Hal Drayson by HarrisonJ04

Species
Human
Career
Guardian
Specializations
Soresu Defender/Protector
System
Force and Destiny

4
Threshold 19
Current 0
Threshold 17
Current 0
Ranged 0
Melee 0

Characteristics

3
3
4
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 2
Athletics (Br) X 2
Charm (Pr) 2
Coercion (Will) 1
Computers (Int) 2
Cool (Pr) X 2
Coordination (Ag) 2
Deception (Cun) 0
Discipline (Will) X 4
Leadership (Pr) 2
Mechanics (Int) 2
Medicine (Int) X 2
Negotiation (Pr) 2
Perception (Cun) 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 3
Resilience (Br) X 3
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 3
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Int) X 4
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) X 2
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
8
Critical
1

305
1620
450

Weapons & Armor

Heavy Clothing

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry x4 Suffer 3 strain to reduce damage from a melee attack by 6
Toughened x3 Increase Wound Threshold by 2
Defensive Stance x2 As a maneuver, suffer 2 strain to increase difficulty of next melee attack targetting you by 2.
Soresu Technique You can make Lightsaber checks using Intellect instead of Brawn.
Reflect x4 Suffer 3 strain to reduce damage from a ranged attack by 6
Grit x2 Increase Strain Threshold by 1
Improved Parry When parrying a melee attack that generated despair or three threat can make counter attack.
Defensive Circle As an action, make a Hard Lightsaber (Intellect) check. Hal, plus one ally within short range per success gains X defense until the beginning of next turn; X equals 1, plus 1 per two advantage.
Improved Reflect When reflecting a ranged attack that generated despair or three threat can redirect shot to another target within medium range.
Dedication Increase a Characteristic by 1.
Body Guard As a maneuver, suffer 1 strain to increase the difficulty of attacks made against an engaged ally by 1.
Physician When making a medicine check to heal wounds, target additionally heals one rank of strain per rank.
Stimpack Specialization When using stimpacks they heal one additional wound per rank.
Circle of Shelter When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Force Protection As a maneuver, suffer 1 strain and commit a Force. Increase soak by 1. You suffer 1 strain every round Force die is committed.
Force Rating Increase Force Rating by 1.
Center of Being As a maneuver, increase the critical ratings of attacks targetting you by one.

Force Powers

Force Rating
2
Power
Bind
Description
The user may spend a force point to immobilize a target within short range until the end of the user’s next turn. If the user used any dark side points to generate force points, the target also suffers 1 wound per force point spent on the check (ignoring soak).
Upgrade Effect
Control Spend force point whenever a target affected by Bind takes an action, that target suffers strain equal to Willpower.
Power
Enhance
Description
When making athletics checks may add Force Die equal to Force Rating. Force Points can count as successes or Advantages.
Upgrade Effect
Control Can enhance Coordination Skill
Control Can enhance Resilience Skill
Control Can perform Force Leap as a maneuver.
Control Can enhance Piloting (Planetary) Skill
Control Can enhance Brawl Skill
Control Can enhance Piloting (Space) Skill
Control Can commit Force die to increase Brawn Characteristic
Control Can commit Force Die to increase Agility Characteristic
Control Force Leap Action: Can spend Force Point to leap horizontally to any location in short range.
Control Force Leap Action: Can spend Force Point to leap vertically to any location in short range.
Range Spend a Force Point to increase leap range by 1
Power
Foresee
Description
Can Spend a Force Point to get vague hints at what the future holds. (up to one day in future)
Upgrade Effect
Control When making a check for initiative can roll Force die and add force points rolled as successes on check.
Control Increase Melee and Ranged Defense by 2 for first round of combat
Strength (x2) Spend a force point to pick out 2 specific details from vision. (Can spent more than one force point)
Duration (x2) Spend a force point to increase scope of vision by 2 days. (Can spent more than one force point)
Power
Heal/Harm
Description
Heal: Spend a force point to 4 wounds from an engaged living creature (can be self)
Harm: Spend a force point to inflict 4 wounds on an engaged living creature (ignoring soak)
Upgrade Effect
Control Heal: If no dark side points spent target heals equal number of strain/Harm: If dark side points spent deal strain damage equal to wounds.
Power
Influence
Description
Spend a force point to inflict 1 strain on a living target. (can be activated more than once.
Upgrade Effect
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check If the user spends a force point and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for l round or 5 minutes.
Range Spend a force point to increase range by one band (can be activated more than once.)
Control Add force die to Coercion, Charm, Deception, Leadership and Negotiation checks. Force points can count as success or advantage.
Strength You deal 2 strain per force point.
Power
Misdirect
Description
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
Power
Move
Description
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
Strength (x2) Spend a force point to increase silhouette by 2 (can be activated more than once)
Magnitude (x2) Spend a force point to move up to 2 additional objects (can be activated more than once)
Range (x2) Spend a force point to increase range of the power by 2 bands (can be activated more than once)
Control 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.
Control Can pull objects from secure mountings.
Power
Seek
Description
The user may spend 2 force points to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend a force point and succeed at an Average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Control Ongoing effect: Commit a Force Die, Upgrade the ability of Vigilance and Perception checks once.
Power
Sense
Description
The user may spend a force point to sense all living things within short range (including sentient and non-sentient beings).
The user may spend a force point to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Spend a force point, The Force user senses the current thoughts of an engaged living target
Range Spend a force point to increase range of this power by 1 band (can be activated more than once)
Control Commit a Force Die: Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration Sense’s ongoing effects may be triggered one additional time per round
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control Commit a Force Die: Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.

Background

Motivation

Morality

Description

Other Notes

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