Sage Westend by AnotherIsh

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

4
Threshold 13
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
2
2
2
2
4

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, One-Handed
Damage
6
Critical
1
Hold-Out Blaster
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
+1
Critical
4

0
270
40
4

Weapons & Armor

Brass Knuckles 25 Cr
Heavy Clothing 50 Cr
Hold Out Blaster 200 Cr
Lightsaber 9400 Cr
+ Standard Hilt; Ilum Crystal w/ Decrease Critical Mod 1

Personal Gear

Comlink (Handheld) 25 Cr
Stimpack (x2) 50 Cr
Military Belt Pouch 10 Cr

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry FaD 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.
Quick Draw FaD 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.
Grit FaD Each rank of Grit increases a character’s strain threshold by 1
Well Rounded FaD The character chooses any two skills (Skulduggery, Streetwise). They permanently become career skills.
Reflect FaD Force Talent. When the character suffers a hit from a Ranged (Light), Ranged (Hleavy), 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. 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.
Sense Danger FaD Force talent. Once per game session, the character may remove ■ ■ from any one skill check.
Grit FaD Each rank of Grit increases a character’s strain threshold by 1
Up the Ante FC When the character wins at gambling, he earns 10% more credits per rank of Up the Ante.
Second Chances FC Once per encounter, after the character has rolled a skill check (but before resolving the result), he chooses a number of positive dice from his dice pool up to the number of his ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any Force Dice.

Force Powers

Force Rating
2
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend Force Points to gain [Success] or [Advantage] (user’s choice) on the check.
Upgrade Effect
Power
Sense
Description
The Force user can sense the Force interacting with the world around him. The user may spend Force Points to sense all living things within short range (including sentient and non-sentient beings). The user may spend Force Points to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect

Background

Sage Westend was often described as "problematic" during her younger years, a stubborn independent streak three parsecs wide and an self-confidence to match. You can take the youngling out of Corellia, but you cannot take the Corellia out of the youngling. Sage was possessed of a lot of raw natural strength in the Force, but it was unfocused and she had difficulty with the more esoteric parts of her training. Nevertheless, Sage progressed in her training through sheer stubborn effort and was well-liked by her peers and her instructors.

Jedi Master Costi Kyan, a respected if aloof Jedi Sentinel, took her under his wing and made her his Padawan. Master Kyan was a Sentinel, who operated in the seedier corners of the galaxy. Ferreting out threats to the Jedi Order and the Republic in places that more respectable Jedi couldn't operate openly. Sage accompanied her master to the shadows of Nar Shadda to the glittering brightness of Cantonica.

With the outbreak of the war, Master Kyan was sent off of a mission of great importance... and one too dangerous to bring his padawan with him. Sage was left behind at the Jedi Temple, to await her master's return and study in self-guided meditation. She lasted about three whole days. She found her way out of the temple, down to the entertainment district, and found herself a card game.

Motivation

Become a Jedi Knight: Despite her front, Sage truly wants nothing more than to become a Jedi Knight, though she may not be sure how to do so.

Morality

Morality (50)
Strength (Independence): Sage believes in self-reliance above all things. She does not expect others to do any favors for her; instead, she works hard to ensure she can handle any situation she encounters. Sage hates to be a burden on others.

Weakness (Fear): Careful planning is one thing, paranoid over-thinking a situation is another. Sometimes Sage spends so much time worried about a potential problem that she fails to react to the situation at all. At other times, her caution causes her to flee when danger presents itself, through bolder action might reap real rewards.

Description

Snarky, a little cynical, but still (mostly) faithful to the Jedi Code. Sage is a little paranoid about what might have become of her missing master.

Age: 15
Height: 1.6 m
Weight: 52 kg
Hair: Brown
Eyes: Green

Other Notes

Duty (0)
Counter-Intelligence: As a Sentinel-in-Training, Sage knows that the survival of the Republic depends upon its ability to maintain its unity and not let key member worlds be swayed to the Separatist cause and not let the overwhelming military size of the Separatists's droid armies over maneuver the small GAR. To this end. Sage wants to hunt down and eliminate enemy agents and threats, feed false information to Separatist intelligence networks, and cover the movements of all GAR assets from observation and reporting.

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