Kyp Jaskel by Kelnobi

Species
Miralian
Career
Seeker
Specializations
Ataru Striker | Hermit
System
Force and Destiny

3
Threshold 13
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
5
2
3
2
2

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2
Weequay Blaster Lance (damaged)
Range
Extreme
Skill
Ranged: Heavy
Accurate 1, Cumbersome 2, Difficulty 1
Damage
8
Critical
3
Disruptor Pistol
Range
Short
Skill
Ranged: Light
Vicious 4
Damage
10
Critical
2
Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1, Add Boost to Survival
Damage
+1 (Brawn - 2+1)
Critical
3

10
345
52
11

Weapons & Armor

- Pioneer Armor (200 cr, Enc. 2)
(Encumbrance Threshold +3)
- Disruptor Pistol (Enc. 2)
- Weequay Blaster Lance (850 cr, Enc. 5)
- Explorer's Knife (100 cr, Enc. 2)

-Lightsaber (Damage 6, Crit 2, Range: Engaged, Encumbrance 1, HP 5, Breach 1, Sunder)

Personal Gear

- Poncho (Camouflage)
- Breath Mask/Respirator (25 cr)
- Commlink
- Flare Gun
- Caffeine Stim Pack

- Talon's Invulnerability Necklace / the key?

Assets & Resources

Attached to our Speeder:
- DLT-19D Heavy Blaster Rifle with Extreme Range
- Pulse Cannon
- Relby-v10 Mortar Gun

Critical Injuries & Conditions

Easy Crit: off-balance

Conflict:
- 1 Missed the jump to get into the door gap with Pibble and Teyus
- 5 Conflict for Em turning into evil Jormond

Talents

Name Rank Book & Page Description
Jump Up 1 F&D 146 (Ataru Striker) Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental.
Quick Draw 1 F&D 149 (Ataru Striker) Once per round, draw or holster a weapon or accessible item as an incidental.
Ataru Technique 1 F&D 139 (Ataru Striker) Force talent. When making a Lightsaber skill check, the character may use Agility instead of Brawn.
Conditioned 1 F&D 141 (Ataru Striker) This character removes [black] per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by 1 per rank of Coordination.
Dodge 1 F&D 142 (Ataru Striker) When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Parry 1 F&D 149 (Ataru Striker) 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), the character may take a Parry incidental. He suffers 3 strain and reduced the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is weilding a Lightsaber or Melee weapon.
Reflect 1 F&D 150 (Ataru Striker) 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), he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Hawk Bat Swoop 1 F&D 144 (Ataru Striker) Force Talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding [Force Die] no greater than Force rating to the pool. The character may spend a Force Point before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend Force Point to add Advantage to the check. If the character cannot move to engage the target, the attack automatically misses.
Saber Swarm 1 F&D 151 (Ataru Striker) Force Talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force Rating.
One with Nature 1 SS 31 (Hermit) When in the wilderness, the character may make a Simple Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter.
Animal Bond 1 F&D 138-139 (Hermit) Force talent. Through the Force, the character creates a bond with a single animal with which [they] are currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character's Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM's discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal's overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structure encounters, the character may spend one maneuver to direct [their] animal in perfoming one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM.
Menace 1 SS 31 (Hermit) Once per round on the character's turn, the character may spend a manuever to allow any suitably threatening creature linked through the Animal Bond Talent and of Silhouette 2 or greater to perform the Menace manuever when the creature is at short range with an enemy. The enemy gains [black] on his next Combat check against the character in the encounter. Enemy characters who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a creature can threaten an enemy, based on relative sizes and natures.
Survival of the Fittest 1 SS 31 (Hermit) Force Talent. Once per session, when making a single check, the character may treat his Force rating as being equal to his ranks in Survival.

Force Powers

Force Rating
1
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. (10xp)

The user may spend a Force Point to gain & a success/advantage (user’s choice) on the check.
Upgrade Effect
Control Take a Force Leap action. Make an Enhance power check. The user may spend a Force Point to jump horizontally to any location in short range. (10xp)
Power
Move
Description
The Force user can move small objects via the power of the Force. (10xp)

The user may spend a Force Point 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
Power
Misdirect
Description
The Force user creates illusions to fool those around him. (15xp)

The user may spend a Force Point to make a target at up to 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

Background

- Worked/trained with Antarian Rangers, thus has a good deal of respect for blasters and other tools as well as the force/lightsabers

- Discovered by a Wookiee Jedi Knight, Master Krrohr, and wants to incorporate splinter of the Origin Tree (or a feather from the Shyyyo bird) given to me by him into my lightsaber, setting up connections with the natural world and living force

Motivation

- Emotional Strength, Enthusiasm: The character is always ready to try
something new, and he approaches all of his tasks, even
mundane ones, with excitement. He’s not one to overthink
a situation, lest he miss a great new opportunity.

- Emotional Weakness, Recklessness: Of course, a little thought can go a long way towards saving someone from a major mistake, which
this character may find out to his sorrow on more than one
occasion. Reckless behavior can leave him in dangerous
situations or at the mercy of more calculating individuals.

Morality

- 76 Morality

Description

-Leezzmuush
-Talon Korr

Other Notes

Base: 120 XP
+ 10 XP from choosing to stay at neutral morality
- 20 XP CUN 1->2
- 30 XP CUN 2->3
- 40 XP AGI 3->4
- 10 XP Athletics 1->2
- 10 XP Survival 1->2
- 10 XP Lightsaber 1->2
- 5 XP Ranged (Heavy) 0->1
- 5 XP Perception 0->1
- 10 XP Knowledge (Xenology) 1->2

Ataru Specialist: 115 XP
- 5 XP Jump Up Talent
- 5 XP Quick Draw Talent
- 5 XP Conditioned Talent
- 10 XP Dodge Talent
- 10 XP Ataru Technique
- 15 XP Parry Talent
- 15 XP Reflect Talent
- 20 XP Hawk Bat Swoop Talent
- 25 XP Dedication: AGI 4->5
- 5 XP Saber Swarm Talent (cheaper from training with Talon)

Hermit: 60 XP
- 20 XP Hermit Specialization (second total, within Career)
- 5 XP One With Nature Talent
- 10 XP Animal Bond Talent
- 10 XP Menace Talent
- 15 XP Survival of the Fittest Talent

Force Powers: 30 XP
- 10 XP Enhance Force Ability (basic)
- 10 XP Enhance Control Upgrade (Force Jump)
- 10 XP Move Force Ability (basic)
- (free from Jared) Misdirect Force Ability (basic)

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