Naven Solom by ruroken77

Species
Pau'an
Career
Jedi
Specializations
Padawan | Knight | Niman Disciple | Ataru Striker | Master | Arbiter | Teacher | Hermit
System
Force and Destiny

4
Threshold 24
Current 0
Threshold 24
Current 0
Ranged 0
Melee 0

Characteristics

4
3
3
3
4
4

Skills

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

Attacks

Naven's lightsaber pike
Range
Engaged
Skill
Lightsaber
Breach 1, Cumbersome 3, Defensive 2, Sunder, Vicious 1
Damage
8
Critical
2

0
2990
156
16/16

Weapons & Armor

Naven's robes (heavy robes), Naven's lightsaber pike (lightsaber pike w/ modded mephite gem)

Personal Gear

Protective earpieces, beast call, mk III modular backpack w/ 4 extra pouches, riding tack, saddlebags, Survival Equipment Inc. Flashfire camp stove & "Survivalist" mess kit, water purifier, healer's kit, XV-20 portable veterinary kit, data goggles, 5 field ration packs, emergency medpac

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Sensitive Hearing 0 20 (DoH) Pau'ans add 1 boost die to all Perception and Vigilance checks they make as long as they are wearing their protective earpieces. If they are not wearing these earpieces, they do not gain the bonus, and they add 1 threat to Perception and Vigilance checks they make instead.
Parry 11 27 (RotS); 26 (RotS); 70 (F&D); 87 (F&D); 23 (DoH) When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 5 27 (RotS); 70 (F&D); 23 (DoH); 27 (DoH Gain +2 wound threshold.
Quick Draw 0 27 (RotS); 87 (F&D) Once per round, draw or holster a weapon or accessible item as an incidental.
Grit 12 27 (RotS); 26 (RotS); 70 (F&D); 23 (DoH); 27 (DoH); 27 (SS) Gain +1 strain threshold.
Reflect 11 27 (RotS); 26 (RotS); 70 (F&D); 87 (F&D); 23 (DoH) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Well Rounded 2 27 (RotS); 27 (DoH) Choose any 2 skills. They permanently become career skills.
Sense Danger 0 27 (RotS); 27 (DoH) Once per session, remove 2 setback dice from any 1 check.
Learning Opportunity 0 27 (RotS) Once per round, the character may spend from a check they fail to upgrade the ability of their next check once.
Valuable Facts 0 27 (RotS) Once per encounter perform a Valuable Facts action; make an Average Knowledge check. If successful, add 1 triumph to one ally’s skill check during the encounter.
Force Rating 4 27 (RotS); 26 (RotS); 27 (CotR); 27 (DoH) Gain +1 Force Rating.
Adaptable 0 27 (RotS) When resolving a check that uses a skill in which they have no ranks, the character may spend on Destiny Point to remove 1 despair or to remove threats equal to their ranks in Cool.
Something to Prove 0 27 (RotS) Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.
Beginner's Luck 0 27 (RotS) Once per session when the character makes a check, may add successes equal to the number of light side Destiny Points in the Destiny pool to the result.
Temple Training 0 27 (RotS) Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to his ranks in Knowledge (Lore).
Sincerest Flattery 0 27 (RotS) Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add 2 boost dice.
Dedication 7 27 (RotS); 26 (RotS); 70 (F&D); 87 (F&D); 27 (CotR); 23 (DoH); 27 (DoH) Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Jump Up 0 26 (RotS); 87 (F&D) Once per round, may stand from seated or prone as an incidental.
Researcher 4 26 (RotS); 27 (CotR); 27 (DoH) Remove 1 setback die per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Sense Emotions 0 26 (RotS); 23 (DoH) Add 1 boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Improved Reflect 0 26 (RotS) When reflecting a hit that generated 1 despair or 3 threats, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Improved Parry 0 26 (RotS); 87 (F&D) 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.
Balance 0 26 (RotS); 87 (F&D) When the character heals strain at the end of the encounter, they may add 1 Force die per Force Rating. They regain additional strain equal to Force points generated.
Circle of Shelter 0 26 (RotS) When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Side by Side 0 26 (RotS) While the character and one or more engaged allies are wielding lightsabers, add 1 threat to all combat checks that target the character or those allies.
Will of the Force 0 26 (RotS) Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.
Guardian of the Republic 0 26 (RotS) After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.
Nobody's Fool 5 70 (F&D); 27 (CotR); 23 (DoH); 27 (DoH) May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique 0 70 (F&D) When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Defensive Training 2 70 (F&D) When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Sum Djem 0 70 (F&D); 27 (CotR) May spend 1 triumph or 2 advantages with successful Lightsaber check to disarm opponent.
Draw Closer 0 70 (F&D) Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding Force dice no greater than Force rating to check. Spend 1 Force point to move target one range band closer or to add 1 success to check.
Center of Being 3 70 (F&D); 27 (CotR) Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Force Assault 0 70 (F&D) Spend 1 triumph or 3 advantages on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver.
Improved Center of Being 0 70 (F&D); 27 (CotR) Suffer 1 strain to perform Center of Being maneuver as an incidental.
Conditioned 3 87 (F&D); 27 (SS) Remove 1 setback die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Dodge 2 87 (F&D) 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.
Ataru Technique 0 87 (F&D) When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
Quick Strike 2 87 (F&D) Add 1 boost die per rank of Quick Strike to combat checks against targets that have not acted vet this encounter.
Hawk Bat Swoop 0 87 (F&D) Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding Force dice no greater than Force rating. Spend 1 Force point to engage target and spend 1 Force point to add 1 advantage to check.
Saber Swarm 0 87 (F&D) 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.
Confidence 1 27 (CotR) May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Improved Confidence 0 27 (CotR) May spend 1 triumph on fear checks to give allies in short range additional successes on the same fear check.
Improved Nobody's Fool 0 27 (CotR) May spend 1 despair or 2 threats from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool.
Improved Researcher 0 27 (CotR) On a successful Knowledge check, character and allies gain automatic 1 advantage per rank of Researcher on checks to act on those facts until the end of character's next turn.
Flows Through All Things 0 27 (CotR) The character may perform a maneuver to recover strain equal to their Force rating.
The Force is My Ally 0 27 (CotR) Once per session, may suffer 2 strain to perform Force power action as maneuver.
Bound Together 0 27 (CotR) Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within short range suffers strain, they reduce the amount by the current number of light side Destiny Points.
Powerful Ally 0 27 (CotR) The character may spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects or a control upgrade to a power they have purchased.
Forewarning 0 27 (CotR) Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter.
Master of the Order 0 27 (CotR) The character can spend 2 Destiny Points during a single action.
There is no Try 0 27 (CotR) Once per session before an ally rolls the dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with one success and no other results.
Supreme Center of Being 0 27 (CotR) When the character performs the Center or Being maneuver, the effects apply to ranged attacks as well.
Savvy Negotiator 3 23 (DoH) Remove 1 setback die per rank of Savvy Negotiator from all Negotiation and Streetwise checks.
Congenial 1 23 (DoH) May suffer a number or strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
Improved Sunder 0 23 (DoH) Each advantage spent to activate a weapon's Sunder quality damages an item two steps, instead of one.
Crucial Point 0 23 (DoH) Once per session. the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.
Calming Aura 0 23 (DoH) When an opponent targets character with a Force power, reduce Force points generated by 1.
Improved Savvy Negotiator 0 23 (DoH) Make a Hard Negotiation check to convince one bystander per rank of Savvy Negotiator to see one of an opponent's points as maliciously unreasonable.
Aggressive Negotiations 0 23 (DoH) Once per session, perform a Hard Lightsaber check to decrease the difficulty of all Negotiation checks for the rest of the encounter by 2.
Respected Scholar 1 27 (DoH) May downgrade difficulty of checks to interact with institutes or learning by one level per rank of Respected Scholar.
Well-Traveled 0 27 (DoH) Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
Encouraging Words 0 27 (DoH) After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out of turn incidental.
Skilled Teacher 2 27 (DoH) If an ally at short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental to suffer a number of strain no greater than ranks of Skilled Teacher, then add an equal number of successes to ally's next check.
Master Instructor 0 27 (DoH) Once per round as an out of tum incidental, may suffer 2 strain to allow ally to use character's ranks in Discipline for next Discipline check the ally makes.
Wise Warrior 0 27 (DoH) When making a combat check, may perform the Wise Warrior incidental; spend 1 Destiny Point and use any characteristic for the check.
Improved Wise Warrior 0 27 (DoH) When performing the Wise Warrior incidental, one ally at short range may use the same characteristic for the next combat check the ally makes before the end of the character's next turn.
Once a Learner 0 27 (DoH) As an action, suffer 4 strain and let one ally within short range increase the ally's Force rating by an amount equal to the character's Force rating until the end of the round.
Now the Master 0 27 (DoH) Once per session, choose one talent or Force power that any character in the current encounter possesses. Gain that talent or Force power until the end of the encounter.
Forager 0 27 (SS) Remove up to 2 setback dice from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Soothing Tone 0 27 (SS) Once per encounter when riding a beast, perform Soothing Tone action, attempting an Average Knowledge (Xenology) check. If successful, the beast recovers strain equal to successes (or heals that number of wounds if it does not have a strain threshold).
One with Nature 0 27 (SS) When in the wilderness, the character may make a Simple Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter.
Menace 0 27 (SS) Enemy within short range of the character"s bonded animal adds 1 setback die to next combat checks made against the character.
Animal Bond 0 27 (SS) Develop long-term bond with single animal of silhouette equal to half Force rating rounded down.

Force Powers

Force Rating
5
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend 1 Force point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power’s range.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
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.
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend 1 Force point to sense all living things within short range (including sentient and non-sentient beings).
The user may spend 1 Force point to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Ongoing effect: Commit 1 Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration Sense’s ongoing effects may be triggered one additional time per round.
Control Effect: Spend 1 Force point. The Force user senses the current thoughts of one living target with whom he is engaged.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase number of targets affected by power equal to Magnitude upgrades purchased.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase number of targets affected by power equal to Magnitude upgrades purchased.
Control Ongoing effect: Commit 1 Force die. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Power
Imbue
Description
The Force user lends strength to allies. making them more potent. resourceful, or resilient for a time.
The user may spend 2 Force points to increase one or another engaged character's characteristics by 1 (to a maximum of 6) until the end or the Force user's next tum.
This can only be used once per character per encounter. If the user uses 1 dark side pip to generate 1 Force point, the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next tum, but both the Force user and target suffer 3 strain.
Upgrade Effect
Duration Commit 1 Force die to sustain the effects of this power as long as the target remains in range.
Strength If no dark side pips were used to generate Force points, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no light side pips were used to generate Force points, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.
Control Spend 1 Force point to allow the target to count as having ranks in a skill equal to user's ranks in the skill.
Range Spend 2 Force points to increase power’s range by a number of range bands equal to Range upgrades purchased.
Range Spend 2 Force points to increase power’s range by a number of range bands equal to Range upgrades purchased.
Range Spend 2 Force points to increase power’s range by a number of range bands equal to Range upgrades purchased.
Strength If no dark side pips were used to generate Force points, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no light side pips were used to generate Force points, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.
Duration Commit 2 Force dice to sustain the effects of this power as long as the target remains in range.
Range Spend 2 Force points to increase power’s range by a number of range bands equal to Range upgrades purchased.
Strength If no dark side pips were used to generate Force points, decrease all Critical Injuries suffered and inflicted by the target by 10 per Strength upgrade purchased. If no light side pips were used to generate Force points, increase all Critical Injuries suffered and inflicted by 10 per Strength upgrade purchased.

Background

Trapped Hermitage

Motivation

Growth (Apprentice); Faith (The Jedi Code)

Morality

Compassion/Hatred; Empathy/Vengeance

Description

With gray lined skin, black eyes surrounded by red markings, jagged teeth, long nails, protective earpieces, and tall stature, Naven is easily recognized as a Pau'an.

Other Notes

Considering Pau'ans live really long lives, though not much longer than the average Wookiee, Naven remembers when the Nihil were just a simple Force cult called the Path of the Open Hand. After having watched them evolve over the past 150 years into the violent band of raiders that, for some as-of-yet unknown reason, hate Jedi with a passion, Naven has gone through several roles within the Order herself: knight, diplomat, master. Now, with a Padawan of her own, she hopes to pass on what she's learned in her just-over-three-and-a-half centuries of life to the next generation. After the construction of the Stormwall a year prior, many worlds, and many Jedi, were trapped in "Nihil Space", unable to communicate with the rest of the galaxy, and she asked the Council for permission to travel to her homeworld of Utapau to be with her family, as well as start a small Jedi outpost, after which her Padawan could join her... until the live execution of Grandmaster Pra-Tre Veter. She is now stuck on Utapau after the Stormwall suddenly expanded and engulfed the Outer Rim, leaving her Padawan back on Coruscant without their master for guidance, and forcing her to enter a hidden hermitage as the Nihil ransack her homeworld. She's since developed a long-term bond with a varactyl she's taken to naming Vorun, and they both keep to the camp Naven's set up in Pau City's Mining Level.

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