Guardian by geekmasterflash

Species
Human
Career
Guardian
Specializations
Armorer, Gadgeteer
System
Force and Destiny

3
Threshold 18
Current 0
Threshold 13
Current 0
Ranged 1
Melee 4

Placeholder Image

Characteristics

4
3
3
2
2
2

Skills

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

Attacks

Temple guard lightsaber pike
Range
Engaged
Skill
Lightsaber
Breach 1, Concussive 1, Defensive 1, Disorient 4, Linked 1, Stun 8, Sunder, Superior, Stun Damage quality, Unwieldy 3, Vicious 1
Damage
23 (6 base + Deadly Accuracy + Jury Rigged + Superior + Kimber Stone + Extended Hilt)
Critical
2

0
510
6

Weapons & Armor

Temple guard lightsaber pike
-(HP 4+1 (Tinkerer))
--Superior Hilt Personalization (1 HP)
Pommel Cap (1 HP)
--Mod Options: 2x "Stun +1"
Kimber Stone (2 HP)
Mod Options: 2x "Damage +1", 1x "Concussive +1", 2x "Disorient +2"
Extended Hilt (1 HP)
--(Jury Rigged: Increase damage 1)
--Mod Options: 1x "Vicious +1"

Jedi temple guard armour
-(+1 Soak, +2 Defence, HP 3+1(Tinkerer))
--(Cortosis Weave (2 HP))
--(Strength Enhancement System (2 HP))
---Mod Options: 2x "Athletics Skill +1", 2x "Innate Brace Talent"
--(Jury Rigged: +1 Ranged Defense)

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 2 Gain +1 strain threshold
Toughened 2 Gain +2 wound threshold
Gearhead 2 Remove [Blk] per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachements.
Inventor 2 When constructing new items or modifying attachments, add [Blu] or remove [Blk] per rank of inventor
Armor Master 2 When wearing armor, increase total soak value by 1.
Improved Armor Master 1 When wearing armor with a soak value of 2 or higher, increase defense by 1.
Mental Tools 1 Always count as having the right tools for the job when performing Mechanics checks.
Tinkerer 2 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Defensive Stance 1 Once per round, may perform a Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Jury Rigged 2 Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Deadly Accuracy (Lightsaber) 1 When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill.
Disorient 1 After hitting with combat check, may spend [adv] [adv] to disorient target for number of rounds equal to Disorient.
Stunning Blow 1 When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Improved Stunning Blow 1 When dealing strain damage with Melee or Brawn checks, may spend [Tri] to stagger target for 1 round per [Tri]
Crippling Blow 1 Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
Brace 2 SES (Armor Mod) As a maneuver, the character may Brace himself. This allows a character to remove a [blk] per rank of Brace from the next skill check based on changing conditions: inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.

Force Powers

Force Rating
1
Power
Bind Basic Power
Description
The user may spend [light/dark] to immobilize a target within short range until the end of the user's next turn. If the user used any [dark] to generate [light/dark], the target also suffers 1 wound per [light/dark] spent on the check (ignoring soak.)
Upgrade Effect
Strength (1) Spend [light/dark] to disorient the target for a number of rounds equal to Strength upgrades purchased.
Magnitude (1) Spend [light/dark][light/dark] to affect 1 additional target within range per rank of Magnitude purchased.
Range (1) Spend [light/dark] to increase a power's range by a number of range bands equal to Range upgrades purchased.

Background

Motivation

Morality

Description

Other Notes

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