found Elaiza and began training in the ways of the Force while using her extensive mechanical skills to make a living among the denizens of the Smuggler's Moon.

Motivation

Morality

Current Morality Score: 72
Current Conflict: 0

(Strength) Compassion: Sarenda always has time to help those in need, and she rarely considers anything she owns so important that she would not give it to someone who needs it more. What’s more, Sarenda’s sense of compassion doesn’t stop at charity and empathy—she is a tireless crusader who seeks to fight injustice and halt the problems afflicting the galaxy at their source. At her best, Sarenda is a selfless champion for the downtrodden.

(Weakness) Cruelty: Sarenda doesn’t just want to help the helpless, but to stop those who would prey on them. Sometimes she can do this with persuasive words or a tough stance, but at other times, she finds that only violence can dissuade someone. At times like these, it can be hard for Sarenda not to feel a sense of satisfaction in letting loose on a deserving target, even if her foe is no match for her. At her worst, Sarenda ends up becoming just another predator, albeit one with a particular choice in targets.

Description

Other Notes

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