Iakku Dun by Nexxthar

Species
Human
Career
Guardian
Specializations
Armorer/Soresu Defender/Protector/Juyo Berserker
System
Force and Destiny

7
Threshold 25
Current 0
Threshold 23
Current 0
Ranged 3
Melee 4

Placeholder Image

Characteristics

3
2
5
2
5
2

Skills

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

Attacks

First Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Disorient 1, Defensive 2, Deflection 1 Disorient 1
Damage
9
Critical
3
Iakku's Second Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2, Superior
Damage
9
Critical
1

0
1305
850
7/14

Weapons & Armor

Lightsaber Pike Hilt

First Lightsaber (5 HP):
Sorian Crystal
Reflex Grip (May count Parry and Reflect incidentals as 1 rank higher, the character suffers 1 more strain)

Second Lightsaber (5 HP):
Etaan Crystal
Superior
Damping Emitter (Switching to Stun as maneuver)
Magnetic Weapon Tether (Recover weapon as incidental so long as Iakku's engaged with it, Innate Quick Draw)

Jedi Training Suit

Mandalorian Armor:
HP 6
Superior
Energy Dispersion System (Treat soak to reduce damage dealt to the wearer's strain threshold as 2 higher)
In-Helmet Scanner (Adds general purpose scanner, removes Setback imposed on any checks due to darkness or environmental conditions such as smoke or fog. Also allows the user to detect heat sources and motion within medium range, hands-free comlink.)
Biofeedback System

Personal Gear

RMD-20 "Eye in the Sky" Droid x 2
MK III Modular Backpack w/ 4 Pouches
Stimpack x 3


Merr-Sonn VX-A Intelligent Toolbox
Tool Kit
Datapad

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry (10) - Supreme, Improved 10 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. Supreme upgrade: If didn't make a combat check during previous turn, may suffer 1 strain to use Parry.
Soresu Defender Use Intellect instead of Brawn for Lightsaber checks.
Inventor (2) 2 When constructing new items or modifying attachments, add Boost or remove Setback per rank of Inventor.
Gearhead (3) 3 Remove Setback per rank of Gearhead from Mechanics check. Halve the credit cost to add mods to attachments.
Toughened (5) 6 WT + 2
Defensive Stance (2) 2 Once per round, may perform DS maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks.
Armor Master When wearing armor, increase total soak value by 1.
Armor Master (Improved) Soak of 2 or higher, defense increased by 1.
Supreme Armor Master Once per round, may suffer 3 strain to take AM incidental: reduce the next Crit by 10 per point of soak to minimum of 1.
Mental Tools Always count as having the right tools for the job when performing Mechanics checks.
Dedication (4) 4 +1 to Intellect, +3 Willpower
Grit (4) 4 +1 to Strain
Tinkerer Add 1 additional hard point to a number of items equal to rank in Tinkerer.
Imbue Item KtP - 29 Take II maneuver (29 of KtP book)
Force Rating (2) 2 +1 Force Rating per rank
Confidence May decrease difficulty check to avoid fear by 1 per rank in Confidence.
Reflect (5) 5 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Physician When making a Medicine check to help a character heal wounds the target heals 1 additional wound per rank of Surgeon.
Stimpack Specialization (2) 2 Stimpacks heal 1 additional wound per rank of SS
Force Protection (2) 2 Perform the FP maneuver. Suffer 1 strain and commit force die up to rank of FP, increase soak by Force Die committed until beginning of next turn. Suffer 1 strain every turn Force Die remains committed.
Improved Reflect When reflecting a hit that generated Despair or 3 Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Strategic Form May take the Strategic Form action, making a Hard Lightsaber (Intellect) check rolling Force die no greater than Force Rating. If successful, 1 target within short range may only attack character for 1 round. Spend Force Pips to extend effects for 1 target for 1 round.
Defensive Circle May take DC action, making a Hard Lightsaber (Intellect) check. The character, plus one ally within short range per success, gains X defense until the beginning of next turn. X equals 1, plus 1 per 2 Advantage.
Bodyguard Once per round may perform BG maneuver to guard an engaged character. Suffer strain no greater than ranks in BG, then until the beginning of the next turn upgrade the difficult of that character by that number.
Circle of Shelter When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Intimidating May suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Lethal Blows +10 Per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Embrace Your Hate (2) 2 May spend 1 Destiny Point and then suffer Conflict equal to dark side Destiny Points in pool to add equal damage to melee attack. May use this ability once per encounter per rank.
Quick Strike Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Multiple Opponents Add Boost to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents.
Inner Peace (2) 2 Once per encounter, convert a number of Dark Side Destiny Points equal to ranks in Inner Peace to Light Side Destiny Points and reduce Conflict gained this session.
Balance When the character recovers strain at the end of the encounter, they may add Force Die per Force Rating. They recover additional strain equal to Force Pip generated.
Jump Up Once per round, may stand from seated or prone as an incidental.
Vaapad Control When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of light side Destiny Points in the Destiny Pool
Comprehend Technology 1 Take CT action; make an Average Knowledge (Education) check to use Force rating as ranks in skills to use item.
Saber Throw 1 Perform ST action, make Lightsaber combat check but as ranged within medium range, adding Force Die no greater than Force Rating. Must use 1 Pip to activate and 1 Pip to return.

Force Powers

Force Rating
3
Power
Manipulate
Description
Force user may spend Force Points to cause one vehicle or starship they are engaged with to recover one system strain. The user may activate this multiple times.
Upgrade Effect
Control When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend Force Points to gain Success of Adv (user's choice) on the check.
Control Ongoing effect, Commit Force Die. One damaged weapon or item counts as being undamaged.
Power
Sense
Description
Upgrade Effect
Control Commit 1 Force Die to upgrade attack on the Force User once per round.
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.
Control Commit Force die, once per round when the Force user makes a combat check, he upgrades the ability of that check once.
Power
Suppress
Description
Flip Two Destiny Points. The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.

The user may spend Force Pips to add automatic Failures to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Mastery The user may make a Suppress power check along with an opposed Discipline vs Discipline check targeting another force user within short range. If the user spends two Force Pips and succeeds on the check, the target Force user immediately uncommits all Force Die and ends all ongoing effects of Force powers and Force talents that required committed Force Die.
Duration Ongoing effect. Commit Force Die to sustain ongoing effects of the power on each affected target while within range.
Control Commit one or more Force die. When an opponent targets the user with a Force power, after the opponent generates Pips, reduce the total Pips generated by 1 per Force die committed, to a minimum of 0.
Control Spend 1 Destiny Point to use Suppress as an out of turn incidental once per session.
Control Whenever a Force user targets a character affected by Suppress with a hostile Force power, if that opponent used Dark Side Pips to generate Pips on the check, he suffers strain equal to the user's ranks in Discipline.
Strength (2) Spend Force Pips to add additional automatic Failures equal to Strength upgrades purchased to hostile Force power checks.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.

User may spend Force Pips to gain success or advantage on the check.
Upgrade Effect
Range Spend Force Pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Force Leap can now be used as a maneuver instead of an action.
Control Take a Force Leap action. Make an Enhance power check. The user may spend Force Pips to jump horizontally to any location in short range.
Control When performing a Force leap, the user can jump vertically in addition to jumping horizontally.
Power
Fated Duel
Description
Once per session, character performs a Hard Discipline check to challenge another character. If he succeeds two characters are locked in a duel for 3 rounds. For the duration of the duel, the two dueling characters can only make attacks targeting each other and no other characters can target the dueling characters with attacks (or otherwise intervene).
Upgrade Effect
Inpiration Add Boost to checks made by allies while Fated Duel is active.
Duration Lasts 1 additional Round.
Reduce Difficulty Reduce to Average check.
Stand Firm Increase Wound threshold by +4 while FD is active.
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 ◑ to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend ◑ to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Magnitude (2) Spend ◑◑ to affect 1 additional target within range per rank of Magnitude purchased.
Strength Heal: Spend ◑ to increase wounds healed by per rank of Strength upgrades purchased.

Harm: Spend pips to increase wounds inflicted by 1 per rank of Strength upgrades purchased.

Background

Motivation

Morality

56

Description

Other Notes

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