Tycho Kene by SP00KYGUNNER

Species
Kalleran
Career
Mystic
Specializations
Seer
System
Force and Destiny

5
Threshold 11
Current 1
Threshold 17
Current 4
Ranged 0
Melee 1

Placeholder Image

Characteristics

3
2
2
2
4
1

Skills

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

Attacks

Ancient Sword
Range
Engaged
Skill
Lightsaber
Defensive 1
Damage
5
Critical
3
Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 2
Damage
9
Critical
1

0
220
1580
6/13

Weapons & Armor

Ancient Sword (damaged 1)
D +2 C 3 E 3 HP 1

Seascape Diving Suit
D 0 S 2 E 3 HP 2

Lightsaber
Ilum Crystal
[X][X][X][O] Damage +1
[X] Crit -1
[X][X] Vicious +1

Sith Lightsaber
-Catastrophic Failure Modification
--When the lightsaber is activated, it begins to overload. At the end of the following round, the lightsaber detonates, dealing 20 damage with the Breach 1 and Vicious 4 item qualities to all characters and objects within short range. The lightsaber, but not its kyber crystal, is destroyed in the process.

Personal Gear

Comlink
Rope (20m) - 1
Climbing Gear - 1
Glow Rod - 1
Thermal Cloak - 2
Scout Goggles

Stimpack (10)
Nullicaine (4)
Calming Salve (4)

Backpack (+4 E)
Utility Belt (+1)

Assets & Resources

Mentor
-5 xp cost for basic Force Powers

Camo Netting (3 rolls)
-2 failure to detect hidden object

Holocron
-Lightsaber + Astrogation as career skills

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Heightened Awareness 1 Allies within short range of the character add a boost dice to their Perception and Vigilance checks. Allies engaged add two boost dice instead.
Uncanny Reactions 1 The character adds a boost dice per rank of Uncanny Reactions to Vigilance checks.
Force Rating 2 Increase Force Rating by 1 per rank
Sense Advantage 1 Once per game session, the character may add two setback dice to the skill check of one NPC within extreme range
Keen Eyed 1 The character removes a setback die per rank of Keen Eyed from Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal.
The Force is my Ally 1 Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.
Natural Mystic 1 Once per session, the character may reroll any one Force power check.
Grit 1

Force Powers

Force Rating
3
Power
Forsee
Description
Spend Force Pip to gain vague hints of events to come in the next day of own, personal future. Cannot see further than one day.
Upgrade Effect
Control When making an Initiative skill check may roll a Forsee power check as part of the pool. May spend Force Pips to gain Success on the check.
Power
Seek
Description
May spend 2 Force Pips to gain insight into the general location or direction of a person or object that he knows about, regardless of its current distance from him. May not activate multiple times.

May make an Average Vigilance check to see through all sensory misdirections confronting him, whether from technology or more esoteric sources. Works against cloaking fields, holograms, Force illusions, and even physical disguises (GM discretion), but has no effect on lies. To succeed must spend Force Pip and succeed on Average Vigilance check (or Vigilance vs Discipline if illusions created by Force user). If the user succeeds, his supernatural senses pierce the falsehoods, letting him perceive the truth they conceal.
Upgrade Effect
Power
Sense
Description
May spend Force Pip to sense all living things within short range. May not activate multiple times.

May spend Force Pip to sense the current emotional state of one living target with whom he is engaged. May not activate multiple times.
Upgrade Effect
Power
Bind
Description
Spend Force Pip to immobilize target within short range until the end of the user's next turn. If the user used any Dark Pips to generate Pips then the target suffers 1 wound (ignoring soak) per Pip spent.
Upgrade Effect
Strength (1) 1 pip to Disorient per ranks of Strength
Magnitude 2 pips to add 1 target
Control Spend 1 Force pip, whenever a target affected by Bind takes an action that target suffers Strain equal to your Willpower
Power
Suppress
Description
May spend Force Pip to extend dampening field around himself that shields him and allies in short range until end of his next turn, any skill check as part of a Force power check against the user or any affected ally adds automatic Failure to the results. May not activate multiple times.
Upgrade Effect
Range (3)
Control
Control
Control
Duration
Strength (2)
Power
Enhance
Description
When making Athletics checks may roll an Enhance power check as part of the pool. May spend Force Pips on Success or Advantage.
Upgrade Effect

Background

Tycho was raised in a small Jedi enclave located on his home planet of Kaller. He took to the Force quicker and more adeptly than the other students, which led to him developing a bit of an ego. Though he did not think himself better than the other Padawans he did think his abilities were much greater than they were.

Tycho and his Master, as well as a few Knights and several other Padawans, were on their way to meet with a larger, nearby enclave. In route they were intercepted by a Sith warship. They were boarded, and a bloody battle played out with the Sith gaining the upper hand. Though the students were ordered to take the escape pods, Tycho chose to stay and fight. Tycho attempted to engage one of the Sith Knights, resulting in his lightsaber being destroyed and a deep wound on his right arm. His master intervened, saving Tycho but leaving him open to receiving a mortal wound. His last act before being struck down was to force Tycho into an escape pod and launch it.

Since the attack, Tycho has been unable to contact any members of the Jedi order. His escape landed far from those of the other Padawans, so their fates are unknown. He made his way back to Kaller and returned to his enclave, but it had been abandoned after the attack on their ship. He had no way of contacting those who fled, and no knowledge of how to find or contact any of the other hidden Jedi enclaves, so he wandered...

Motivation

Growth

Morality

Morality - 74
Bravery/Recklessness

Description

Tycho is short for his species, standing at 6' 4". His dark green skin is patterned with black stripes. He has a large scar on his inner right forearm, which he usually keeps wrapped up.

Other Notes

Seer
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