Ishi Nevir by KestralJW

Species
Iktotchi
Career
Guardian
Specializations
Soresu Defender
System
Force and Destiny

5
Threshold 15
Current 3
Threshold 20
Current 9
Ranged 1
Melee 3

Characteristics

3
2
4
2
3
2

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 2, Sunder, Vicious 1, Accurate 1
Damage
9
Critical
2

5/12

Weapons & Armor

Jedi Battle Armour ( 2Soak 1Defense ) 5 Enc, 0/5 HP
Biofeedback System, 2HP,
Threat Monitor, 1HP Auto 2 Advantages to Initiative checks
Custom Fit. Remove 2 setback from Athletics and Stealth while wearing armour

Lightsaber 0/5HP 1 Enc
Solari Crystal 3HP
Custom Grip 1HP
Extended Hilt. 1HP ( Remove one setback on checks made with the saber )

Sith Saber with corrupted crystal

Personal Gear

x1 Stimpacks Enc 0
x3 Datapad Enc 1
x3 Field Rations Enc 0
X1 Scanner Goggles

Backpack +4 Enc

Jedi Utility Belt 1Enc
A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac, a lightsaber maintenance kit, a slim glow rod, a comlink, and an aquatic breather. a number of empty pouches are concealed along the belt's inner side, allowing the wearer to conceal small items. In addition, a standard lightsaber can be securely hung from the belt for easy access.

Military Belt Pouch
Can hold two items that have an encumbrance of 0. The user can draw these items as an incidental.
2/2 Stimpacks stored

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry (Improved + Supreme ) 3 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry (5). This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check and uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character may spend 1 Despair or 3 Threat to automatically hit the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon’s base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. Force talent. If the user did not make a combat check during his previous turn, he suffers 1 strain when taking the Parry incidental, instead of 3.
Reflect (Improved ) 3 Force talent. 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, page 210), he may take the Reflect incidental. They suffer 2 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect (5). This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. Force talent. 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 1 Despair or 2 Threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack’s hit must be one that is able to 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.
Unmatched Heroism 1 Once per game session. as an out of tum incidental. the character may spend 1 Destiny Point. For the next 4 rounds, whenever an ally within medium range is targeted by a successful combat check. the character may move to engaged range of that ally and become the target of the combat check instead
Rapid Recovery 1 When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery.
Quick Strike 1 The character adds □ per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.

Background

Motivation

Morality

Description

Other Notes

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