Rena Tillo by SomeRandomBritishGuy

Species
Mirialan
Career
Consular
Specializations
Healer, Soresu Defender
System
Force and Destiny

4
Threshold 13
Current 2
Threshold 14
Current 4
Ranged 0
Melee 1

Placeholder Image

Characteristics

2
3
5
1
2
2

Skills

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

Attacks

Holdout Blaster (BlasTech HSB-200)
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Double-Bladed Lightsaber
Range
Engaged
Skill
Lightsaber
Linked 1, Unwieldy 3, Breach 1, Vicious 1
Damage
10
Critical
1

15
295
255
10/12

Weapons & Armor

CONCEALING ROBES
Thanks to their cut and construction, concealing robes add a setback die to checks to notice or recognize an individual wearing them.
Encum: 1
Defense: 0/Soak: 1
HOLDOUT BLASTER (BlasTech HSB-200)
Encum: 1
DOUBLE-BLADED LIGHTSABER HILT
Attachments and crystals cost double
0 Hardpoints (4 total)
* Krayt Dragon Pearl [Purple] (9 damage, Crit rating 1, Breach 1, Sunder, Vicious 1)
* Mod: +1 Damage
* Walking Hilt Disguise Kit: Unless ignited, this weapon is completely indistinguishable from a regular walking stick, requiring a formidable (5 difficulty) Perception or Vigilance check to notice.
* Tholothian Heartwood Hilt: Increases encumbrance rating by 1. attacks made add 2 successes to the roll. However, the GM may spend 4 threats or a despair generated by checks made with this weapon to to cause it to become damaged by one step.
Encum: 3 (2 + 1 from Tholothian Heartwood)
CUSTOM-MADE LIGHT ARMOR
2 Soak, 1 Melee Defence Encum: 2 (-3 from being worn)

Personal Gear

PHYSICIAN'S KIT
A physician's kit allows a user to perform relatively complex medical procedures in the field. Like emergency medpacs, physician’s kits allow a character to use the Medicine skill without penalty, as per the rules on page 226, and in addition grant boost die to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add an automatic advantage to successful Medicine checks made while using the kit.
Encum: 2
COMLINK (HANDHELD)
Utility Belt: +1 Encum: 0
Backpack: +4 Encum:0
ANTISHOCK BLANKET
Circulatory shock poses a grave danger to anyone who has suffered a traumatic injury. As the body increases blood flow to a wounded area, it must decrease blood flow to other areas. When the wounded area is experiencing blood loss or if multiple regions suffer wounds simultaneously-it can leave some organs starved for critical nutrients. An antishock blanket can be used for compression and thermal stabilization of the patient. reducing the risk of shock.
When a character uses an antishock blanket to help heal a Critical Injury, the character may reduce the difficulty of the Medicine check made to heal the injury by one, to a minimum of Easy (One Purple)
Encum: 2
THISSPIASIAN PUZZLE RINGS
During their induction, each Thisspiasian Royal Guard receives a set of interlocking rings, These rings resemble a nest of serpents, twisted and entwined , biting their own tails. One can slide each individual serpent, or rearrange its place within the collection. Once a spurce of immense pride, the public now dismisses these relics as arcane junk.
Their original intent, however, was to introduce a Royal Guard to the Force. The puzzle is impossible to solve for those who cannot interact with the Force. The rings wrap around themselves in what appears to be an infinite pattern. By working through them. a Guard sees the interconnectedness of all things. The device's near-impossibility conveys a taste of the future·s hidden nature.
To attempt to solve the puzzle, a character must spend at least one hour working on it and pass a Hard (3p) Discipline check, If the character fails, they heal 2 strain. If successful, the character has a vision, learning one thing that involves them that may (at the GM's discretion) come to pass in the next week. Once solved, the puzzle rings fall apart. their connection to the Force spent. If they want to pursue another vision, the PC must obtain a new set of rings.
Encum: 1

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Surgeon 2 Force and Destiny Page 153 When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Physician 3 Force and Destiny Page 149 When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Healing Trance 2 Force and Destiny Page 144 Commit 1 Force Point (Light). For every full encounter 1 Force Point (Light) remains committed, heal 1 wound per rank of Healing Trance.
Rapid Recovery 1 Force and Destiny Page 150 When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery.
Dedication 1 Force and Destiny Page 141 Each rank permanently increases a single characteristic of the player's choice by 1 point. This cannot bring a characteristic above 6. [+1 INT]
Parry 1 Force and Destiny Page 149 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Soresu Technique 1 Force and Destiny Page 152 When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Natural Doctor 1 Force and Destiny Page 148 Once per game session, the character may reroll any one Medicine check.
Force Rating 1 Force and Destiny Page 143 Gain +1 Force Rating

Force Powers

Force Rating
2
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 a force die to heal a number of wounds equal to Intellect from an engaged living creature (including user).
* Harm: Spend a force die to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Ebb/Flow
Description
"The Force user's actions empower himself or sap strength from his foes."
* Ebb: When the Force user makes a skill check. he may roll an Ebb power check as part of roll. The user may spend a force die to suffer 1 strain. then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
* Flow: When the Force user makes a skill check. he may roll a Flow power check as part of the roll. The user may spend a force die to heal 1 strain. The Force user may not activate this multiple times.
Upgrade Effect
Power
Foresee
Description
"The Force user can feel the Force flowing around everything, seeing what is and what will be."
The user may spend a force die 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 a force die to gain a success on the check
Power
Strength of the Force
Description
Can dedicate force die to have Deepa physically available for combat.
Upgrade Effect

Background

Motivation

* Help the Helpless: In a galaxy full of momentous events and desperate struggle, it is all too easy to forget the poor, the weak, and the downtrodden. The character seeks to give voice to the voiceless, and help those who cannot help themselves.

* Restore the Jedi: The character wants to see the Jedi Order restored and rebuilt, although what he knows of the Jedi may be limited or even inaccurate. He may want to be a Jedi, or just want to see them return to being a presence in the galaxy.

* Duty: 15

Morality

* Mercy: The character shows mercy toward his foes, dealing with them fairly and honorably. He can spare the defenseless, will help a helpless enemy, and generally does not abuse a position of strength.

* Weakness: There is a fine line between showing mercy to one’s foes and letting evil fester because one does not want to engage with it. The character may let bad things happen simply because it is too hard to deal with them.

* 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.

* Jealousy: Love, if not given selflessly, can quickly turn to jealousy. The character's personality tends toward envy if his love is not reciprocated, or sometimes he simply envies others’ accomplishments or possessions

Morality: 100

Description

Other Notes

* As long as Morality score remains above 70, at the beginning of every session, when generating the Destiny pool (but before any players roll to determine starting Destiny Points), the character adds one light side Destiny Point to the pool.
* As long as Morality score is above 80, the light side Force user's strain threshold is increased by 1 (13, up from 12).
* As long as Morality score is above 90, the light side Force user's strain threshold is increased by 1 (14, up from 13).

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