Eleventh Brother (Sel Mok) by ams0105

Species
Human
Career
Inquisitor
Specializations
Inquisitor
System
Force and Destiny

4
Threshold 22
Current 0
Threshold 25
Current 0
Ranged 4
Melee 7

Characteristics

2
2
3
3
5
4

Skills

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

Attacks

Sel Mok Lightsaber (Corrupted) Main
Range
Engaged
Skill
Lightsaber
Breach 1, Vicious 4, Sunder, 1 DS Force pip, Stun Setting, 1 Advantage
Damage
9
Critical
1

Weapons & Armor

Sel Mok's Sith Armor:
Soak: 4
Def: 2
HP: 8/8
Def: 1
Built in:
Sealable
Special Embellishment: 1 Advantage to Coercion
Mods:
Ceremonial Adornments
Vacuum Sealed
Armor Spikes: When hit by a Melee/Brawl/Lightsaber attack, may use 3 disadvantages to deal 9 damage to attacker
Cortosis Weave: Gain Cortosis quality. (Soak immune to Break and Pierce, Armor immune to Sunder)
Superior
Quick Shed: May shed armour as a maneuver. Must be reassembled with an average (2 difficulty) Mechanics check.


Sel Mok Lightsaber (Corrupted) Main:
Damage: 9
Crit: 1
Range: Engaged
HP: 5/5 (6)
Special:
Personalized Design - Add Success for user, add a threat for other users
Fine-Tuned Emmiter- Add an Advantage to combat checks made with this lightsaber
Corrupted Crystal: Damage 8, Critical Rating 1, Breach 1, Vicious 3, Sunder Quality. Add 1 dark force point to any force power check.
Superior Hilt Personalization: Gains the Superior quality. (Superior Weapons increase their damage by 1 and produce 1 bonus "Advantage" on die rolls involving their use.)
Extended Hilt: Damage +1, Vicious +1
Reflex Grip: Suffer 1 additional strain when using Parry/Reflect talents, but counts those talents as 1 rank higher. Deflection +1, Defensive +1
Damping Emitter (Integral): As a maneuver, may set lightsaber to deal stun damage, Removes Breach, Increase Crit by 1

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Adversary 3 Upgrade attack difficulty by 3
Parry 5 Spend 4 strain to remove 2 + rank in Parry in damage for every attack as an incidental
Improved Parry 1 Use a Despair or 3 Threat and automatically hit the attacker with your Wielded Melee, Brawl, or Lightsaber weapon for base damage plus applicable abilities and talents
Supreme Parry 1 If the character didn't make an attack the prior turn, they may spend only one strain to activate Parry (See rules for Parry)
Draw Closer 1 The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of Force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). [They] may also spend a Force point to add success results to the combat check. If the character cannot move [their] target to engage [them], the combat check automatically misses.
Sum Djem 1 When the character makes a successful Lightsaber combat check, they may spend a triumph or two advantage results to disarm their opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice)
Reflect 5 When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 4 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Improved Reflect 1 When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend a despair or three threats to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The initial ranged attack's hit must be one that can be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character.
Supreme Reflect 1 If the character did not make a combat check during [their] previous turn, [they] suffer 1 strain when taking the Reflect incidental, instead of 3.
Niman Technique 1 May use Willpower for lightsaber
Intense Focus 1 Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Scathing Tirade 1 The character may take the Scathing Tirade action by making an Average Coercion check. For each success result, one enemy within short range suffers 1 strain. The character can also spend advantage results; for every advantage spent, one target already affected suffers 1 additional strain.
Improved Scathing Tirade 1 Each enemy affected by Scathing Tirade suffers a setback dice on all skill checks for a number of rounds equal to the character's ranks in Coercion; this does not stack with itself.
Supreme Scathing Tirade 1 The character may voluntarily suffer 1 strain to perform Scathing Tirade as a maneuver instead of an action.
Resolve 1 4 When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss
Lethal Blows 4 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Defensive Training 4 When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).
Sixth Sense 1 The character gains +1 ranged defense.
Temple Training talent 1 Before making a Lightsaber skill check the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore)
Indomitable Will 1 Once per encounter, the character may perform the Indomitable Will maneuver, suffering 3 strain to commit a number of Force dice up to their Force rating. While Force dice remain committed, reduce all damage the character suffers by an amount equal to the committed Force dice, and the character suffers 1 strain at the beginning of each of their turns.
Intimidating 5 When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating.

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 One Force Pip 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
Range Spend 1 Force Pip to increase power's range by a number of range bands equal to Range up- grades purchased. RANK 3
Control The Force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.

The character can perform hne manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range

RANK 3
Strength Spend 1 Force Pip to increase silhouette able to be target- ed equal to Strength up- grades purchased. RANK 4
Magnitude Spend 1 Force Pip to increase targets affected equal to Magnitude upgrades purchased. RANK 4
Power
Unleash
Description
: The user makes an Unleash power check as ranged attack and rolls an Average (2 Difficulty) Discipline check for difficulty If check succeeds and spends 2 Force Dice, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect
Range Spend 2 force pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength Spend 1 Force Pip to decrease damage or add damage equal to ranks of Strength purchased
Duration Spend 1 Force Pip to give the attack Burn 2
Mastery Dark side Force users may spend to reduce critical rating of attacks to 1.
Magnitude Spend a Force Pip to affect I addition al target within range per rank of Magnitude purchased
Control Spend 1 advantage to inflict 1 strain on target.

Spend 2 force pip to give the attack Ensnare 2

Dark side Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session

Background

Motivation

Morality

Description

Other Notes

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