Felix Nolu by bengalninja

Species
Mandalorian Human
Career
Guardian
Specializations
Protector, Soresu Defender, Alchemist, Medic
System
Force and Destiny

4
Threshold 19
Current 0
Threshold 15
Current 5
Ranged 2
Melee 2

Placeholder Image

Characteristics

2
2
7
2
2
2

Skills

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

Attacks

Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2, Custom Grip, Accurate 1
Damage
10
Critical
1

5
815
7400
11/13

Weapons & Armor

Basic Lightsaber (Custom Grip, Tholothian Heartwood Hilt, Magnetic Weapon Tether)
Concealing Robes
Augmentative Armor (Repulsor Assisted Lifting, Repulsor Pack)
Cybernetic Brain Implant

Personal Gear

Medical Backpack
Stimpack x8
Antishock Blanket
Jedi Utility Belt
Nullcaine x2
Physicians Kit
Earcomm
Military Pouch x2
Neural Charm (Invigorating, Bad Feeling)
Healing Accelerant (Bad Feeling)
Healing Accelerant (Bad Feeling, Cumbersome x2)
Healing Accelerant (Powered by Evil, Invigorating)
Healing Accelerant (Hidden Purpose, Powered by Evil)
Healing Accelerant (Hidden Purpose, Heavy)
Healing Accelerant (Hidden Purpose, Invigorating, Cumbersome)
Healing Accelerant (Powered by Evil, Noticeable)
Healing Accelerant (Hidden Purpose, Noticeable)
Healing Accelerant (Hidden Purpose, Powered by Evil)
Med-Aid Patch x5
Healing Potion (Empowered by Evil)
Elixor of Vigor (Reviving, Foul Taste x2)
Healing Potion (Reviving x5)
Neural Charm (Hard to Control, Empowered by Evil)
Shield Amulet (Growing Power, Redirect Energy)
Water of Life x2 (Reviving, Fortifying)
IRAPS Cerebral Stabilizer x2
Water of Life (Empowered by Evil)
Water of Life (Empowered by Evil)
Water of Life (Vile Smell, Fortifying, Reviving)
Water of Life (Fortifying x2, Empowered by Evil)
Water of Life (Empowered by Evil)
Water of Life (Empowered by Evil)
Water of Life (Vile Smell)
Water of Life (Vile Smell)
Water of Life (Vile Smell)
Water of Life (Vile Smell)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry 3 When hit by a melee attack, may suffer 3 strain to reduce damage by 5
Toughened 3 +2 Wound Threshold
Reflect 2 When hit by a ranged attack, may suffer 3 strain to reduce damage by 4
Body Guard 1 Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally he is engaged with. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character’s next turn, upgrade the difficulty if all combat checks targeting the protected ally a number of times equal to the strain suffered by the character.
Defensive Stance 1 One per round on the character’s turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character’s next turn, upgrade the difficulty of all melee combat checks targeting the character a number of time equal to the strain suffered by the character in this way.
Soresu Technique 1 May use Intellect for lightsaber checks instead of brawn.
Force Rating 1 +1 Force Rating (Path to Power)
Physician 1 When making a medicine check to heal wounds, may heal one extra strain per rank of physicain
Stimpack Specilization 4 Stimpacks heal an additonal one wound per rank of stimpack specialization
Circle Of Shelter 1 May use parry or reflect incidental on a attack against an engaged ally.
Force Protection 1 Preform the Force Protection maneuver; suffer 1 strain and commit Force Die up to ranks in Force Protection. Increase soak by number of Force Die committed until the beginning of the next turn. Suffer 1 strain for every turn that Force Die remains committed.
Force Rating 1 +1 Force Rating
Dedication 2 +2 Intellect
Improved Bodyguard 1 When an ally suffers a hit that is guarded by bodyguard, the user may suffer the hit instead.
Stim Application 1 Take the stim application action. Make an average medicine check, if successful, one engaged ally may increase 1 characteristic by 1 for the remainder of the encounter and take 4 strain.
Center of Being 1 Take a Center of Being maneuver. Until the start of next turn, attacks against the character increase their crit rating by 1 per rank of Center of Being.
Surgeon 1 When a successful medicine check is made to heal wounds, heal 1 extra wound per rank of surgeon.
Bacta Specialization 1 I'm literally never going to use this
Its Not That Bad 1 Once per session, when an ally would take a critical injury, may take an its not that bad action. Make a hard medicine check to stop the ally from gaining the critical injury.

Force Powers

Force Rating
3
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.The user may spend light pip to sense all living things within short range (including sentient and non-sentient beings). The user may spend light pip to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Effect: Spend light pip The Force user senses the current thoughts of
one living target with whom he is engaged.
Control Commit FR. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once
Strength When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Duration Senses ongoing effects may be triggered one additional time per round.
Control Commit FR: Once per round, when a Force user makes a combat check, upgrade the pool of the check once.
Power
Heal / Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light side Force user only): Spend to pip heal a number of wound equal to Intellect from an engaged living creature (including user).
Harm: Spend pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Strength
Range Spend pip to increase powers range by a number of range bands equal to range upgrades purchased.
Control: Status
Mastery
Control Heal: If no dark pips generated pips, target heals strain equal to wounds healed.
Harm: If any dark pips were used to generate pips, user heals strain equal to wounds dealt.
Power
Fated Duel
Description
(Will add later, but basically I make a 3p disicipline check, if succeeds, then for 3 rounds a target I choose can only attack me, I can only attack them, and nobody else can attack either of us. Costs 2 destiny points.)
Upgrade Effect
Inspiration Add boost to checks made by allies while fated duel is active.
Reduce Difficulty Reduce the difficulty to activate fated duel to average.

Background

Felix's family has always been close with the Jedi. They learned of his Force Sensitivity when he was first born, and his parents thought it best that he be trained as one. However, he was also trained as a Mandalorian, even though it was significantly less, he was allowed to in order to maintain his culture. He endured through the Jedi Training of Combat and The Force while also going through his clan's ritual training of medicine and protection. He's been with the Jedi his whole life, and hopes to achieve the rank of Jedi Knight.

Motivation

Loss Prevention: The Commander strives to do everything they can to keep their allies and those under their command alive. They feel guilt when anybody under their command dies, and will do anything to make sure that doesn't happen.

Duty: MORALE (300)
While the troop know their cause to be just, the hopeless odds stacked against them can be demoralizing. This PC knows that to have any hope of victory, the freedom fighters have to keep their spirits up, and works to help with this via well-timed jokes or inspirational gestures such as flying the Republic's insignia on the battlefield, etc.

Morality

Morality: 88 (LS Paragon)

Love: The character has an open heart. While he may hold a special place in his heart for his companions or a significant other, he tends to genuinely like most individuals he meets. His love for others can make him charming and affable, and exceedingly tolerant.

Rash: Their love and bravery may cause this character to make decisions without thinking. This can cause them to find themselves in unprecedented situations.

Description

Other Notes

Speaks Mando'a

CR 1 Reward 1: Repulsor Assisted Lifting
CR 1 Reward 2: Repulsor Pack
CR 2 Reward 1: Materials
CR 2 Reward 2: Materials
CR 2 Reward 1: Tholothian Heartwood Hilt
CR 2 Reward 2: Cybernetic Brain Implant

30 XP Path to Power FR +1
30 XP +1 Intelligence
40 XP +1 Intelligence
10 XP Sense Base Power
10 XP Sense Control Upgrade
10 XP Sense Control Upgrade
10 XP Sense Duration Upgrade
10 XP Sense Strength Upgrade
10 XP Sense Control Upgrade
10 XP Soresu Technique
5 XP Parry
5 XP Parry
5 XP Toughened
5 XP Toughened
5 XP Toughened
5 XP Defensive Stance
10 XP Reflect
20 XP Protector
5 XP Body Guard
10 XP Physician
10 XP Parry
10 XP Stimpack Specialization
10 XP Reflect
15 XP Circle of Shelter
5 XP Medicine Rank 1
10 XP Computers Rank 1
5 XP Lore Rank 1
10 XP Stimpack Specialization
10 XP Medicine Rank 2
20 XP Force Protection
25 XP Force Rating
25 XP Dedication (+1 Intellect)
15 XP Medicine Rank 3
40 XP Alchemist Spec
5 XP Stimpack Specialization
25 XP Improved Bodyguard
15 XP Heal/Harm Basic Power
15 XP Heal/Harm Range Upgrade
10 XP Stim Application
25 XP Center of Being
30 XP Signature Ability (Fated Duel)
10 XP Inspiration Signature Upgrade
10 XP Reduce Difficulty Signature Upgrade
50 XP Medic Specialization
5 XP Surgeon
10 XP Bacta Specialization
10 XP Stimpack Specialization
20 XP Stimpack Application (Improved)
25 XP It's Not That Bad
25 XP Dedication
20 XP Heal Control Upgrade
20 XP Heal Control Status Upgrade
15 XP Heal Control Upgrade
20 XP Heal Mastery Upgrade

1000 Credits Jedi Kit
250 Credits Stimpack x 10
400 Credits Physician Kit
450 Credits Medical Backpack
250 Credits Antishock Blanket
75 Credits Nullcaine x3
2500 Credits Basic Lightsaber
75 Credits Earcomm

Duty used to get +10 XP

+35 XP / +1000 Credits / +15 Duty (Long Shadows)
+20 XP / +1000 Credits / +15 Duty (Part of the Puzzle)
+20 XP / +1000 Credits / +15 Duty (Furious Favela)
+20 XP / +1000 Credits / +15 Duty (Operation: Laughing Loth Wolf Part 2)
+20 XP / +1000 Credits / +15 Duty (Master Class: Discipline)
+25 XP / +1000 Credits / +15 Duty (Visions of Hespry)
+20 XP / +1100 Credits / +15 Duty (Operation: Listen Close)
+25 XP / +1100 Credits / +15 Duty (Thunder and Rumble)
+25 XP / +1100 Credits / +15 Duty (Blood and Soil Part 1)
+30 XP / +1100 Credits / +10 Duty (Jedi Hustle)
+20 XP / +1100 Credits / +15 Duty (Operation Majestic Mynock)
+15 XP / +1100 Credits / +15 Duty (McGarrett on the Loose)
+25 XP / +1100 Credits / +15 Duty (The Grek Offensive)
+25 XP / +1200 Credits / +15 Duty (The Isk Offensive)
+20 XP / +1200 Credits / +10 Duty (Mr. Smith goes to Coruscant II)
+25 XP / +1200 Credits / +15 Duty (Temple Trials? Totally!)
+25 XP / +1200 Credits / +15 Duty (Pravalidum Defensiones: Part 3)
+30 XP / +1200 Credits / +20 Duty (For Whom The Bell Tolls Part 2: Electric Boogaloo
+30 XP / +1200 Credits / +20 Duty (Ravaged by Darkness)

-144 Hours (+15 XP)
-144 Hours (+15 XP)

Blueprint : Healing Accelerant x4, Protective Amulet, Neural Charm
Recipe: Elixor Of Vigor, Healing Potion, Water of Life x4

Trial of Flesh: Completed
Trial of Knowledge: Completed
Trial of Insight:
Trial of Courage:
Trial of Skill: Completed
Trial of Spirit: Completed

Return to Top