Sui "Hornet" Feng by BotFilip

Species
Sith pureblood
Career
Sentinel
Specializations
Shadow/shien expert
System
Force and Destiny

4
Threshold 15
Current 0
Threshold 15
Current 2
Ranged 1
Melee 1

Characteristics

2
3
2
6
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 1
Computers (Int) X 0
Cool (Pr) 0
Coordination (Ag) X 1
Deception (Cun) X 4
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 2
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 2
Skulduggery (Cun) X 1
Stealth (Ag) X 3
Streetwise (Cun) X 2
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Cun) X 5
Melee (Br) X 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) X 0
Knowledge: Xenology (Int) 1

Attacks

Double-Bladed Lightsaber
Range
Engaged
Skill
Lightsaber
breach 1, Linked1, Sunder, Unwieldy 3, Vicious 1, Superior
Damage
8
Critical
2

930
331
12/17

Weapons & Armor

Superior Hilt(Grants the lightsaber the Superior quality.)
Ilum crystal (+1 Vicious, +1 Damage)
Tholothian Heartwood Hilt
(Base Modifiers: A lightsaber with this hilt increases its encumbrance rating by 1. Attacks made add 2 success results to the roll. However, the GM may spend four threat results or a despair result generated by checks made with this weapon to cause it to become damaged by one step.)

Reflex Grip
( When a character uses a Parry or Reflect incidental with a lightsaber that has a reflex grip installed, the character suffers 1 additional strain, but counts their ranks in Parry and Reflect as 1 higher.)

Personal Gear

Field Ration Pack x10 , Backpack, Utility Belt, Com Jammer, Comlink(long range), General Purpose Scanner, Holo-Messenger, datapad,

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Sith secrets 1 Homebrew Get a mentor discount on all force powers
Street smarts 2 FAD 94,95 remove setback per rank of street smarts fro streetwise and k. underworld checks
Shien technique 1 FAD 95 When making a check using the lightsaber skill the character may use cunning instead of brawn
Slieght of mind 1 FAD 94 add blue die to all stealth checks unless the opposition is immune to foce powers
Well rounded 2 FAD 94, Old Republic 14 choose any 2 skills. they peranetly becoe carerr skills
Shroud 1 FAD 94 The character may spend 1 destiny point to make himself undetectable via force powers and make his own powers go unnoticed for the remainder of the encounter
Mental fortress 1 FAD 95 spend 1 destiny point to ignore effects of critical injuries on intellect and cunning checks until end of encounter.
Dodge 2 FAD 94 When targeted by combat check may perform a dodge incidental to suffer a number of strains no greater than ranks of Dpdge, then upgrade the difficulty of the check b the number.
Side step 1 FAD 95 Once per round, may perform Side step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for this round. Strain sufered this way cannot excreed ranks in Side Step
Reflect 2 FAD 95 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect
Conditioned 1 FAD 95 remove setback per rank of Conditioned from athletics and coordination checks. Reduce damge and strain suffered from falling by 1 per rank of Conditioned
Codebreaker 2 FAD 94 remove setback per rank of Codebreaker from checks to break codes or decypt communiction. Decrease diffcullty of checks to break codes or decypt communiction by 1
Parry 2 FAD 95, Old Republic 14 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry
Toughened 1 FAD 95 Gain +2 wound threshhold
Slippery Minded 1 FAD 94 If under the effects of a Force power perform the Slippery Minded action ake a Hard Deception check to immediately end effects of power.
Now you see me 1 FAD 94 Once per session take Now you see me action. Make a Hard deception check to make NPCs equal to Cunning within medium range forget about character.
Anatomy Lessons 1 FAD 94 After a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack.
Force Rating 3 FAD 94, Old Republic 14, Development +1 Force Rating
Master of Shadows 1 FAD 94 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy ().
Dedication 2 FAD 94 Each rank permanently increases a single characteristic of the player's choice by one point.
Saber Throw 1 FAD 95 The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding Force dice no greater than their Force rating to the check. The character must spend a Force point and succeed on the check to hit their target; they may spend a Force point to have their weapon return to their hand after resolving the attack.
Grit 2 FAD 94,FAD 95 Each rank of Grit increases a character’s strain threshold by one.
Indistinguishable 2 FAD 95 The character’s appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify them once per rank of Indistinguishable.
Sense Advantage 1 Old Republic 14 Once per game session, the character may add two setback dice to the skill check of one NPC within extreme range.
Counterstrike 1 FAD 95 Force talent. Whenever an attack misses the character, the character may spend two threat results or a despair result to upgrade the next Lightsaber (Cunning) combat check [they] make against the attacked during [their] next turn once.
Disruptive Strike 1 FAD 95 The character may take a Disruptive Strike action, making a Lightsaber (Cunning) combat check against one engaged target and adding Force dice no greater than Force rating to the check. The character may spend a Force points to add failure results to the target's next combat check made during this encounter.
Defensive Stance 1 FAD 95 Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. [They] then suffer a number of strain no greater than [their] 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 times equal to the strain suffered by the character this way.
Djem So Deflection 1 FAD 95 After using the Reflect incidental, the character may spend one Destiny Point to perform a Move maneuver as an out of turn incidental to move closer to or engage an opponent. This incidental may be performed once per round.
Falling Avalanche 1 FAD 95 Once per round the character may suffer 2 strain to add additional damage equal to Brawn to one hit of a successful Lightsaber combat check.
Improved Reflect 1 FAD 95 When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend a despair [result] or three threat [results] to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack.

Force Powers

Force Rating
2
Power
Sense
Description
Upgrade Effect
Power
Move
Description
Upgrade Effect
Range +1
Strange +1
Power
Heal/Harm
Description
Upgrade Effect
Control Heal: If the user used no Dark points to generate a Force point (◑) on the check, the target of Heal also heals an amount of strain equal to the wounds [they] recovered.

Harm: If the user used any Dark points to generate a Force point (◑) the check, the user heals of an amount of strain equal to the wounds [they] inflicted on one target.

Magnitude +1
Control Heal: When the user is making a Heal power check, [they] may also roll a Hard difficulty Medicine check as part of the pool. If [they] heal one or more wounds on a target and succeeds on the Medicine check, [they] may also heal one Critical Injury that target is suffering.

Harm: When the Force user is making a Harm power check, [they] may also roll an opposed Medicine versus Resilience check (if the check was not already opposed) as part of the pool. If [they] inflict one or more wounds on a target and succeeds on the Medicine check, [they] may also inflict one Critical Injury on the target and may spend two advantage results to add +10 to the roll (they may spend two advantage results to increase the roll multiple times).
Power
Conjurer
Description
Upgrade Effect
Magnitude
Number
Power
Influence
Description
Upgrade Effect

Background

Motivation

Morality

52



Neutral Evil

Unaligned

Description

Other Notes

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