Cole-Dekan by CSmith76

Species
Human
Career
Mystic/Consular/Guardian/Sentinel
Specializations
Seer/Sage/Soresu Defender/Shien Expert
System
Force and Destiny

8
Threshold 17
Current 0
Threshold 20
Current 1
Ranged 6
Melee 6

Characteristics

3
4
5
3
5
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 0
Charm (Pr) X 0
Coercion (Will) X 0
Computers (Int) X 5 + 5 Droids
Cool (Pr) X 0
Coordination (Ag) 0
Deception (Cun) X 0
Discipline (Will) X 5
Leadership (Pr) X 0
Mechanics (Int) 5 + 5 Droids
Medicine (Int) 0
Negotiation (Pr) X 0
Perception (Cun) X 5 Droid Flock
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) X 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 2 +2 Skill (Armor)
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Int) X 5
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

2-handed Cross Guard Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder,Two-handed (+1DAM),X Guard (DEF=1, 2ADV Disarm,+1 Suc&ADV),Extended Hilt (+1 Dam,Vicious 1 Kyat Dragon pearl Vicious 4, superior 4)
Damage
16
Critical
1
Brawl/ Shield Gauntlets
Range
Engaged
Skill
Brawl
Disorient 3, Knockdown,Cortosis, Pierce: Force Rating, Defensive 3, Deflection 3, Cuncussive, Accurate 2
Damage
STR+2
Critical
4
Mounted Auto Energy Rifle & Flame Projector
Range
Extreme
Skill
Ranged: Heavy
Auto-fire, Stun, Accurate 3, Pierce 2, Superior 2
Damage
12
Critical
3
Under-Barrel Flame Projector, Cumbersome 1
Range
Short
Skill
Ranged: Heavy
Burn 5, Blast 2, Superior 2
Damage
12
Critical
2
Mounted Sniper Engergy Rifle
Range
Extreme
Skill
Ranged: Heavy
Accurate 5, Pierce 2, Stun Setting, Sniper ,Cumbersome 3
Damage
10
Critical
2
Under-Barrel Grenade Launcher
Range
Medium
Skill
Ranged: Heavy
Limited Ammo 6, Blast 15, Breach 1, Vicious 4
Damage
20
Critical
2

0
1870
212875
14/20

Weapons & Armor

2-handed Cross Guard Lightsaber(1 ENC HP-0) Two-handed (+1DAM),X Guard (DEF=1, 2ADV Disarm,+1 Suc&ADV),Extended Hilt (+1 Dam,Vicious 1, Kyat Dragon pearl Vicious 4, superior 4)
Shield Gauntlets (ENC:1)
Mounted Auto Engergy Rifle &Flame Projector (ENC2, HP:2)
Mounted Sniper Energy Rifle& Grenade Launcher (ENC:3)-Telescopic Optical Sight (Reduce Diff on range attacks for long & Extreme)

Augmented Armor- +3 soak, +2 defense, 3 encumbrance-Enhanced optics suite (-2 Dis all perc, sur, vig, and Combat due to darrk, smoke other, +1 Vig), Tracking System (Designate one target seen or tracking, Upgrade check to track, +1 Vig), Vacuum Sealed, Superior 2

Personal Gear

Cybernetics:
Cybernetic Brian Implant
Cybernetic Arms & Legs AG

Gear:

Modular Backpack +6 ENC
Oxygen Tank (24 HRS)- 3ENC
portable survival shelter-1 ENC

Load-Bearing Gear +3 ENC
Binders

Utility Belt +1 ENC
Stimpack X2
Service Repair Patch Droid X5 (COMP MECH,-1 dis astro, atro .5 time, com .25 time, .5 craft / repair time)
Flock X5 of Monotask Droids (Perc

Surveyors Bag +2 ENC
Data Pad -1 ENC

Talisman of Iron Fists

Jetpack: ENC-2, Silhouette 1, Speed 2, Handling 0, System Strain Threshold 3

Assets & Resources

Advanced Chassis Astrometric Droid

Customizable armor with Utility arms (+4 adv die spend 1 strain for extra maneuver) with X4 Spec Tools (+4 Succ & ADV) and Intl Tool Box (.5 craft / repair time)

Fleet
Gozanti’s: 714 / 714 needed
Vindicator-class Heavy Cruisers: 6 / 34 needed
Interdictor-class Heavy Cruisers: 3 / 17 needed
Praetor 2- class star battlecruiser 1

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Uncanny Reactions 1 Force & Destiny PG 83 +1 ADV per rank to all vigilance Checks
Keen Eyed 1 Force & Destiny PG 83 -1 Dis per rank from perception and vigilance checks. Decrease time to search by half
Grit 5 Force & Destiny PG 83,71,77,95 +1 strain threshold.
Sense Advantage 1 Force & Destiny PG 83 Once per session, may add 2 Dis to 1 NPC's skill check
Force Rating 4 Force & Destiny PG 83,71 +1 Force rating
The force is my Ally 1 Force & Destiny PG 83 Suffer 2 strain to perform force power as maneuver 1 per session
Natural Mystic 1 Force & Destiny PG 83 Once per session, may reroll any 1 Force power check
Kill with Kindness 1 Force & Destiny PG 71 Remove 1 Dis per rank from charm and leadership checks
Researcher 1 Force & Destiny PG 71 Remove 1 Dis per rank from all knowledge checks. Research takes .5 time
Smooth Talker 1 Force & Destiny PG 71 Spend Triumph to earn succ per rank to negotiation checks
Preemptive Avoidance 1 Force & Destiny PG 71 Spned 1 destiny point to disengage from engaged enemy as out of turn incidental
Knowledge Specialization 1 Force & Destiny PG 71 Spend 1 Tri to gain success equal to rank for Knowledge WAR
Parry 6 Force & Destiny PG 77,95 When hit by melee attack, suffer 3 strain to reduce damage by 2+ranks
Soresu Technique 1 Force & Destiny PG 77 Use Intellect instead of Brawn on Lightsaber checks
Confidence 1 Force & Destiny PG 77 -1 difficulty of discipline checks to avoid fear by 1 per rank
Supreme Parry 1 Force & Destiny PG 77 If no combat check during his previous turn, may suffer 1 strain to sue parry.
Dedication 2 Force & Destiny PG 77,95 +1 to a single characteristic. This Cannot bring a characteristic above 6 (Wil)
Defensive Stance 3 Force & Destiny PG 77,95 1 per round, suffer strain = to rank to upgrade difficulty of all melee attacks for = rounds
Reflect 6 Force & Destiny PG 77, 95 When hit by a ranged attack, suffer 3 strain to reduce damage by 2+ ranks
Toughened 1 Force & Destiny PG 77,95 +2 wound threshold / rank
Improved Parry 1 Force & Destiny PG 77 When parrying a hit that generated Disp or 3 Dis, may hit attacker once with lightsaber, brawl, or melee weapon dealing base damage.
Defensive Circle 1 Force & Destiny PG 77 Make Hard Lightsaber INT action. The character, plus one ally within short ranger per suc, gains x defense until beginning of next turn. x=1+1per 2 adv
Improved Reflect 1 Force & Destiny PG 77 When reflecting a hit that generated Disp or 3 dis, may hit one target in medium range with the same damage as the initial hit.
Strategic Form 1 Force & Destiny PG 77 Make Hard Lightsaber INT check with force die. If successful, 1 target within short range may only attack you for 1 + force points rolled
Conditioned 1 Force & Destiny PG 95 Remove 1 dis Die per rank from Athletics and Coordination checks. -1 Dam and Strain from falling per rank
Djem So Deflection 1 Force & Destiny PG 95 After using reflect, may spend 1 DP to perform move maneuver as out-of-turn incidental to close distance with or engage opponet
Falling Avalanche 1 Force & Destiny PG 95 -2 strain to add damage = Brawn to next lightsaber combat check
Street Smarts 1 Force & Destiny PG 95 -1 Dis per rank from streetwise and Knowledge Underworld checks
Shien Technique 1 Force & Destiny PG 95 My use cunning instead of brawn for lightsaber checks
Saber Throw 1 Force & Destiny PG 95 Attack within medium ranger, adding Force die no greater than rating. 1 point to hit, 1 point to return
Supreme Reflect 1 Force & Destiny PG 95 If no combat check during last turn, may suffer 1 strain to use reflect

Force Powers

Force Rating
5
Power
Enhance (Completed)
Description
When making an Athletics Check, add force die to roll and spend points to gain succ or adv on check.
Upgrade Effect
Control Make the force leap action moving horizontally for short range using 1 FP
Control Commit force die to increase agility
Range Spend 1 FP to increase to Medium range when using force jump
Control May use force jump as a maneuver instead of an action
Control May use enhance on coordination checks
Control May use enhance on piloting (planetary) checks
Control May commit force die to increase brawn
Control May use enhance on piloting (Space) checks
Control May use enhance on resilience checks
Control May use enhance on brawl checks
Control May jump vertical or horizontal using force jump
Power
Seek
Description
Spend 2 FP to gain insight on the general direction of a person or object the character knows about regardless of distance.
Spend 1 FP and pass average (2) dif. Vigilance or opposed Vig. V Dic check to see through one illusion
Upgrade Effect
Strength spend 1 Force point to eliminate 1 force-based illusion per strength upgrade purchased
Magnitude Spend 1FP to eliminate additional illusions equal to Magnitude upgrades
Control Commit 1 Force Die. Upgrade ability of Vigilance & Perception checks once
Duration Commit 1 force die to continue tracking target even when it moves
Control Spend 1 Force point to track one additional target
Magnitude Spend 1 Force point to gain one additional detail per magnitude upgraded purchased
Power
Move (completed)
Description
Spend 1 FP to move 1 item SIL 0 that is within short range up to max range.
Upgrade Effect
Control May perform fine motor tasks at range
Strength Spend 1 FP to increase SIL by 1 plus ranks in strength.
Magnitude Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude
Magnitude Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude
Magnitude Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude
Strength Spend 1 FP to increase SIL by 1 plus ranks in strength.
Strength Spend 1 FP to increase SIL by 1 plus ranks in strength.
Strength Spend 1 FP to increase SIL by 1 plus ranks in strength.
Range Increase range equal to range upgrades
Range Increase range equal to range upgrades
Control Discipline check to throw item doing 10 X SIL damage
Range Increase range equal to range upgrades
Magnitude Spend 1 FP to increase quantity of items moved by 1 plus ranks in magnitude
Control Can pull items out of secure location or enemy hands
Power
Bind (completed)
Description
Spend 1 Force Point to immobilize a target within short range untiol the end of the user's next turn. If the user used dark side to generate, the target also suffers 1 wound per FP spent on the check
Upgrade Effect
Mastery When the user is making a bind check, if the check was not already opposed, the user may roll an opposed Discipline v Discipline check against one target of the power. If no Dark side points were used to generate FP and the user succeeds on the check,, he may immediately stagger the target until the end of his next turn. If Dark side were used, and the check succeeds, the target suffers a critical injury, adding +10 to the roll per FP spent on the check.
Control Spend 1 FP to move the target one range band closer or farther away
Strength Spend 1 FP to disorient the target for a number of rounds = to strength upgrades
Control Spend 1 FP, whenever a target affected by Bind takes an action, That target suffers strain = Willpower
Duration Commit 3 Force Die to sustain the ongoing effects of the power on each affected target.
Range Spend 1 FP to increase power's range by a number of range bands equal to range upgrades
Range Spend 1 FP to increase power's range by a number of range bands equal to range upgrades
Range Spend 1 FP to increase power's range by a number of range bands equal to range upgrades
Power
Heal / Harm (completed)
Description
Heal: Spend 1 FP to heal a number of wounds = to Intellect from an engaged living creature (including user)
Harm: Spend 1 FP to inflict a number of wounds = to Intellect (ignoring soak) on an engaged living target. User gains 1 conflict
Upgrade Effect
Control Spend 1 FP to remove one status effect from target. or to heal wounds = to wounds inflicted on target. healed character gains 1 conflict
Strength Spend 1 FP to increase wounds healed or inflicted by 1 / rank upgrades purchased
Mastery Once / session spend 4 FP to restore 1 target who died after end of user's last turn to life. Once per sessions, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 conflict
Range spend 1 FP to increase range by number of range upgrades purchased
Range spend 1 FP to increase range by number of range upgrades purchased
Strength Spend 1 FP to increase wounds healed or inflicted by 1 / rank upgrades purchased
Magnitude Spend 2 FP to affect 1 additional target within ranger per rank of Magnitude
Magnitude Spend 2 FP to affect 1 additional target within ranger per rank of Magnitude
Control Heal: Heal additional wounds = ranks in Medicine. Harm: Inflict additional wounds = to ranks in medicine
Control Heal: if no Dark Side points used, target heals strain =to wounds healed.
Harm: If Dark Side points were used, user heals strain equal to wounds inflicted.
Control Heal: Roll with Hard Medicine check, If succeeds, one target who heals wounds also heals one critical injury
Harm: Roll opposed Medicine V Resilience check. If succeeds, one target who suffers wounds also suffers 1 Critical Injury adding +10 per 2 adv.
Magnitude Spend 2 FP to affect 1 additional target within ranger per rank of Magnitude
Power
Influence
Description
Special Rule: light side force points used for positive emotions, dark side for opposite.

Spend 1 FP to strain 1 point to target in engaged range
Upgrade Effect
Control Discipline v Discipline check. If success spend 1 FP to force opponent to adopt emotional state or believe something untrue for 1 round or 5 min.

Background

Motivation

Religion and love

Morality

Justice vs Cruelty

Description

Other Notes

Other Assets:
X3 Navigation Directives Program Patterns
X5 Adv Combat Chassis Schematic
X2 Elimination Directives Program Patterns

I have a berth for my ship, The Horizon's Call, in an industrial zone in Coronet. It cost me 500 credits a week and has a prototype and production workshop.

I have a black market contact, a Rodian named Jik'ka, based out of Tatooine.

I have a force artifact I stole from Tatooine along with a bunch of data of a crime syndicate from the bounty on Tatooine.

Currently consuctructing 6 ADV Combat Droids

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