Jaxia Kage by shadowof034

Species
sith
Career
guardian
Specializations
protector, ataru striker, soresu defender
System
Force and Destiny

5
Threshold 20
Current 0
Threshold 16
Current 0
Ranged 2
Melee 2

Characteristics

4
5
4
2
3
2

Skills

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

Attacks

knights blade
Range
Engaged
Skill
Lightsaber
breach 1, sunder, defensive 1
Damage
10
Critical
2
natures fury
Range
Engaged
Skill
Lightsaber
ensnare 1, pierce 5, burn 3
Damage
6
Critical
4
wrist blade
Range
Engaged
Skill
Melee
pierce 1
Damage
1+
Critical
3

0
650

Weapons & Armor

knights blade:
crossguard/broadsaber hilt
mephite/pontite crystal
fusion shunt:
Base Modifier: As a maneuver, activate or deactivate. While active, combat checks suffer 3 automatic disadvantage results, but breach quality increases by 1.
"pommel cap"
Stun +2 & a small item with encumbrance 0 may be stored in the pommel cap.

"nature fury"
light whip with a lava crystal installed


"fitted" jedi battle armor:
"beskar plating"
ignores breach and pierce
"wrist blade"
Deploy a wrist blade as an incidental with the following profile
"squad tactical systems"
Add 1 boost dice to all Perception and Vigilance checks while within medium range of one or more allies using this attachment. Includes integrated comlink.
"bio-support dispenser"
When healing strain at end of an encounter, heal 1 wound as well. First time in an encounter that wounds exceeds half their wound threshold, armour automatically applies a stimpack to character.

Personal Gear

Backpack
Data Pad
Binders
Macro Binoculars
x5 Stimpacks
CommLink

Assets & Resources

Critical Injuries & Conditions

cybernetic arm - +1 to agility - beskar plating - ignores breach and pierce

Talents

Name Rank Book & Page Description
ataru striker 1 when making a lightsaber check the user may use agility instead of brawn
toughened 3 add 2 wound threshold per rank
grit 3 gain +1 strain threshold
force protection 1 perform the force protection manuver. suffer 1 strain and commit force points up to rank of force protection. increase soak by number of points commited until beginning of next turn. suffer one strain every turn those points remain commited
jump up 1 once per round, may stand from seated or prone as an incidental
quick draw 1 once per round draw or holster a weapon or accessible item as an incidental
reflect 3 when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect
parry 4 when hit by a melee attack suffer 3 strain to reduce damage by 2 plus ranks in parry
soresu technique 1 when making a lightsaber check the user may use intellect instead of brawn
defensive stance 1 once per round, may perform defensive stance manuver 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 can not exceed ranks in defensive stance.
force protection 1 perform the force protection maneuver, suffer 1 strain and commit light points up to ranks of force protection, increase soak by number of light points commited until the beginning of the next turn, suffers 1 strain every light point that remains commited
bodyguard 1 once per round, perform the body guard maneuver to guard an engaged character suffer number of strain no greater than ranks of body guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.

Force Powers

Force Rating
5
Power
heal/harm
Description
the force user bolsters his ally with renewed vigor or saps his foe of vital energy.
heal: spend force points the heal a number of wounds equal to intellect from an engaged living creature
harm: spend force points to inflict a number of wounds equal to intellect ignoring soak, on an engaged living target, causes 1 conflict.
Upgrade Effect
range 1 spend light/dark points to increase the powers range by a number of range bands equal to range upgrades purchased
magnitude 1 spend 2 light/dark points to effect 1 additional target per rank of magnitude
control 1 heal: if no dark pips are generated target heals strain equal to wounds healed.
harm: if any dark pips were used to generate power, user heals strain equal to wounds inflicted.
Power
bind
Description
the force user restrains and enemy, preventing them from acting.
the user may spend light/dark pips to immobilze a target within short range until the end of the users next turn. if the user used any dark pips to generate power the target also suffers 1 wound per pip spent on the check, ignoring soak.
Upgrade Effect
strength 1 spend force pips to disorient the target for a number of rounds equal to strength upgrades purchased
range 2 spend light/dark to increase the range by a number of range bands equal to range upgrades purchased
Power
move
Description
the force user can move small objects via the power of the force.

the user may spend light/dark to move one object of silhouette 0 that is within short range up to his maximum range. default is short range.
Upgrade Effect
magnitude 1 spend light/dark to increase targets affected by upgrades purchased
strength 1 spend light/dark to increase the silhouette able to be targeted equal to strength upgrades purchased
range 2 spend light/dark to increase the range by a number of range bands equal to upgrades purchased.

Background

Motivation

Morality

Description

Other Notes

Return to Top