7th - Knight Gregor Lancaster by BadgersDontCare

Species
Human
Career
Jedi
Specializations
Padawan, Knight
System
Force and Destiny

9
Threshold 16
Current 0
Threshold 13
Current 0
Ranged 4
Melee 4

Placeholder Image

Characteristics

7
2
2
2
3
2

Skills

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

Attacks

Lightsaber (Yellow Ilum Crystal)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2
MKII EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 1
Damage
8
Critical
4
Exoglove
Range
Engaged
Skill
Brawl
Knockdown
Damage
8
Critical
4

10
460
2170
3 /18 (Base 11)

Weapons & Armor

--- Worn ---

Katarn-class Commando Armor :
Def 1 Soak 2 [R]6,500cr E1/4 HP0/3 R7
Oxygen Unit (+12hrs) Total 18hrs

Lightsaber (Yellow Ilum Crystal)
[R]9300cr*, E1, HP2/5, R10

Crafted Shield :
E1, Defensive 3, Deflection 3.

Exoglove : 2000cr, E2, R4
As an action, wearer may make an Average (2) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, may reel in the cord, pulling themselves to the object or (if the object is unsecured and lighter than they are, pulling it to them)

--- Not Worn ---

Conceiling Robe
Def 0, Soak 1, 150cr, E 1, HP 0, R 2
Add ■ to notice or recognize someone wearing these robes.

Crafted Shield :
E1, Defensive 1.

Personal Gear

Cybernetics :
Neural Recorder : 250cr E0 R8
Crafted Right Cyber-Arm : 5000cr E0 R5
+1 Brawn, Tools : Med, Mec, Skulduggery
Add ■ to determine the arm is Cyber.

Gear :
Scanner Goggles : 150cr, E0, R3
Military Belt Pouch : 10cr E0 R0
Jedi Utility Belt : [R]1000cr*, R8, (E+1)
3-day supply of food capsules
emergency medpac
Jedi multi-tool
slim glow rod
comlink
aquata breather

--- Requisitions ---
0/3x Stimpacks

--- Not requisitioned ---

2x MKII EMP Grenade

Assets & Resources

Hours : 117 / 168

CR Rewards :
CR 1 : 1/2
1x Exoglove (4)

**Lightsaber (Yellow Ilum Crystal)**
Dmg 6, Crit 2, Engaged, Breach 1, Sunder
!r gggggypp

**Exoglove**
!r ggpp

**Force Move**
Sil 0, Short (1 Str, 2 rng, +2 Target)
!r ffff

**Force Move Attack**
Sil 0, Short (1 Str, 2 rng, +2 Target)
Dmg = Sil x 10, 5 for Sil 0
!r ggyppffff

Critical Injuries & Conditions

Healed 2020-04-18 - (♦ ♦ ♦)
Crippled : Right arm crippled. (Severed)
Prosthetic provided by Command.

Healed 2020-05-05 - (♦ ♦)
Agonizing Wound

Healed 2020-05-06 - (♦)
Stinger

Healed 2020-05-10 - (♦ ♦ ♦)
Crippled: Left leg crippled. (Severed)
Prosthetic provided by Command.

Talents

Name Rank Book & Page Description
❌ Grit (Y) 0 F&D 144 Each rank of Grit increases a character’s strain threshold by 1
❌ Toughened (Y) 0 EotE 145 The character increases his wound threshold by two per rank of Toughened.
✔ Parry (Y) Incidental, OoT 1 F&D 149 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. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
❌ Improved Parry (N) Incidental, OoT 0 F&D 149 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 💔 or 💢💢💢 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 origi- , nal attack incapacitates the character.
✔ Reflect (Y) Incidental, OoT 1 F&D 150 💲Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), 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. Fie 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.
❌ Improved Reflect (N) Incidental, OoT 0 F&D 150 💲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 💔 or 💢💢💢 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.
✔ Dedication (Y) 2 EotE 134 1 : Brawn, 2 : Brawn
✔ Force Rating (Y) 3 F&D 143 💲Force talent. Each rank permanently increases the character’s Force rating by 1.
✔ Quick Draw (N) Incidental 1 F&D 149 Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
❌ Sense Danger (N) Incidental 0 F&D 151 💲Force talent. Once per game session, the character may remove ■ ■ from any one skill check.
✔ Well Rounded (N) 1 F&D 153 The character chooses any two skills. They permanently become career skills. *Deception, Knowledge (Warfare)*
✔ Valuable Fact (N) Action 1 F&D 153 Once per encounter, the character may take a Valuable Facts action, making an Average (♦ ♦) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add ❤ to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check.
❌ Learning Opportunity (N) 0 RotS 40 Once per round, the character may spend ♻♻♻ from a check they fail to upgrade the ability of their next check once.
✔ Adaptable (N) Incidental 1 RotS 37 💲Force talent. When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove 💔 from the check or to remove 💢 equal to their ranks in Cool from the check.
❌ Something to Prove (N) Incidental 0 RotS 42 Once per session the character may suffer 4 strain in order to reroll a failed check. If the check succeeds, the character heals 4 strain.
❌ Beginners's Luck (N) Incidental 0 RotS 37 💲Force talent. Once per session when the character makes a check , the character may add 💥 equal to the number of light side Destiny Points in the Destiny pool to the results.
❌ Temple Training (N) Incidental 0 RotS 43 💲Force talent. Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage no the attack equal to their ranks in Knowledge (Lore).
❌ Sincerest Flattery (N) Incidental 0 RotS 42 Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add □ □.
✔ Jump Up (N) Incidental 1 F&D 146 Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental.
✔ Researcher (Y) 2 F&D 150 The character removes ■ per rank of Researcher from his Knowledge checks. Researching takes 50% less time (this does not decrease with additional ranks of Researcher).
✔ Sense Emotions (N) 1 F&D 151 💲Force talent. The character adds □ to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
✔ Balance (N) Maneuver 1 F&D 139 💲Force talent. When the character recovers from strain at the end of each encounter, he may roll 🔘 no greater than his Force rating. He recovers additional strain equal to the ⚪/⚫ generated.
❌ Circle of Shelter (N) 0 F&D 140 💲Force talent. When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though he is not the target of the combat check).
❌ Side by Side (N) 0 RotS 42 💲Force talent. While the character is wielding a light saber and engaged with one or more allies also yielding a lightsaber, add 💢 to all combat checks that target that character or those allies. (If multiple allied characters in the engagement possess this talent , the effects are cumulative.)
✔ Will of the Force (N) Incidental 1 RotS 43 💲Force talent. Once per round after failing a skill check. The character may convert one dark Side Destiny Point to a light side Destiny Point.
❌ Guardian of the Republic (N) 0 RotS 39 💲Force talent. After the character uses Parry or Reflect, to reduce damage to an ally, that ally cannot be targeted by combat checks for the remainder of the round.
Conditioned 1
Uncanny Reactions 1

Force Powers

Force Rating
4
Power
Move (10xp)
Description
The Force user can move small objects via the power of the Force.

The user may spend ⚪/⚫ to move one object of Silhouette 0 that is within short range up to his maximum range. The default maximum range is Short range. (May not be activated multiple times.)
Upgrade Effect
Range (5xp) Spend ⚪/⚫ to increase power's range by a number of range bands equal to Range upgrades purchased.
Range (5xp) Spend ⚪/⚫ to increase power's range by a number of range bands equal to Range upgrades purchased.
Stength (10xp) Spend ⚪/⚫ to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Control (10xp) The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette. Sil 0 deals 5 damage.

The user makes a Force power check and rolls a Discipline ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough 3 to move the object.
Magnitude (5xp) Spend ⚪/⚫ to increase targets affected equal to Magnitude upgrades purchased.
Magnitude (5xp) Spend ⚪/⚫ to increase targets affected equal to Magnitude upgrades purchased.
Control (5xp) The Force user can pull objects out of secure mountings or out of an opponent's grasp.

Background

**Background : Jedi through and through**
```Gregor was born from a fringe planet and was taken before 3 years old to be raised at the Jedi Temple. Showing great abilities in both lightsaber combat, and Move powers, he was advancing quickly compared to his pair. The War gave Gregor an opportunity to stretches his legs and seeks the thrill he always craved for.```

Motivation

Missions History :
195xp Earned

Training Operation Jedi Hustle (2020-05-11) :
30xp, 15 Duty, 1000cr, 24 hrs, +4 Morality.
-40xp Sentinel - Sentry, -5xp Conditioned, -10xp Uncanny Reactions.

Operation Blood and Soil Part II (2020-05-10) :
35xp, 15 Duty, 1000cr, 24 hrs, +0 Morality.

Operation Guard the Flan (2020-05-06) :
20xp, 15 Duty, 1000cr, 24 hrs, +5 Morality.
-5xp Jump Up, -10xp Parry, -15xp Reflect.

Operation Contingency Strike (2020-05-05) :
35xp, 15 Duty, 1000cr, 24 hrs, +3 Morality.
-15xp Control, -10xp Magnitude.

Operation A Bridge Too Near (2020-04-19) :
20xp, 15 Duty, 1000cr, 24 hrs, +6 Morality.
-25xp Dedication, -5xp Range, -10xp Strength.

Operation Deaf as a Post (2020-04-19) :
20xp, 15 Duty, 1000cr, 24 hrs.

Operation Long Shadows (2020-04-18) :
35xp, 15 Duty, 1000cr, 24 hrs, +3 Morality.

Morality

Morality : 91 (!poly 1d10-3)
Duty : 105

**Motivation : Thrill**
```There are few actions more dangerous than taking on the forces of the CIS in a head-on battle. It requires incredible speed, intelligence, and courage to climb into the cockpit of an ARC-170 Starfighter or infiltrate a CIS base. Gregor seeks thrills and danger wherever he can find them, and he has joined the Republic to get a shot at taking on the most dangerous and well-trained fighting force in the galaxy.```

**Duty : Support**
```Individually, the lone agents of the Republic don't stand a chance against the combined might of the CIS. Only by working together can they hope to achieve a victory in this war. Gregor is devoted to helping fellow Republic's defenders fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping, Gregor has many more opportunities than his fellows to fulfill his Duty to the Republic.```

**Morality : **
```Emotional Strength : Bravery
The character's bravery is quite remarkable. Whether facing down a charging rancor or racing into a burning building to save innocents, he is always willing to take risks to help others.

Emotional Weakness : Recklessness
The character's zeal for protecting others often comes at the cost of protecting himself. The character sometimes neglects to consider
his own well-being as a priority, and suffers the consequences.```

Description

Shield crafted by "Impact" : -10cr, -1 hour. Standard shield. E1, Defensive 1.

Shield crafted by Cuvier : -10cr, -2 hours : E1, Defensive 3, Deflection 3.

Cyber-arm crafted by Cuvier : -5000cr, -48 hours : +1 Brawn, Tools - Med, Mec, Skulduggery, Add ■ to determine the arm is Cyber.

Other Notes

Jedi - Padawan (Base Spec) - (Talents : 90 / 265xp) - Coordination, Mechanics, Vigilance, Knowledge (Education)
□ □ ■ □ - (5xp) - Parry - Toughened - Quick Draw - Grit
□ □ ■ □ - (10xp) - Toughened - Reflect - Well Rounded - [Sense Danger]
□ □ ■ ■ - (30xp) - Parry - Learning Opportunity - Valuable Facts - Force Rating
□ □ □ ■ - (20xp) - Reflect - Grit - Something to Prove - Adaptable
□ □ □ ■ - (25xp) - Beginner's Luck - [Temple Training] - Sincerest Flattery - Dedication

Jedi - Knight (20xp) - (Talents : 140/245xp) - Cool, Leadership, Negotiation, Lightsaber
□ ■ ■ □ - (10xp) - Grit - Jump Up - Researcher - Grit
□ ■ ■ ■ - (30xp) - [Parry] - Parry - Sense Emotions - Researcher
□ ■ □ ■ - (30xp) - Improved Reflect - Reflect - Improved Parry - Balance
□ □ □ ■ - (20xp) - Circle of Shelter - [Side by Side] - Reflect - Will of the Force
□ □ ■ ■ - (50xp) - Guardian of the Republic - [Saber Throw] - Dedication - Force Rating

Sentinel - Sentry (40xp) - (Talents : 15/255xp) - Coordination, Stealth, Vigilance, Lightsaber
□ □ □ ■ - (05xp) - Toughened - Reflect - Grit - Conditioned
□ □ □ ■ - (10xp) - Uncanny Reactions - Grit - Reflect - Uncanny Reactions
□ □ □ □ - (00xp) - Sleight of Mind - Improved Saber Throw - Saber Throw - Impossible Fall
□ □ □ □ - (00xp) - Dodge - [Fear the Shadows] - Constant Vigilance - Sleight of Mind
□ □ □ □ - (00xp) - Force Rating - [Improved Reflect] - Dodge - Dedication

Jedi - Master (xp) - (Talents : 0/195xp) - Perception, Charm, Knowledge (Core Worlds), Knowledge (Education).
□ □ □ □ - (xp) - Confidence - [Nobody's Fool] - [Researcher] - Center of Being
□ □ □ □ - (xp) - Improved Confidence - [Improved Nobody's Fool] - Improved Researcher - Center of Being
□ □ □ □ - (xp) - Flows Through all Things - [The Force is my Ally] - Sum Djem - Improved Center of Being
□ □ □ □ - (xp) - Bound Together - [Powerful Ally] - Dedication - Forewarning
□ □ □ □ - (xp) - [Master of the Order] - [There is No Try] - Force Rating - Supreme Center of Being

#Starting XP
+340xp : Race (110xp), Duty (5xp), Knight (150xp), Reroll (75xp).
#Characteristics :
-60xp : 30xp Brawn, 30xp Willpower.
#Starting Skills :
Career : Jedi
Athletics, Cool, +1 Discipline, Piloting (Space), +1 Knowledge (Lore), +1 Lightsaber.
Spec.: Padawan
Coordination, Mechanics, +1 Vigilance, +1 Knowledge (Education)
Race : +1 Coercion, +1 Resilience.
#Path to Power :
-30xp
#Extra Specialization :
-20xp Jedi - Knight
#Talents :
-90xp : 5xp Quick Draw, 10xp Well Rounded (New Career Skills : Deception, Knowledge Warfare), 15xp Valuable Facts, 15xp Force Rating, 20xp Adaptable, 25xp Dedication.
-85xp : 5xp Researcher, 10xp Sense Emotions, 10xp Researcher, 15xp Balance, 20xp Will of the Force, 25xp Force Rating.
#Force Power :
-15xp : 10xp Move, 5xp Range.
#Total xp Spent :
-300xp

#Gear :
Starting Credits : 500cr Base, 9000cr Knight, 1000cr Duty(5)
-10400cr :
(3500cr) - Jedi Kit : Concealing Robe, One Lightsaber Hilt, Jedi Utility Belt

(6500cr) - Katarn-class Commando Armor :
Defense 1 | Soak 2 | Price [R] 6,500 | Enc 1/4 | HP 3 | Rarity 7
Features:
• Insulated Bodysuit: Add □□ to Resilience checks to resist environmental effects. Removes up to ■■ added to checks due to environmental effects.
• Vacuum Sealed: Allows user to ignore the effects of vacuum, toxic or poisonous atmospheric environments for up to 6 hours.
• Integrated Scanners: The user benefits from a General-Purpose Scanner and an Enhanced Optics Suite. Removes up to ■■ added to Perception, Vigilance and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision and adds □ to perception checks made to detect movement or hidden enemies.
• Communications Suite: The user benefits from a 3-MAL Secure Comlink. This comlink transmits up to medium range on the planetary scale. Encryption adds ■ to any check made to intercept and unscramble the signal. Monitoring a standard clear frequency on civilized worlds can add □□ to Knowledge checks related to current events or conditions at the GM's discretion
• Modular Backpack: Increases the users encumbrance threshold by 6. The user benefits from a Modular Backpack Frame with one unit of the user’s choice* (Oxygen Unit).
Can hold one additional unit beyond the first.

Scanner Goggles : 150cr, E0, R3 - AoR 191
Scanner goggles are a lighter, wearable version of electrobinoculars equipped with a more limited set of optical enhancements. Produced in a variety of styles, scanner goggles typically feature passive light amplification and thermal imaging, along with polarized lenses and a number of filters for different lighting situations. They are usually issued to Rebel commandos or infiltrators, as they grant many of the benefits of electrobinoculars while leaving the hands free. When worn, scanner goggles allow the wearer to see normally in dark conditions.

Neural Recorder : 250cr E0 R8
This implant allows for sensory input to be stored as data for later recall. This information is as accurate as any other recording device, save for the limitations of certain biological systems. It records when the user consciously chooses to, but often this becomes second nature.
Make Easy (1 difficulty) Discipline check to recall any information experienced while the recorder was running. Data contained in the recorder may be transferred to an external storage device.

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