Keddon Iress by Kaleladin

Species
Twi'lek
Career
Jedi
Specializations
Padawan, Knight, Ataru Striker, Master
System
Force and Destiny

2
Threshold 16
Current 0
Threshold 17
Current 0
Ranged 2
Melee 1

Characteristics

2
6
2
2
3
3

Skills

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

Attacks

Guard Shoto
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Deflection 2, Sunder, Unwieldy 4
Damage
6
Critical
2

0
1610
2/7

Weapons & Armor

Guard shoto x2 (each with a Dantari crystal (when making a Force power check as part of a combat check, spend a Force point to recover 2 strain))

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Desert Dwellers 1 Twi'lek When making skill checks, may remove 1 setback die imposed due to arid or hot environmental conditions
Parry 7 Padawan (2); Knight (2); Ataru Striker (3) When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Toughened 2 Padawan Gain +2 wound threshold
Quick Draw 1 Padawan Once per round, draw or holster a weapon or accessible item as an incidental.
Grit 4 Padawan (2); Knight (2) Gain +1 strain threshold
Reflect 6 Padawan (2); Knight (2); Ataru Striker (2) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Well-Rounded 1 Padawan Choose any 2 skills (Astrogation and Knowledge (Outer Rim)). They permanently become career skills.
Sense Danger 1 Padawan Once per game, remove 2 setback from any 1 check
Learning Opportunity 1 Padawan Once per round, the character may spend 3 advantage from a check they fail to upgrade the ability of their next check once
Valuable Facts 1 Padawan Once per encounter, perform Valuable Facts action: make an Average Knowledge check; if successful, add 1 triumph to one ally's skill check during the encounter
Force Rating 3 Padawan; Knight; Master Gain +1 Force rating
Adaptable 1 Padawan When resolving a check that uses a skill in which they have no ranks, may spend 1 Destiny Point to remove one Despair or to remove Threat equal to ranks in Cool
Something to Prove 1 Padawan Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, heal 4 strain
Beginner's Luck 1 Padawan Once per session when the character makes a check, may add successes equal to the number of light side Destiny Points in the Destiny pool to the results
Temple Training 1 Padawan Before making a Lightsaber check, may spend 1 Destiny Point to add damage equal to ranks in Knowledge (Lore)
Sincerest Flattery 1 Padawan Once per encounter when the character makes a check using a skill another character has previously used during the encounter, add 2 boost dice
Dedication 1 Padawan Gain +1 to a single characteristic (Agility)
Jump Up 1 Knight Once per round, may stand from prone or seated as an incidental
Researcher 3 Knight (2); Master Remove 1 setback die per rank of Researcher from Knowledge checks. Researching a subject takes half the time
Sense Emotions 1 Knight Add 1 boost die to all Charm, Coercion, and Deception checks unless target is immune to Force powers
Improved Reflect 1 Knight When reflecting a hit that generated 1 Despair or 3 Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves
Improved Parry 1 Knight When parrying a hit that generated 1 Despair or 3 Threat, may hit attacker once with Brawl, Lightsaber, or Melee weapon (dealing base damage) after original attack resolves
Balance 1 Knight When the character heals strain at the end of the encounter, they may add Force dice per Force rating. They recover additional strain equal to Force points generated
Circle of Shelter 1 Knight When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit
Side by Side 1 Knight While the character and one or more engaged allies are wielding lightsabers, add 1 Threat to all combat checks that target the character or those allies
Will of the Force 1 Knight Once per round after failing a skill check, may convert 1 dark side Destiny Point to a light side Destiny Point
Guardian of the Republic 1 Knight After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round
Saber Throw 1 Knight Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend 1 Force point and succeed to hit target; spend 1 Force point to have weapon return to hand
Dedication 1 Knight Gain +1 to a single characteristic (Agility)
Conditioned 2 Ataru Striker Remove 1 setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned
Dodge 2 Ataru Striker When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade difficulty of the check by that number
Quick Strike 1 Ataru Striker Add 1 boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
Dedication 1 Ataru Striker Gain +1 to a single characteristic (Agility)
Hawk Bat Swoop 1 Ataru Striker Take the Hawk Bat Swoop action: perform a Lightsaber (Agility) combat check against target within short range, adding Force dice no greater than Force rating. Spend 1 Force point to engage target and spend 1 Force point to add 1 advantage to check
Ataru Technique 1 Ataru Striker When making a check using the Lightsaber skill, may use Agility instead of Brawn
Saber Swarm 1 Ataru Striker Perform the Saber Swarm maneuver: suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check
Confidence 1 Master May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence
Nobody's Fool 1 Master May upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool
Center of Being 2 Master Take a Center of Being maneuver: until beginning of next turn, incoming attacks increase critical rating by 1 per rank of Center of Being
Improved Confidence 1 Master May spend 1 triumph on fear checks to give allies in short range 1 success on the same fear check
Improved Nobody's Fool 1 Master May spend 1 Despair or 2 Threat from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to ranks in Nobody's Fool
Flows Through All Things 1 Master May perform a maneuver to recover strain equal to Force rating
Bound Together 1 Master Perform the Bound Together maneuver: until next turn, when character or an ally within short range suffers strain, reduce amount by current number of light side Destiny Points
Master of the Order 1 Master Can spend 2 Destiny Points during a single action
There is No Try 1 Master Once per session before an ally rolls the dice for a check, character may spend 1 Destiny Point to allow ally to automatically succeed at the check with 1 success and no other results
Powerful Ally 1 Master May spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrade they have not purchased
The Force is My Ally 1 Master Once per session, may suffer 2 strain to perform Force power action as a maneuver
Improved Center of Being 1 Master Suffer 1 strain to perform Center of Being maneuver as an incidental
Sum Djem 1 Master May spend 1 triumph or 2 advantage with successful Lightsaber check to disarm opponent
Forewarning 1 Master Perform the Forewarning action: all allies within medium range increase defense by character's Force rating until they act in the encounter
Supreme Center of Being 1 Master When the character performs the Center of Being maneuver, the effects apply to ranged attacks as well
Dedication 1 Master Gain +1 to a single characteristic (Brawn)

Force Powers

Force Rating
4
Power
Enhance
Description
When making an Athletics check, may roll an Enhance power check as part of the pool. The user may spend 1 Force point to gain 1 success or 1 advantage (user's choice) on the check
Upgrade Effect
Control Enhance can be used with the Coordination skill
Control Take a Force Leap action. Make an Enhance power check. Spend 1 Force point to jump horizontally to any location in short range
Control When performing a Force Leap, can jump vertically in addition to horizontally
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased
Control User can perform a Force Leap as a maneuver instead of an action
Control Enhance can be used with the Resilience skill
Control Enhance can be used with the Piloting (Planetary) skill
Control Enhance can be used with the Brawl skill
Control Enhance can be used with the Piloting (Space) skill
Power
Move
Description
May spend 1 Force point to move one object of silhouette 0 that is within short range up to maximum range; default maximum range is short range
Upgrade Effect
Magnitude Spend 1 Force point to increase targets equal to Magnitude upgrades purchased
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased
Range Spend 1 Force point to increase power's range by number of range bands equal to Range upgrades purchased
Range Spend 1 Force point to increase power's range by number of range bands equal to Range upgrades purchased
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased
Control Can hurl objects to damage targets by making a Discipline ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette
Control Can pull objects out of secure mountings or out of an opponent's grasp
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased

Background

Motivation

Morality

Description

Other Notes

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