Dun'ban Reyk by Gidenru

Species
Kel Dor
Career
Consular, Sentinel
Specializations
(Consular - Niman Disciple) (Sentinel - Shadow)
System
Edge of the Empire

3
Threshold 14
Current 0
Threshold 18
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
2
2
5
3

Skills

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

Attacks

Weak Shoto
Range
Engaged
Skill
Lightsaber
Pierce 3, Defensive 2, Accurate 1
Damage
5
Critical
2

45
545
0
0

Weapons & Armor

Shoto lightsaber
Concealing robes +1 soak

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dark Vision 1 When making checks, can remove 2 setback due to darkness.
Atmospheric Requirement 1 Must wear a breathing mask to breath and see outside their native environment. Oxygen is a rating 8 toxic atmosphere. Can survive in vacuum for up to 5 minutes.
Niman Technique 1 May use Willpower instead of Brawn for lightsaber checks.
Parry 3 When hit by a melee attack. suffer 3 strain to reduce damage by 2 plus ranks in parry. (5)
Reflect 3 When hit by a Ranged attack. suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (5)
toughened 1 Gain +2 wound threshold. (+2)
Grit 3 Gain +1 Strain threshold. (+3)
Defensive training 2 when wielding a lightsaber, melee, or brawl weapon. the weapon gains the defensive quality equal to ranks in Defensive training (+2)
Sum Djem 1 May spend a triumph or 2 advantage on a successful lightsaber check to disarm opponent.
Dedication 1 Gain 1 characteristic cannot go above 6. (willpower+1)
Center of being 1 take a center of being maneuver, until the beginning of next turn increase the critical rating of attacks by 1 per rank of center of being
improved center of being 1 spend 1 strain to take the center of being maneuver as an incidental.
Force Rating 2 Gain +1 Force rating. (+2)
Draw Closer 1 Preform the Draw Closer action: Make a lightsaber (willpower) check, against one silhouette 1 target in medium range. adding force die no grater the force rating, spend successful force points of moving target closer by 1 range band, or adding 1 success to the check.
Sense emotions 1 Add a 1 bonus die to all Charm, Coercion, and deception checks, unless target is immune to force powers.
Indistinguishable 2 upgrades difficulty of checks to identify character by 1 per rank of indistinguishable (+2)
Slight of Mind 2 Add bonus die to all stealth checks, unless opposition is immune to force powers.
Well rounded 1 Gain 2 new career skills (Coercion, stealth)
Shroud 1 Character may spend 1 Destiny point to make himself undetectable via force powers, and make his own go unnoticed for the remainder of the encounter.
Slippery mind 1 if under the effects of a force power. Preform the slippery mind action. Make a difficulty 3 Deception check to end effects of power immediately

Force Powers

Force Rating
3
Power
Enhance
Description
When making an athletics check may add successful force points to add success or advantage equal to points generated.
Upgrade Effect
Range 1 Increases range band by 1 for force leap. (medium range)
Control 2 when using force leap can now jump vertically as well as horizontally.
Control 3 Can make the Force leap as a maneuver instead of an action.
Control 1 make a enhance power check, spend successful force points to jump horizontally to any location in short range
Power
Misdirect
Description
Spend 1 successful force point to make a target at up to short-range unable to perceive a chosen person or object of the silhouette of 1 or smaller. until the beginning of the users next turn. the target cannot see or sense the hidden person or object.
Upgrade Effect
Range 1 Increases range band by 1 (medium range)
Duration 1 Commit 2 force die to sustain the power while the affected target remains in range.
Control 2 may use the power to force the target to perceive a singular illusory object or person.
magnitude 1 Increases the targets effected, equal to presence per ranks of magnitude.
Control 1 may instead alter the perceived appearance of the object or person, instead of hiding it.
Power
Move
Description
Spend 1 successful force point to move an object of a silhouette of 0 within max range default max range is short.
Upgrade Effect
Control 1 Make a ranged combat check to deal damage equal to 10 time the silhouette of the object thrown.
Control 2 can pull objects out of secure mountings or out of someone's hands
Range 3 Increases range band by 1 (extreme range)
Control 3 can use objects as if they where using there hands.

Background

Motivation

Obligations

Description

Other Notes

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