Olyn by ClassicallyHandsome

Species
Twi'lek
Career
Jedi
Specializations
Jedi Padawan | Padawan Survivor | Makashi Duelist | Jedi General | Jedi Knight
System
Force and Destiny

5
Threshold 22
Current 0
Threshold 22
Current 0
Ranged 3
Melee 5

Placeholder Image

Characteristics

3
3
3
2
3
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) X 3
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) X 5
Mechanics (Int) X 3
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 3
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 3
Brawl (Br) 0
Gunnery (Ag) X 2
Lightsaber (Pr) X 3
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 3
Knowledge: Xenology (Int) 0

Attacks

Olyn's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Defensive 5, Deflection 2
Damage
9
Critical
2
Backhand Shock Glove
Range
Engaged
Skill
Brawl
Concussive 2, Stun Damage, Slow-Firing 1
Damage
+2
Critical
3
Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
10
Critical
3

0
1420
16

Weapons & Armor

Crossguard Lightsaber - 4 HP
HP 1-2: (Custom) Lightsaber Crystal
Base Damage to 8
Critical Rating 2
Breach 1, Sunder
Defensive 1, Deflection 1
[3 Defensive +1 Mods, 1 Deflection +1 mods]
HP 3: Curved Hilt
- Add automatic advantage on successful combat checks vs single opponent. [1 Defensive +1 Mod]
HP 4: Superior Weapon Customization

Backhand Shock Gloves - 2HP
HP 1-2: Weighted Head
- Damage +1
[1 Damage +1 Mod, 1 Concussive +1 Mod]

Blaster Rifle - 4HP

HP 1: Multi-Optic Sight
Remove 2 setback due to low-visibility conditions [2 +1 Perception Mods]
HP 2: Superior Weapon Customization

HP 3: Forearm Grip
Reduce increased difficulty while shooting in engaged by 1. [Innate Talent(Point Blank) +1 Mod, Accurate +1 Mod]

HP 4: Custom Grip
- Remove one setback from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds two setback to all combat checks made using the weapon. [1 Accurate +1 Mod]

Training Saber

Jedi Commander Armor - 3HP [2 Soak, 1 Defense]
HP 1: Vacuum Sealed
- Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes.

HP 2-3: Strength Enhancing System
Increases the wearer's brawn by one point while wearing this armor. This does not increase soak or wound threshold. [2 Athletics +1 Mods]

Personal Gear

Comlink [Handheld]
Holomessenger
Mk. III Modular Backpack (6 Pouches)
Utility Belt
5 Stimpacks

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Quick Draw RotS;Pg. 27 Once per round, draw or holster a weapon or accessible item as an incidental.
Well Rounded RotS;Pg. 27 Choose any 2 skills. They permanently become career skills.
Valuable Facts RotS;Pg. 27 Once per encounter perform Valuable Facts action; make an Average Knowledge check. If successful add Triumph to one ally's skill check during the encounter.
Force Rating 3 RotS;Pg. 27 Gain +3 Force Rating.
Adaptable RotS;Pg. 27 When receiving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove Despair or to remove Setback equal to ranks in Cool.
Dedication 4 RotS;Pg. 27 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. [Brawn, Intellect, Presence, Agility]
Something to Prove RotS;Pg. 27 Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.
Toughened 5 RotS;Pg. 27 Gain +10 wound threshold.
Parry 9 RotS;Pg. 27 When hit by a melee attack, suffer 3 strain to reduce damage by 11.
Reflect 4 RotS;Pg. 27 When hit by a ranged attack, suffer 3 strain to reduce damage by 6.
Sincerest Flattery RotS;Pg. 27 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.
Temple Training RotS;Pg. 27 Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage equal to their ranks in Knowledge(Lore).
Beginner's Luck RotS;Pg. 27 Once per session when the character makes a check, may add Success equal to the number of light side Destiny Points in the Desinty pool to the results.
Constant Vigilance DoR;Pg. 103 May always use Vigilance when making checks to determine initiative.
Nobody's Fool DoR;Pg. 103 Upgrade difficulty of incoming Charm, Coercion and Deception checks once per rank of Nobody's Fool.
Balance DoR;Pg. 103 When the character heals strain at the end of the encounter, he may add ⬡ per Force Rating. He recovers additional strain equal to ◐ generated.
Sum Djem FaD:CRB;Pg. 82 May spend Triumph or Two Advantage with successful Lightsaber check to disarm opponent.
Uncanny Reactions DoR;Pg. 103 Add Boost per rank of Uncanny Reactions to all Vigilance checks.
Resist Disarm FaD:CRB;Pg. 82 Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Grit 7 FaD:CRB;Pg. 82 Gain +7 Strain Threshold.
Intense Presence FaD:CRB;Pg. 82 Spend 1 Destiny Point to recover strain equal to Presence rating.
Makashi Technique FaD:CRB;Pg. 82 When making a check using the Lightsaber skill, the character may use presence instead of Brawn.
Duelist's Training FaD:CRB;Pg. 82 Add Boost to Melee and Lightsaber checks when engaged with only one opponent.
Improved Parry FaD:CRB;Pg. 82 When parrying a hit that generated Despair or Three Threat may hit attacker once with Lightsaber, Brawl or Melee weapon (dealing base damage) after original attack resolves.
Commanding Presence 2 CotR;Pg. 26 Remove Setback per rank of Commanding Presence from Leadership and Cool checks.
Command CotR;Pg. 26 Add Boost per rank of Command when making Leadership checks. Affected targets add Boost to Discipline checks for next 24 hours.
Stand Firm! CotR;Pg. 26 As an action, make Hard Leadership check. Choose one ally per success who increase their wound threshold by the character's Presence until the end of the encounter.
Fall Back! CotR;Pg. 26 While engaged with an opponent, the character may suffer a number of strain up to their Leadership to allow an equal number of allies engaged with that opponent to immediate disengage as an out-of-turn incidental.
Inspiring Kill CotR;Pg. 26 The character may spend 1 Destiny Point to take the Inspiring Kill maneuver after incapacitating or inflicting a Critical Injury. Roll ⬡ no greater than Force rating and spend ◐ to heal 2 strain from each ally within medium range.
Knowledge is Strength CotR;Pg. 26 Once per session when making a check, the character may increase their Force rating by their ranks in Knowledge(Warfare).
Exemplar of the Republic CotR;Pg. 26 Add ⬡ to mass combat check up to Force rating and spend ◐ to add Success or Advantage to the result.
Jump Up RotS;Pg. 26 Once per round, may stand from seated or prone as an incidental.
Improved Reflect Rots;Pg. 26 When reflecting a hit that generated Despair or Three Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Circle of Shelter RotS;Pg. 26 When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the dam­age the hit deals (even though he is not the target of the combat check).

Force Powers

Force Rating
4
Power
Influence
Description
The character may attempt to guide, shape and even twist the thoughts and feelings of others.

Special Rule(○/● use): When guiding and shaping thoughts, only ◐ generated from ● may be used to generate negative emotions such as rage, fear and hatred. Only ◐ generated from ○ may be used to generate positive emotions such as peace, tranquility and friendliness. Other emotions such as confusion can be created from ◐ generated from either ○ or ●.

The character may spend ◐ to stress the mind of one living target he is engaged with inflicting 1 strain.
Upgrade Effect
Control When making a Coercion, Charm, Deception, Leadership or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend ◐ to gain Success or Advantage(User's choice) on the check.
Control The Force User may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends ◐ and succeeds on the check, he can force the target to adopt an emotional state or to believe something untrue lasting for 1 round or 5 minutes.
Range Spend ◐ to increase power's range by a number of range bands equal to Range upgrades purchased.
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 ◐ to gain success or advantage(User's choice) on the check.
Upgrade Effect
Control Enhance can be used with the Coordination Skill.
Control Enhance can be used with the Piloting (Space) skill.
Control Enhance can be used with the Piloting (Planetary) skill.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend ◐ to sense all living things within short range(including sentient and non-sentient beings).

The user may spend ◐ to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Ongoing effect: Commit ⬡. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control Ongoing effect: Commit ⬡. 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.
Power
Move
Description
The Force user can move small objects via the power of the Force.

The user may spend ◑ to move one object object of silhouette 0 that is within range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Strength Spend ◑ to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength Spend ◑ 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.
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Magnitude Spend ◑ to increase targets affected equal to Magnitude upgrades purchased.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend ◑ to gain vague hints of events to come up to a day into his own, personal future.
Upgrade Effect
Control When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend ◑ to gain Success on the check.
Power
Peerless Interception
Description
Once per session as an out-of-turn incidental, the character may spend 2 Destiny Points to activate Peerless Interception. For the next two rounds, when the character uses Parry or Reflect to reduce the damage of a hit, they reduce the damage by an additional amount equal to their Force rating.
Upgrade Effect
Increase Duration Peerless Interception lasts for one additional round.
Increase Frequency The character may activate Peerless Interception one additional time per session.
Critical Counter When the character spends Despair to inflict a hit on their attacker using Improved Parry or Improved Reflect, they also a inflict a Critical Injury.

Background

Motivation

Morality

Description

Other Notes

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