Rego Mann by Nomit

Species
Human
Career
Sentinel
Specializations
Shien Expert, Sentry, Investigator, Makashi Duelist
System
Force and Destiny

6
Threshold 20
Current 0
Threshold 20
Current 0
Ranged 4
Melee 4

Placeholder Image

Characteristics

5
3
2
5
4
2

Skills

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

Attacks

Corton's Lightsaber (Lost)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
7
Critical
2
Tyrekel's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 2, Sunder, (Custom) Maim
Damage
9
Critical
3
Cepha's Saber Staff
Range
Short
Skill
Lightsaber
Breach 1, Sunder, Defensive 4, Deflection 4, Linked 1, Unwieldy 3, Superior, (Custom) Reduce Parry
Damage
9+1
Critical
5

20
1335
3500
8/18

Weapons & Armor

Concealing Robes (1 Soak, 1 Enc, +1 Setback for recognizing wearer)
Tyrekel's Lightsaber (1 Enc)
Cepha's Saber Staff (1 Enc)
Wight Helmet (1 Enc)

Personal Gear

1 Comlink (Handheld)
2 Stimpack
4 Painkiller (-4 Wound, No Reduction)
1 Datapad (1 Enc)
1 Lockpicking Tools (1 Enc)
1 Urban Compass (1 Enc, -2 Setback in unfamiliar cities, +1 Boost using city info)
1 Mark III Modular Backpack (+8 Encumbrance Threshold)
4 Binders
1 Hydroponic Monster Sample (1 Enc)
1 Hydroponic Monster Dust (1 Enc)

Assets & Resources

Heavy Clothing (1 Soak, 1 Enc)
2 Vial of Sand (1 Enc)
1 Vial of Golden Water (1 Enc)
1 Vial Golden Mist (1 Enc)
2 Corpsion Flesh Sample (1 Enc)
1 Purple Toross Crystal
1 Dashaad Hand (1 Enc)
7 Sith Leviathan Bits (5 Enc)
1 Mini Deathstar Rifle (2 Enc?)

Critical Injuries & Conditions

He Got The Brain Damage

Talents

Name Rank Book & Page Description
Reflect (1) F&D 95 | Shien Expert When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Street Smarts (1) F&D 95 | Shien Expert Remove 1 setback per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
Shien Technique F&D 95 | Shien Expert When making a check using the Lightsaber skill, the character may use cunning instead of Brawn.
Reflect (2) F&D 95 | Shien Expert When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Toughened (1) EV 30 | Sentry Gain +2 Wound Threshold.
Uncanny Reactions (1) EV 30 | Sentry Add 1 Boost per rank of Uncanny Reactions to all Vigilance checks.
Speaks Binary Free The character grants 1 Boost per rank of Speaks Binary to any tasks he directs a non-player droid to perform.
Sleight of Mind (1) EV 30 | Sentry Add 1 Boost to all Stealth checks unless the opposition is immune to Force powers.
Dodge (1) EV 30 | Sentry 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 Reflect F&D 95 | Shien Expert 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.
Fear the Shadows EV 30 | Sentry Perform the Fear the Shadows action; make a Hard (3 Difficulty) Deception check to force a single minion group or rival to flee the encounter.
Force Rating (1) EV 30 | Sentry Gain +1 Force rating.
Toughened (2) Free Gain +2 Wound Threshold.
Dodge (2) EV 30 | Sentry 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.
Dedication (Brawn) EV 30 | Sentry Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Conditioned (1) F&D 95 | Shien Expert 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.
Parry (1) F&D 95 | Shien Expert When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened (3) F&D 95 | Shien Expert Gain +2 Wound Threshold.
Parry (2) F&D 95 | Shien Expert When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Djem So Deflection F&D 95 | Shien Expert After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage an opponent.
Falling Avalanche F&D 95 | Shien Expert Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn.
Defensive Stance (1) F&D 95 | Shien Expert Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance.
Dedication (Brawn) F&D 95 | Shien Expert Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Grit (1) EV 30 | Sentry Gain +1 Strain Threshold.
Uncanny Senses (1) EV 26 | Investigator Add 1 Boost per rank of Uncanny Senses to all Perception checks.
Street Smarts (2) EV 26 | Investigator Removes 1 Setback per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
Toughened (4) EV 26 | Investigator Gain +2 Wound Threshold.
Reconstruct The Scene EV 26 | Investigator Perform the Reconstruct The Scene action; make a Hard (3 Difficulty) Perception check to identify the physical characteristics of person present at the scene within 24 hours.
Street Smarts (3) EV 26 | Investigator Removes 1 Setback per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
Clever Solution EV 26 | Investigator Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.
Sense The Scene EV 26 | Investigator Perform the Sense the Scene action; make a Hard (3 Difficulty) Perception check and add Force Dice no greater than Force Rating. If successful, spend pips to identify the emotional characteristics of one person involved in the crime.
Improved Street Smarts EV 26 | Investigator Once per session, may take an Improved Street Smarts action; make a Formidable (5 Difficulty) Streetwise or Knowledge (Underworld) check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts.
Dedication (Willpower) EV 26 | Investigator Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Valuable Facts EV 26 | Investigator Once per encounter, perform Valuable Facts action; make an Average (2 Difficulty) Knowledge check. If sucessful, add 1 Triumph to one ally's skill check during the encounter.
Cybernetic Eye Cybernetic Gain +1 Vigilance and Perception.
Grit (2) EV 26 | Investigator Gain +1 Strain Threshold.
Grit (3) EV 26 | Investigator Gain +1 Strain Threshold.
Street Smarts (4) EV 26 | Investigator Removes 1 Setback per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
Talk The Talk EV 26 | Investigator When making a Knowledge skill check, the character may spend 1 Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill.
Reflect (3) EV 30 | Sentry When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Resist Disarm F&D 82 | Makashi Duelist Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Grit (4) F&D 82 | Makashi Duelist Gain +1 Strain Threshold.
Parry (3) F&D 82 | Makashi Duelist When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Saraz'ahir's Boon (Lost) Free Gain +1 Force rating. Roll 3 Force die with Lightsaber checks, or alternatively 5 Boost when engaged with a single opponent. Spend 2 Light Side pips to add success or advantage. User may flip 1 Destiny Point to double Falling Avalanche damage.
Makashi Technique F&D 82 | Makashi Duelist When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Feint (1) F&D 82 | Makashi Duelist Spend 1 Triumph or 3 Advantage generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.
Improved Parry F&D 82 | Makashi Duelist When parrying a hit that generated 1 Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Sum Djem F&D 82 | Makashi Duelist May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent.
Dedication (Willpower) F&D 82 | Makashi Duelist Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Grit (5) F&D 82 | Makashi Duelist Gain +1 Strain Threshold.
Parry (4) F&D 82 | Makashi Duelist When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Duelist's Training F&D 82 | Makashi Duelist Add 1 Boost to Melee and Lightsaber checks when engaged with only one opponent.
Feint (2) F&D 82 | Makashi Duelist Spend 1 Triumph or 3 Advantage generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.
Parry (5) F&D 82 | Makashi Duelist When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Mod II Cyberlegs Cybernetic Gain +1 Brawn.
Parry (6) F&D 82 | Makashi Duelist When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Saber Throw EV 30 | Sentry 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 1 Pip and succeed to hit target; spend 1 Pip to have weapon return to hand.
Force Walk Free Gain Discipline as a career skill.
Mark VI Cyber Arm (Replacement) Cybernetic Gain +1 Agility.
Force Rating (2) EV 26 | Investigator Gain +1 Force rating.
Grit (6) F&D 95 | Shien Expert Gain +1 Strain Threshold.
Disruptive Strike F&D 95 | Shien Expert Perform Disruptive Strike action; make a Lightsaber (Cunning) combat check, adding Force Die no greater than Force Rating. Spend 1 Pip to add 1 Failure to the next check the target makes.
Reflect (4) EV 30 | Sentry When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Conditioned (2) EV 30 | Sentry 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.
Uncanny Reactions (2) EV 30 | Sentry Add 1 Boost per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed (1) EV 26 | Investigator Remove 1 Setback per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit (7) F&D 82 | Makashi Duelist Gain +1 Strain Threshold.
Grit (8) EV 30 | Sentry Gain +1 Strain Threshold.

Force Powers

Force Rating
3
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
• May spend 1 Pip to sense living things within short range.
• May spend 1 Pip to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Ongoing effect: Commit ⬡. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Control Ongoing effect: Commit ⬡. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Control Effect: Spend 1 Pip. The Force user senses the current thoughts of one living target with whom he is engaged.
Duration Sense's ongoing effects may be triggered one additional time per round.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
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 pips to gain Success or Advantage (user's choice) on the check.
Upgrade Effect
Control Enhance can be used with the Resilience skill.
Control Enhance can be used with the Brawl skill.
Control Ongoing effect. Commit ⬡. The user increases his Agility characteristic by 1 (to a maximum of 6.)
Control Enhance can be used with the Coordination skill.
Control Enhance can be used with the Piloting (Space) skill.
Control Enhance can be used with the Piloting (Planetary) skill.
Control Ongoing effect. Commit ⬡. The user increases his Brawn characteristic by 1 (to a maximum of 6.)
Power
Force Walk
Description
The Force User can commune with Dark Side spirits more easily than others, and offer to join a pact in blood or force their essence to join their own through combat of wills.

Roll an opposed Discipline check. Must spend 3 Dark Side pips in order to activate this power. May spend additional dark side pips to add successes to the check. After three concurrent successes in subsequent opposed Discipline checks, the spirit is defeated and absorbed. Rewards for success are up to the GM.
Upgrade Effect
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 user may roll a Foresee power check as part of the pool. He may spend 1 Pip to gain 1 Success on the check.

Background

Home World: Tatooine

Rego was a simple sand rat of Tattooine. That is, until he came to realize his mother was a jedi-in-hiding. His formative years were spent sheltered, unaware of this fact. His adolescence was spent riding around with his friends and giving his parents scares. A rebellious phase. Not long after his twenty-first birthday, a certain Skywalker approached his family, convincing them that he should come to train at the newly built temple; something that excited and scared him. He put on a tough face.

Motivation

Faith: The Cosmic Force

Rego was once trained to be a moderate, strong-willed, and independent man. Beyond that, as a lowborn of Tatooine, he held no love for evil-doers; tyrants and gangsters especially. This set him on a righteous path, but... it quickly spiraled into chaos, and decay. The trials he faced nearly broke him. He wandered, and he was lost. Until...

He found his faith in the Force. He walked the cracked earth of Dathomir among the Band of The Dead. He studied the texts of the New Order. He delved deeply into archaic and dangerous things, honing himself and emerging on the other side with intense focus, self-discipline, and respect for the Living Force and it's many facets; though primarily it's darker ones.

Morality

Rating: 67
Strength: Bravery
Weakness: Condemnation.

Rego was taught to be brave from youth, and takes strength from his parents in that respect. However, this also leads him to condemn those he deems lesser; especially himself in his more trying moments. He's prone to hypocrisy in times of great stress, which worsens this fact.

Description

Body Type: Susmaster
Age: 24

A very well-built man with a full head of smooth, black hair and several scars; including a missing hand replaced by a mod VI cybernetic. Both legs are missing as well, replaced by mod II cyberlegs plated with ion shielding. He has a sun-kissed complexion, dark features, and deep green eyes shaded in by guyliner for added intensity.

Other Notes

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