Briar Krivoh by Nomit

Species
Human
Career
Mystic
Specializations
Alchemist, Force-Sensitive Outcast, Magus, Executioner
System
Force and Destiny

4
Threshold 18
Current 0
Threshold 18
Current 0
Ranged 2
Melee 4

Placeholder Image

Characteristics

2
3
5
3
5
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) 0 Foresee
Coordination (Ag) 0
Deception (Cun) 1
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) 1 Manipulate, +1 Succ +1 Adv (Spec. Tool)
Medicine (Int) X 1 +1 Boost (Medpac)
Negotiation (Pr) 0
Perception (Cun) X 1 +1 Boost, -2 Setback (From Environment)
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0 +1 Boost (Poisons)
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2 Foresee
Brawl (Br) 0 Essential Kill, Deathblow
Gunnery (Ag) 0
Lightsaber (Int) X 4 Ravage, Essential Kill, Deathblow
Melee (Br) X 0 Essential Kill, Deathblow
Ranged: Light (Ag) 0 Essential Kill, Deathblow
Ranged: Heavy (Ag) X 4 Essential Kill, Deathblow, -1 Setback (Bow)
Knowledge: Core Worlds (Int) 0 -1 Setback, -50% Time
Knowledge: Education (Int) X 0 -1 Setback, -50% Time
Knowledge: Lore (Int) X 4 -3 Setback, -2 Difficulty, -50% Time, Alchemical Arts
Knowledge: Outer Rim (Int) X 0 -1 Setback, -50% Time
Knowledge: Underworld (Int) 0 -1 Setback, -50% Time
Knowledge: Warfare (Int) 0 -1 Setback, -50% Time
Knowledge: Xenology (Int) X 1 -1 Setback, -50% Time

Attacks

Briar's Lightsaber (Lost)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 1, Personalized, Bled
Damage
6+1
Critical
1
FS19 Compound Bow
Range
Medium
Skill
Ranged: Heavy
Cumbersome 2, Limited Ammo 1, Pierce 1, Vicious 2, Custom Grip (-1 Setback)
Damage
5
Critical
4
Reforged Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Burn 1, Sunder, Defensive 2
Damage
8
Critical
5
Ammo (Explosive Tipped Arrow) x5
Range
Medium
Skill
Ranged: Heavy
Blast 4, Limited Ammo 1
Damage
6
Critical
3
Ammo (Incendiary Arrow) x4
Range
Medium
Skill
Ranged: Heavy
Burn 2, Limited Ammo 1
Damage
6
Critical
3
Ammo (Net Arrow) x5
Range
Medium
Skill
Ranged: Heavy
Ensnare 2, Limited Ammo 1
Damage
2
Critical
N/A
Ammo (Stun Arrow) x5
Range
Medium
Skill
Ranged: Heavy
Stun Damage, Limited Ammo 1
Damage
6
Critical
N/A

0
1290
1215
10/11

Weapons & Armor

Armored Clothing (2 Soak, 2 Def, 3 Enc)
Reforged Saber (1 Enc)
FS19 Compound Bow (4 Enc)
Simple Tool, Mechanics (2 Enc)
- One may perform a Mechanics check without penalty.
Military Belt Pouch
- 2 Stimpack
Military Belt Pouch
- 2 Stimpack

Personal Gear

4 Stimpack
1 Comlink (Handheld)
1 Datapad (1 Enc)
1 Medpac (2 Enc)
- One may perform a medical check without penalty. It adds 1 boost die to these checks. It also has a supply of 1 stimpack per encounter.
1 Backpack (+4 Enc Threshold)

Assets & Resources

Specialist Tool, Mechanics (8 Enc)
- Add 1 Success and 1 Advantage to Mechanics checks.

+3 Conflict from talents

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit x5 F&D UP 27, RotS 30, F&D SS 28 | Alchemist, Outcast, Executioner Gain +1 Strain Threshold.
Blooded x1 F&D UP 27 | Alchemist Add 1 Boost per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded, to a minimum of 1.
Alchemical Arts x2 F&D UP 27 | Alchemist After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add 1 Light Pip or 1 Dark Pip to results.
Transmogrify F&D UP 27 | Alchemist When making a crafting check, may add Force die no greater than Force rating. Spend 1 Pip to add 1 Success and spend 2 Pips to add 1 Advantage to check.
Improvised Concoction F&D UP 27 | Alchemist Once per session, as an action, make a Hard (3 Difficulty) Knowledge (Xenology) check, adding Force die no greater than Force rating to create 1 dose of a poison or drug with rarity of Intellect + Successes + Pips spent, or lower.
Dedication (Intellect) F&D UP 27 | Alchemist Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Uncanny Senses x1 RotS 30 | Outcast Add 1 Boost per rank of Uncanny Senses to all Perception checks.
Secrets Of The Force RotS 30 | Outcast Knowledge (Lore) and Lightsaber become career skills for the character.
Parry x1 RotS 30 | Outcast When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Renegade Form (Intellect) RotS 30 | Outcast When the character purchases this talent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks.
Reflect x1 RotS 30 | Outcast When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Force Rating x4 RotS 30, F&D UP 29, F&D SS 28, F&D UP 27 | Outcast, Magus, Executioner, Alchemist Gain +1 Force Rating.
Ravage RotS 30 | Outcast Once per encounter, the character may suffer 3 strain to add Force Die up to their Force rating to a combat check targeting an engaged opponent. The character may spend 1 Pip to add 1 Success or 1 Advantage to the check results.
Dedication (Intellect) RotS 30 | Outcast Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Confidence x1 F&D UP 29 | Magus May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Channel Agony x2 F&D UP 29 | Magus After rolling Force Die, may suffer wounds up to twice ranks in Channel Agony to add automatic Dark Pip for every two wounds suffered to the results.
Quick Draw F&D SS 28 | Executioner Once per round, draw or holster a weapon or accessible item as an incidental.
Resolve x1 F&D UP 29 | Magus When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1.
Lethal Blows x1 F&D SS 28 | Executioner The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Toughened x3 F&D UP 29, F&D SS 28 | Magus, Executioner Gain +2 Wound Threshold.
Precise Aim x1 F&D SS 28 | Executioner Once per round, may perform a Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number.
Dedication (Willpower) F&D UP 29 | Magus Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Deathblow F&D SS 28 | Executioner 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.
Marked For Death F&D SS 28 | Executioner Take the Marked for Death maneuver, commiting 1 Force Die. Add 2 Advantage to combat checks against target while Force Die remains commited, but cannot use this talent again until the original target is incapacitated or the session ends.
Researcher x1 F&D UP 27 | Alchemist Remove 1 Setback per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Dedication (Willpower) F&D SS 28 | Executioner Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Stim Application F&D UP 27 | Alchemist Take the Stim Application Action; make an Average (2 Difficulty) Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.
Essential Kill F&D SS 28 | Executioner When making a non-Gunnery combat check, the character may add Force Die no greater than his Force rating to the check. The character may spend 1 Force Pip to add 1 Advantage, or 3 Force Pips to add 1 Triumph (character's choice) to the result.
Identify Ingredients F&D UP 27 | Alchemist After being exposed to a substance, as an out of turn incidental, may roll Force Die no greater than Force rating. Spend 2 Pips to immediately identify its composition and effects.
Secret Lore x2 F&D UP 29 | Magus Remove 1 Setback per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1.
Mind Over Matter F&D UP 29 | Magus The character may spend one Destiny Point to recover strain equal to Willpower rating.

Force Powers

Force Rating
5
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 1 Pip to gain 1 Success or 1 Advantage (user's choice) on the check.
Upgrade Effect
Control The user can perform a Force Leap as a maneuver instead of an action.
Control Take a Force Leap action: Make an Enhance power check. The user may spend 1 Pip to jump horizontally to any location in short range.
Range x1 Spend 1 Pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Enhance can be used with the Resilience skill.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control (Custom) The user may suffer 2 strain and spend 1 Pip to move into Engaged with any target within range of Force Leap.
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.

The Force user may spend 1 Pip to cause one vehicle or starship he is engaged with to recover one System Strain.
Upgrade Effect
Control Ongoing effect: commit Force Die. One damaged weapon or item counts as being undamaged.
Control When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend 1 Pip to gain 1 Success or 1 Advantage (user's choice) on the check.
Power
Tenebrous Ember (Saber)
Description
This force power can only be unlocked while wielding a Kynnanite Gem Crystal with the Innate Force Power(Tenebrous Ember) Mod installled and the character is a Dark-side paragon.

Conjured forth as sickly purple flames, they lethargically crawl over the length of the force-user's lightsaber. This fire consumes light and heat generating fear in the hearts of your enemies.

Basic Power
Tenebrous Ember's Basic power allows the user to continuously conjure forth sickly purple flames that enwreath his blade in their disturbing chill.
> Upon succeeding in a Lightsaber check, the user may dedicate a Force Die as an incidental. For every Force Die dedicated in this manner, increase damage dealt by the Burn quality by 1. Additionally, any enemy that has suffered damage from the Burn quality must roll a Fear Check before taking his action to remove the Burn quality. The fear check's difficulty is equal to the amount of Force Die committed.
Upgrade Effect
Power
Heal
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (light side Force user only): Spend 1 Pip to heal a number of wounds equal to Intellect from an engaged living creature (including user.)

Harm: Spend 1 Pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Mastery Heal: Once per session, spend 4 Pips to restore 1 Target who died after end of user's last turn to life.

Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Strength x2 Heal: Spend 1 Pip to increase wounds healed by 1 per rank of Strength upgrades purchased.

Harm: Spend 1 Pip to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Magnitude x2 Spend 2 Pips to affect 1 additional target within range per rank of Magnitude purchased.
Control Heal: If no Dark Pips generated Pips, target heals strain equal to wounds healed.

Harm: If any Dark Pips were used to generate Pips, user heals strain equal to wounds inflicted.
Control Heal: Spend 1 Pip to remove one status effect from target.

Harm: The user may spend 1 Pip to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Power
Unmatched Destiny
Description
Once per game session, after making a Force power check, the character may spend 2 Destiny Points to reroll up to 2 Force dice. Conflict generated as part of this Force power check is doubled.
Upgrade Effect
Frequency x2 Unmatched Destiny can be used 1 additional time per session.
Shared Destiny Unmatched Destiny can be used after another character at short range makes a Force power check.
Unleashed Power For each 2 Light Pip result, add 1 Light Pip to the check. For each 2 Dark Pip result, add 1 Dark Pip to the check.
Increase Number x3 Reroll up to 1 additional Force die per Increase Number upgrade.
Destiny Unmatched Destiny costs 1 fewer Destiny Points to activate.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend 1 Pip 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 Force user may roll a Foresee power check as part of the pool. He may spend 1 Pip to gain 1 Success per point on the check.

Background

A wild child who wandered the alien forests surrounding the Eedit temple on Devaron, sometime after the fall of the Old Republic, and the temple's purging at the hands of Order 66. The structure was largely derelict following the Jedi's downfall, the very same event that took his parents lives. A certain devaronian adopted him and civilized him, though the man lacked proper methods of training the young lad to refine his force-sensitive talents.

That is, until his new adopted family was discovered by the Ormic Cult. He, his father, his uncle and his aunt were all inducted. He trained under the Force Alchemist known as Moro Se, though the two had a tenuous relationship at best. He was slow to make friends among the other newbloods, though he did form a social circle with a few fellow troublemakers; their names Cavus and Hil. A few years later the Cult suffered a splinter. They left, and joined the newly-formed Brotherhood; the likes of which would soon infiltrate the Jedi Praxeum.

Motivation

Cause: Galactic Peace

This youth's views have been heavily skewed. The path forward is clear, or so he says. The galaxy has been in turmoil for decades in the wake of the Clone Wars, and the subsequent failings of the Galactic Republic. These wrongs surely lie on the cusp of repeating on, and on, if this new era doesn't take severe measures to stem the growing tides of cruelty and degeneracy. Briar thinks he knows best; and surely his upbringing and exposure to ego-inflating false prophets worsened this case of know-it-all syndrome.

Morality

Score: 60
Strength: Justice
Weakness: Coldness

"The path forward is clear."

"You disgust me."

Description

Body Type: Androgynous
Age: 18

A lithe, caramel-skinned youth whose body is dotted with lean muscle meant more so for maneuverability than brute strength. His profile may be slight, but, his features are not. He has high cheekbones, scheming blue eyes, and a sharply angular physiognomy. He's also covered in jewelry and piercings of various craft and quality.

Other Notes

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