Kend Ublena by neadlak

Species
Human
Career
Technician
Specializations
Mechanic, Force-Sensitive Emergent
System
Force and Destiny

6
Threshold 19
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

3
2
3
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 3 +v from hydrospanner
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1 +b
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 1
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) 0 +2b (does not work on force users)
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 1
Ranged: Light (Ag) 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting, Accurate 2, Pierce 2
Damage
10
Critical
3
"Breaker" Heavy Hydrospanner
Range
Engaged
Skill
Melee
Cumbersome 3, Disorient 1, Inaccurate 1
Damage
+2
Critical
4

0
0
0
0

Weapons & Armor

Mechanic's Utility Suit - 5 encum - 1/1 HP - In-Helmet Scanner, -k from checks due to darkness, smoke, fog.

Heavy Blaster Pistol - 2 encum - 3/3 HP - Blaster Actuating Module, +3 ddamage, +2 pierce, +k - Custom Grip, Accurate 1, -k - Electronic Sighting System, free aim @ short, Accurate +1

"Breaker" Heavy Hydrospanner - 3 encum

Personal Gear

Comlink
Load-bearing gear
respirator + breath mask

4x stimpacks in belt pouches
1x extra reload

Assets & Resources

medkit on ship

Concealed Escape Kit

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Gearhead 2 The character removes a setback die per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead).
Toughened 3 +2 wounds
Fine Tuning 2 Whenever the character repairs system strain on a starship or vehicle, [they] repair one additional system strain per rank of Fine Tuning.
Solid Repairs 4 Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs.
Grit 2 +1 strain threshold
Redundant Systems 1 Once per game session, the character can take a Redundant Systems action to make a Easy difficulty Mechanics check. If successful, the character may harvest components from a function device to repair a broken one without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either). This only works, however, if the functioning device is at least the same size and technological level as the device being repairs (it's impossible to repair a starship with a blaster pistol).
Enduring 1 +1 soak
Bad Motivator 1 Once per game session, the character may take a Bad Motivator action to make a Hard difficulty Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision).
Contraption 1 Once per game session, the character can take a Contraption action. With a successful Hard difficulty Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A triumph result may be spent to allow the tools to be recovered to be used later.
Natural Tinkerer 1 Once per game session, the character may reroll any one Mechanics check.
Hard Headed 1 On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting difficulty Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy difficulty.
Hard Headed (improved) 1 The character may use the Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. On their next turn after being incapacitated, the character may make a Formidable difficulty Discipline check. If the check is successful, they decrease their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Hard Headed after the first, to a minimum of Easy difficulty.
Insight 1 Force talent. Perception and Discipline become career skills.
Uncanny Senses 1 Force talent. The character adds a boost die per rank of Uncanny Senses to [their] Perception checks.
Indistinguishable 1 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.
Uncanny Reactions 1 Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks.
Sleight of Mind 2 Force talent. The character adds a boost die per rank of Sleight of Mind to [their] Stealth checks unless the being attempting to detect the character is immune to Force Powers.

Force Powers

Force Rating
1
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing better crafting and repairing of items.

The Force user may spend a Force point to cause one vehicle or starship [they] are engaged with to recover one system strain. The user may activate this multiple times, increasing the system strain recovered by one each time.
Upgrade Effect
Control When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool. The user may spend a Force point to gain a success or advantage result (user's choice) on the check. The user may activate this multiple times, adding additional success or advantage results to the check each time.
Control The power gains the ongoing effect: Commit a Force die. One damaged weapon or item counts as being undamaged. This can be activated multiple times.
Control The power gains the ongoing effect: Commit one or more Force dice. Increase the system strain threshold of one vehicle or starship at engaged range by 3 per Force die committed.
Control The power gains the ongoing effect: Commit one or more Force dice. Increase the hull trauma threshold of one vehicle or starship at engaged range by 3 per Force die committed.
Power
Imbue
Description
The basic power of Imbue can be used in one way: to boost the characteristics of one nearby ally. The basic power has one way to spend Force points:

The user may spend two Force points to increase one of another engaged character's characteristics by 1 (to a maximum of 6) until the end of the Force user's next turn. This can only be used once per target per encounter. If the user used a dark point to generate a Force point, the target increases a second characteristic by 1 (to a maximum of 6) until the end of the user's next turn, but both the Force user and the target suffer 3 strain.
Upgrade Effect

Background

Motivation

Morality

Description

Other Notes

https://star-wars-rpg-ffg.fandom.com/wiki/Imbue

https://star-wars-rpg-ffg.fandom.com/wiki/Manipulate

Gain more of Force-Sensitive Emergent later (has first 2 rows only now)
Imbue grows later as well

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