Valen by pearlsTapioca

Species
Dathomirian
Career
Seeker
Specializations
Ataru Striker, Executioner, Navigator, Padawan* (Universal)
System
Force and Destiny

3
Threshold 16
Current 6
Threshold 16
Current 0
Ranged 1
Melee 1

Characteristics

2
6
2
2
2
2

Skills

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

Attacks

Varpeline Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 1 (May spend 2 triumph results to automatically inflict the 'Maimed' critical injury.)
Damage
8
Critical
3

20
705
500
0/7

Weapons & Armor

Armoured Clothing
This clothing is a tad bulkier than normal, due to the inclusion of energy-dispersion mesh and other damage soaking pads.
For an individual to detect that the clothing is armoured, must roll an average perception check.

Blue Lightsaber (Varpeline)
5/5 HP, adds Vicious 1

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Crit 28 (Easy): Discouraging Wound: Flip one light side Destiny point to a dark side Destiny Point (reverse if NPC).

Talents

Name Rank Book & Page Description
Outdoorsman 1 N/A (Racial) The character removes a setback dice per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Toughened (Passive) (10xp) 2 Savage Spirits (p28) RotS (p28) Gain +2 wound threshold.
Dedication (Passive) (100xp) 4 Force and Destiny (p90) RotS (p28) Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Jump Up (Active) (5xp) 1 Force and Destiny (p90) Once per round, may stand from seated or prone as an incidental.
Ataru Technique (Passive) (10xp) 1 Force and Destiny (p90) When making a check using the Lightsaber skill, the character may use Agility instead of brawn.
Parry (Active) (20xp) 2 Force and Destiny (p90) When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect (Active) (15xp) 1 Force and Destiny (p90) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Hawk Bat Swoop (Active) (20xp) 1 Force and Destiny (p90) Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding force die no greater than Force rating. Spend a pip to engage target and spend a pip to add 1 advantage to check.
Saber Throw (Active) (25xp) 1 Force and Destiny (p90) Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding force die no greater than Force rating. Must spend a pip and succeed to hit target; spend a pip to have weapon return to hand.
Saber Swarm (Active) (20xp) 1 Force and Destiny (p90) Perform the Saber Swarm maneuver; suffer 1 strain to make make next Lightsaber (Ability) combat check this turn gain the linked item quality equal to Force rating during check.
Conditioned (Passive) (5xp) 1 Force and Destiny (p90) Remove a setback die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Dodge (Active) (10xp) 1 Force and Destiny (p90) When targeted by combat check. may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Improved Parry (Passive) (15xp) 1 Force and Destiny (p90) When parrying a hit that generated Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Shortcut (Passive) (5xp) 1 Savage Spirits (p32) During a chase, the character adds a Boost Die equal to his ranks in Shortcut to any checks made to catch up to an opponent.
Planet Mapper (Passive) (10xp) 1 Savage Spirits (p32) Remove Setback Die per rank of Planet Mapper from Streetwise or Survival Checks used for navigation on a world. Such checks also take half the normal time.
Uncanny Senses (Passive) (15xp) 1 Savage Spirits (p32) Add a Boost Die per rank of Uncanny Senses to all perception checks.
Precise Aim (Active) (15xp) 1 Savage Spirits (p28) Once per round, may make a Precise Aim maneuver. Suffer a number of strain no greater then ranks in precise aim, then reduce a target's melee and ranged defense by that number.
Marked for Death (Active) (20xp) 1 Savage Spirits (p28) Take the Marked For Death Maneuver, committing Force Die. Add advantage to combat checks whilst force die romains comitted. But cannot use this target again until the original target is incapacitated or the session ends.
Force Rating (Passive) (60xp) 3 Savage Spirits (p32) Gain +1 force rating.
Quick Draw (Active) (10xp) 2 Savage Spirits (p28), RotS (p28) Once per round, draw or holster a weapon or accessible item as an incidental.
Well Rounded (Passive) (10xp) 1 RotS (p28) Choose 2 skills. (Streetwise, Stealth). They permanently become career skills.
Deathblow (Passive) (20xp) 1 Savage Spirits (p28) After making a successful attack with a non-starship vehicle weapon, the character may spend one destiny point to add damage equal to his Willpower to one hit of the successful attack.
Essential Kill (Passive) (25xp) 1 Savage Spirits (p28) When making a non-gunnary combat check. The character may add Force Die no greater then his force rating to the check. The character may spend Force Pips to add Advantage or Three Force Pips to add Triumph to the result. (characters choice)
Adaptable (Active) (20xp) 1 RotS (p28) When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove Despair or Threat equal to their ranks in Cool.
Lethal Blows (Passive) (10xp) 1 Savage Spirits (p28) The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Grit (Passive) (15xp) 3 RotS (p28) Savage Spirits (p32) (p28) Gain +1 strain threshold.
Master Starhopper (Active) (25xp) 1 Savage Spirits (p32) Once per round, the character may suffer 2 strain to decrease the difficulty of his next Astrogation check by one, to a minimum of Easy.
Sense Danger (Active) (10xp) 1 RotS (p28) Once per session, remove 2 setback from any one check.

Force Powers

Force Rating
4
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend a Force Point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
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 point to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend a Force point to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend a force point to gain success or advantage (user's choice) on the check.
Upgrade Effect
Control Enhance can be used with the Coordination skill.
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 Take a Force Leap action: Make an Enhance power check. The user may spend a force point to jump horizontally to any location in short range.
Power
Endure
Description
The Force user can ignore life-threatening wounds for a time.
When the character suffers a Critical Injury with a severity no greater than Easy, the character may activate Endure as an out-of-turn incidental and commit force die to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury result rable while the force die remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated.)
Upgrade Effect
Strength Increase the severity of Critical Injury that can be affected by 1 per Strength upgrade purchased.

Background

Motivation

Morality

Valen's Morality is 51. (Legacy)

Neutral - Dark:
Allies reduce their Strain by -1 at the start of their turn if they are above half their Strain Threshold if you are engaged with them.
Flip a Destiny Point to ignore an Ally being inflicted with a Critical Injury.

Light Side:
Free Light Pip
Boost Die to Presence/Willpower Checks
Strain when using Dark Pips

Description

Killcount: 1

Other Notes

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