Senior Knight Zhona Edrassas by Scioness

Species
Togruta
Career
Seeker
Specializations
Hunter; Executioner; Ataru Striker; Soresu Defender; Modder
System
Force and Destiny

1
Threshold 23
Current 0
Threshold 17
Current 0
Ranged 2
Melee 1

Characteristics

3
5
5
3
3
4

Skills

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

Attacks

Guard Shoto
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Deflection 2, Sunder, Unwieldy 4
Damage
5
Critical
2
Guard Shoto
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Deflection 2, Sunder, Unwieldy 4
Damage
5
Critical
2

0
0
10000

Weapons & Armor

Guard Shoto (Yellow Core-Green Corona)
Guard Shoto (Black-Green)
Jedi Reconnaissance Armor

Personal Gear

Assets & Resources

Mobquet Flare-S Swoop Bike

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Conditioned 1 Soresu Defender Remove 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 Soresu Defender 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
Jump Up 1 Soresu Defender Once per round, may stand from seated or prone as an incidental.
Quick Draw 1 Soresu Defender Once per round, draw or holster a weapon or accessible item as an incidental.
Quick Strike 2 Soresu Defender Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Ataru Technique 1 Soresu Defender When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
Saber Throw 1 Soresu Defender Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding no greater than Force rating. Must spend and succeed to hit target; spend to have weapon return to hand.
Saber Swarm 1 Soresu Defender 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 turn.
Hawkbat Swoop 1 Soresu Defender Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding no greater than Force rating. Spend Force Pips to engage target and spend Force Pips to add to check.
Parry 7 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 5 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Dedication 5 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Toughened 5 Gain +2 wound threshold.
Grit 4 Gain +1 strain threshold.
Force Rating 2 Gain +1 Force Rating.
Soresu Technique 1 Ataru Striker When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn
Improved Parry 1 Ataru Striker When parrying a hit that generated or , may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Defensive Circle 1 Ataru Striker May take the Defensive Circle action; make a Hard ( ) Lightsaber (Intellect) check. The character, plus one ally within short range per , gains 1 defense plus 1 defense per .
Improved Reflect 1 Ataru Striker When reflecting a hit that generated or , may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Supreme Parry 1 Ataru Striker If the user did not make a combat check during her previous turn, may suffer 1 strain to use Parry.
Strategic Form 1 Ataru Striker May take the Strategic Form action; make a Hard ( ) Lightsaber (Intellect) check, rolling no greater than Force rating, if successful, 1 target within short range may only attack character for 1 round. Spend to extend effects for 1 target for 1
Defensive Stance 2 Ataru Striker 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. Strain suffered this way cannot exceed ranks in Defensive Stance.
Mind Over Matter 1 Executioner The character may spend one Destiny Point to recover strain equal to her Willpower rating.
Precise Aim 1 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.
Marked For Death 1 Executioner take the Marked for Death maneuver, committing . Add to combat checks against target while remains committed, but cannot use this talent again until the original target is incapacitated or the session ends.
Deathblow 1 Executioner After making a successful attack with a nonstarship/vehicle weapon, the character may spend one Destiny Point to add damage equal to her Willpower to one hit of the successful attack.
Terrifying Kill 1 Executioner The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflicting a Critical Injury. Roll no greater than Force rating and spend to inflict 1 strain on each character within short range of target.
Dedication 4 Executioner when making a non-Gunnery combat check, the character may add no greater than Force rating to the check. the character may spend to add , or to add (character’s choice) to the result.
Lethal Blows 3 Executioner Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
Hunter 2 Hunter Add per rank of Hunter to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.
Expert Tracker 2 Hunter Remove per rank of Expert Tracker to find tracks or track targets. Decrease time to track a target by half.
Uncanny Senses 1 Hunter Add per rank of Uncanny Senses to all Perception checks.
Keen Eyed 1 Hunter Remove per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Natural Hunter 1 Hunter Once per session, may re-roll any 1 Perception or Vigilance check
Uncanny Reactions 1 Hunter Add per rank of Uncanny Reactions to all Vigilance checks.
Soft Spot 1 Hunter After making a successful attack, spend 1 Destiny Point to add damage equal to Cunning to one hit.
Rapid Recovery 2 Hunter When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery
Sixth Sense 1 Hunter Gain +1 ranged defense.
Side Step 2 Hunter Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step
Tinkerer 3 Modder May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once
Resolve 2 Modder When a character involuntarily suffers strain, she suffers 1 less strain per rank of Resolve to a minimum of 1.
Know Somebody 1 Modder Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
Signature Vehicle 1 Modder Choose one starship or vehicle as Signature Vehicle. Upgrade all Mechanics checks made on that vehicle once.
Gearhead 2 Modder Remove per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Fancy Paint Job 1 Modder Upgrade all Charm, Deception, and Negotiation checks made in the presence of Signature Vehicle once.
Larger Project 2 Modder Signature Vehicle can have a silhouette 1 larger per rank of Larger Project.
Resourceful Refit 1 Modder May perform the Resourceful Refit action; make an Average ( ) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.
Jury Rigged 1 Modder Choose 1 weapon, armor or other item and give it a permanent improvement while it remains in use.
Hidden Storage 1 Modder Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage.
Natural Tinkerer 1 Modder Once per session, may re-roll any 1 Mechanics check.
Custom Loadout 1 Modder May add 2 additional hard points to Signature Vehicle

Force Powers

Force Rating
3
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light/Dark use): When guiding and shaping thoughts, only Dark may be used to generate negative emotions such as rage, fear, and hatred. Only Light may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Light or Dark.
The character may spend Light to stress the mind of one living target she is engaged with, inflicting 1 strain.
Upgrade Effect
Duration x4 Spend Light to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
Magnitude x3 Spend Light to increase targets affected equal to magnitude upgrades purchased.
Strength When stressing the mind of a target, the character inflicts 2 strain.
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends Light and succeeds on the check, she can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of her dice pool. She may spend Light to gain Success or Advantage (user’s choice) on the check.
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 Force to cause one vehicle or starship she is engaged with to recover one system strain. The user may activate this multiple times.
Upgrade Effect
Mastery When performing a Manipulate power check as part of a Mechanics skill check, the user may spend 2 Force to gain Triumph on the check.
Control (Skill) Ongoing effect: Commit Force Die.
Upgrade the ability of Computers and Mechanics checks once
Control (Droid Fix) The user may spend Force to heal a number of wounds equal to her Intellect in an engaged droid.
Strength x2 When using this power, spend Force to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.
Range x3 Spend to increase the power’s range by a number of range bands equal to Range upgrades purchased
Control (Repair) Ongoing effect: Commit Force Die.
One damaged weapon or item counts as being undamaged
Control (Hold Together) x2 Ongoing effect: Commit Force Die. Increase the system strain threshold of vehicle or starship at engaged range by 3 per Force Die committed.
Control (Mechanics) When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend Force to gain Success or Advantage (user’s choice) on the check.
Control (Strain) When performing a combat check against a droid, ship, vehicle, or other mechanical construct within engaged range, the user may spend Fore to inflict 1 additional strain or system strain on the target.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend to move one object of silhouette 0 that is within short range up to her maximum range. The default maximum range is short
range.
Upgrade Effect
Strength x3 Spend Light to increase silhouette able to be targeted equal to strength upgrades purchased.
Control (Attack) The Force user can hurl objects to damage targets, by making a Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette.
Range x3 Spend Light to increase power’s range by a number of range bands equal to range upgrades purchased.
Magnitude x4 Spend Light to increase targets affected equal to magnitude upgrades purchased.
Control (Fine) The character can perform fine manipulation of items, allowing her to do whatever she would normally with her hands via this power at this power’s range
Control (Rip) The Force user can pull objects out of secure mountings, or out of an opponent’s grasp.
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 Force Die to gain Success or Advantage (user’s choice) on the check.
Upgrade Effect
Control (Skill) Enhance can be used with the Coordination, Resilience, Brawl, Piloting (Planetary), and Piloting (Space) skills.
Control (Characteristic) Ongoing effect: Commit Force Die. The user increases their Brawn/Agility characteristic by 1 (to a maximum of 6).
Range (Leap) Spend Force Die to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control (Leap) Take a Force Leap action: make a Enhance power check. The user may spend Force Die to jump horizontally to any location in short range. When performing a Force Leap, the user can jump vertically in addition to jumping horizontally. The user can perform a Force Leap as a maneuver instead of an action.
Power
Heal/Harm
Description
The Force user bolsters her ally with renewed vigor or saps her foe of vital energy.
Heal (Light side Force user only): Spend Force Points to heal a number of wound equal to Intellect from an engaged living creature (including user).
Harm: Spend Force Points to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Control (1) Heal: if no generated Dark, target heals strain equal to wounds healed.
Harm: if any were Dark used to generate Force Points, user heals strain equal to wounds inflicted.
Strength x2 Heal: Spend Force to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend Force to increase wounds inflicted by 1 per rank of Strength upgrades purchased
Control (2) Heal: spend Force to remove one status effect from target.
Harm: The user may spend Force to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend Force Die to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force Die to sense the current emotional state of one living target with whom she is engaged.
Upgrade Effect
Range x3 Spend Light to increase power’s range by a number of range bands equal to range upgrades purchased.
Control (Trigger) Sense’s ongoing effects may be triggered one additional time per round.
Control (Pool) When using Sense’s ongoing effects, upgrade the pool twice, instead of once
Magnitude x3 Spend Light to increase targets affected equal to magnitude upgrades purchased.
Control (Thoughts) Effect: Spend Light. The Force user senses the current thoughts of one living target with whom she is engaged.
Control (Intent) Ongoing effect: Commit Force Die. Once per round, when an attack targets the Force user, she upgrades the difficulty of the pool once.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend 2 Force Points to gain insight into the general location or direction of a person or object that she knows about, regardless of current distance.
The user may spend a Force Point and succeed at an Average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions
Upgrade Effect
Mastery Make Seek power check and spend 3 Force to add Triumph to combat checks against one target for remainder of encounter.
Magnitude x4 Spend Force to gain one additional detail per Magnitude upgrade purchased.
Control (Awareness) Ongoing effect: Commit Force Die. Upgrade the ability of Vigilance and Perception checks once.
Strength x2 Spend Force to eliminate 1 Force-based illusion per Strength upgrade purchased.
Control (Force) Spend Force to track one additional target.
Duration Commit Force Die to continue tracking target even when it moves.

Background

Motivation

Morality

Description

Other Notes

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