Rayne by CosmicFrame

Species
Chiss
Career
Jedi Sentinel
Specializations
Shadow, Shien Expert, Investigator, Jedi Knight, Jedi Master
System
Force and Destiny

3
Threshold 12
Current 10
Threshold 20
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
3
6
2
1

Skills

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

Attacks

Rayne's Council Saber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
10 (+1 per adv)
Critical
1
Rayne's Master Saber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Disguised
Damage
7
Critical
1

0
520
12600
5 / 7

Weapons & Armor

Rayne's Council Saber
!roll gggyyybbV
Basic Lightsaber - HP: 5/5 - E.1
Krayt Dragon Pearl (HP2) - Indigo
Damage: 10 (+1 per adv)
Crit: 1
Special: Breach 1, Vicious 4, Sunder, Accurate +2

- Shien Reverse Grip (HP1): Add 1 (advantage) to all Lightsaber (Cunning) checks made with the lightsaber. Add 1 (setback) other lightsaber checks.
- Overcharged Power Cell (HP1): [advantage] may be spent to add +1 Damage, [2 disadvantage] may be spent to add -1 Damage
- Refocusing Lens (HP1): Accurate +1 (Accurate +1 (x1)[M] )

Rayne's Master Saber
!roll gggyyy
Basic Lightsaber - HP: 4/5
Etaan Crystal (HP1)
Damage: 7
Crit Rating: 1
Breach 1, Sunder, Disguised, Innate Parry, Innate Reflect, Damping

- Damping Emitter: Maneuver, set lightsaber to deal stun damage - increases critical by 1, removes the Breach quality
- Custom Grip (HP1) - Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.

Jedi Reconnaissance Armor - E.2 HP.2
Soak: 1 Defense: 1
Rapid Recovery (Armor Mod)
Add [Boost] to stealth checks.

Personal Gear

Stimpack x5 - It takes a maneuver for a character to inject a stimpack. Heal 5 wounds, but each additional heals one fewer wound for that character per day.

Disguise Kit - These kits contain the necessary equipment to physically alter one's appearance to appear as another individual. They also contain camouflage paints.

Handheld Comlink
Breath Mask - E.1
Scout 5 Field Goggles
Climbing Gear - E.1

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Infravision 1 Chiss Ability Remove up to 1 [Setback Dice] from checks due to lighting conditions.
Street Smarts 2 Force and Destiny, Pg. 94 & 95 Remove [Setback Dice] per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
Shien Technique 1 Force and Destiny, Pg. 95 When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.
Mental Fortress 1 Force and Destiny, Pg. 94 Spend 1 Destiny Point to ignore the effects of Critical Injuries on Intellect and Cunning checks until end of encounter.
Dodge 1 Force and Destiny, Pg. 94 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Reflect 4 Force and Destiny, Pg. 95 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Codebreaker 1 Force and Destiny, Pg. 94 Remove [Setback Dice] per rank of Codebreaker from checks to break or decrypt communications. Decrease difficulty of checks to break codes or decrypt comms by 1.
Anatomy Lessons 1 Force and Destiny, Pg. 94 After making a successful attack, may spend a Destiny Point to add damage equal to Intellect to one hit.
Force Rating 3 Force and Destiny, Pg. 94 Gain +1 Force Rating
Grit 4 Gain +1 Strain Threshold
Improved Reflect 1 When reflecting a hit that generated (despair) or (3 disadvantage) may hit one target in Medium range with the same damage as the initial hit, after the original attack resolves.
Researcher 2 Remove (setback) per rank of researcher from all Knowledge checks. Researching a subject takes half the usual time.
Sense Emotions 1 Add [boost] to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Balance 1 When the character heals Strain at the end of an encounter, he may add [Force Dice] per Force Rating. He recovers additional Strain equal to [Force] generated.
Will of the Force 1 Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.
Dedication 2 +1 To a single characteristic
Parry (Crystal Mod) 1 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Rapid Recovery (Armor Mod) 1 When this character heals strain after an encounter has concluded, he heals one additional strain per rank in Rapid Recovery.
Nobody's Fool 1 May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank.
Improved Nobody's Fool 1 May spend [Despair] or [2 Disadvantage] from an incoming Charm, Coercion, or Deception check to inflict strain on opponent equal to ranks in Nobody's Fool.
The Force Is My Ally 1 Once per session, may suffer 2 Strain to perform a Force power action as a maneuver
Powerful Ally 1 The character may spend a Destiny Point to use the basic version of a Force Power they have not purchased or apply the effects of a control upgrade to a power they have purchased.
Confidence 1 May decrease the difficulty of Discipline checks to avoid fear per rank of Confidence
Improved Confidence 1 May spend [Triumph] on fear checks to give allies in Shot range additional success on the same fear check.
Flows Through All Things 1 The character may perform a maneuver to recover Strain equal to their Force rating.
Bound Together 1 Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within Short range suffers Strain, reduce the amount by the current number of light side Destiny Points.
There Is No Try 1 Once per session before an ally rolls the dice for a check, the character may spend a Destiny Point to allow the ally to automatically succeed at the check with one success and no other results.
Saber Throw 1 Take action to make saber attack to enemy within Medium range, spending one force to throw and one to return.

Force Powers

Force Rating
4
Power
Misdirect Basic Power
Description
The Force user may spend [W|B] to make a target up to a short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Range Spend [Force] to increase power's range by a number of range bands equal to Range upgrades purchased.
Duration Commit [Two White] to sustain this power while the beguiled target remains in range.

Background

Motivation

Morality

57
Strength:
Pride: Pride can be a powerful emotion, and can push a character to impressive feats of personal accomplishment. He strives to be the best and take pleasure in his skills.

Weakness:
Arrogance: Pride, among all emotions, is perhaps the easiest to fall to a darker form. Arrogance mirrors pride, but satisfaction in one's accomplishments is replaced with contempt for others' failings. It is not enough to succeed; the character also expects all others to fail.

Description

Other Notes

37 Duty | 150 Total - Rank 1

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