Dizis Ondilty by SlightPlague

Species
Arkanian
Career
Guardian
Specializations
Soresu Defender, Sage
System
Age of Rebellion

6
Threshold 12
Current 0
Threshold 16
Current 0
Ranged 4
Melee 4

Placeholder Image

Characteristics

2
2
4
2
3
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) X 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 4
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 2 1 Upgrade, 1 Success, 1 Advantage
Negotiation (Pr) 0
Perception (Cun) 0 +1 Skill
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1 +1 Skill
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Int) X 2 3 Boost, 1 Success, 1 Advantage
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightfoil
Range
Engaged
Skill
Lightsaber
Accurate 3, Breach 1, Stun 6, Sunder, Superior, Vicious 2
Damage
10
Critical
1

0
575
3725
9

Weapons & Armor

Lightfoil
Dmg: 6
Crit: 2
Encumbrance: 1
Range: Engaged
Hard Points: 7
Crafted: 2 Integral Attachments (Superior & Thisspiasian Stabilizing Coil), Exceptional Performance (+1 Boost), Crossguard, Personalized Design, Customizable, Energy Bleed x3(Stun +2), Reverse Engineered.
Qualities:Accurate 1, Breach 1, Sunder
Special: -1 Damage
Crystal Mods: 4 Dmg +1 Mods, 1 Decrease the weapons critical rating by 1 to a minimum of 1, 2 Item Quality Vicious +1 Mods.
Attachments:
^Superior 1 HP
^Thesspiasian Stabilizing Coil 1 HP When making an attack, Remove 1 Setback.
^Custom Grip 1 HP Remove 1 Setback from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds 2 Setback to all combat checks made using it (1 Weapon Quality Accurate +1 Mod).
^Cyclic Crystal Array 2 HP: Install a second crystal for no hardpoint cost, as a maneuver, may switch active crystal.
^ Solari Crystal
^^ Damage +7, Critical Rating +2, Breach +1, Defensive +1, Sunder Quality. Reduce strain taken when using the Reflect incidental by 1.

Combat Robes 1
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 9
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior 1 HP
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)
^Portable Plasma Shield 2 HP; The small plasma-shield generator attaches to the armor's forearm armor and can be activated and deactivated as an incidental. When the shield is active, the user cannot be wield a two-handed weapon. The plasma shield cannot be used to attack but grants the Defensive 1 item quality. (2 Item Quality Defensive +1 mods, 3 Item Quality Deflection +1 mods)

Custom Robes 2
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)

Custom Robes 3
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)

Custom Robes 4
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)

Custom Robes 5
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)

Personal Gear

Jedi Utility Belt +1 E.
^Contains 3 days of food, an emergency medpac, Jedi multi-tool, glow rod, comlink and aquata breather.

MedPac 2 E.
^Allows the character to use the Medicine skill without penalty and in addition grants 1 Boost to all Medicine skill checks.

Medicine Specialist Tool 1 E.
^Auto Success to Medicine checks. Supreme Craftsmanship upgrade Medicine Check. Safety Feature auto advantage to Medicine check. Compact add 1 Setback to checks to find tool on character.

Antishock Blanket 2 E.
^When a character uses an antishock blanket to help heal a Critical Injury, the character may reduce the difficulty of the medicine check made to heal the injury by one, to a minimum of Easy.

Stimpack 0 E. x20

Spray Plasto-Cast 1 E.
A character can make an Easy Medicine check to apply a spray plasto-cast to a limb that has been crippled or disabled due to a Critical Injury. If successful, the Critical Injury heals automatically after one week of narrative time.

Protective Amulet 0 E.
^While active, this talisman allows the user to ignore environmental effects such as fire, acid, and corrosive atmospheres. They always act as if in a standard gravity field and may breathe normally even underwater and in a vacuum. Weapons with the Burn quality do not count as having that quality when used as part of an attack against the user. (Empowered by Evil Suffer 2 conflict when using talisman, Hidden Purpose Add Setback to any checks made to determine the Talisman's true function)

Ashla Staff 4 E.
^While wielding this staff, a character may spend 3 strain to add 1 light force result to the results of a force power check.

Thermal Cloak 2 E.
^This item allows an individual to remove 2 setback dice from checks about handling the cold or the heat of a hostile environment.

Assets & Resources

Armored Robes - 4500 cr (R)

Critical Injuries & Conditions

Crafting Hours: 91

CR 1: Expanded-Capacity Holds
CR 1: LAAT/i
CR2: LAAT/i
CR2: Ion Turbine Engines

Talents

Name Rank Book & Page Description
Dark Vision 1 DoH 17 When making skill checks, Arcanians remove up to 2 Setbacks due to darkness.
Kill With Kindness 1 FaD 71 Remove 1 Setback per rank of Kill with Kindness from all Charm and Leadership checks.
Researcher 1 FaD 71 Remove 1 Setback per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Smooth Talker 1 FaD 71 When first acquired, choose 1 skill Charm, Coersion, Deception, or Negotiation. When making checks with that skill, spend Triumph to gain additional Successes equal to ranks in Smooth Talker.
Grit 1 FaD 71 Gain +1 strain threshold.
Force Rating 1 FaD 71 Gain +1 Force rating.
Parry 2 FaD 77 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Soresu Technique 1 FaD 77 When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Preemptive Avoidance 1 FaD 71 May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental.

Force Powers

Force Rating
3
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (light side Force users only): Spend Pip to heal a number of wounds equal to Intellect from an engaged living creature (including user). This cannot be activated more than once.

Harm: Spend Pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Magnitude (3 Ranks) Spend 2 Pips to affect 1 additional target within range per rank of Magnitude purchased
Strength Heal: Spend 1 Pip to increase wounds healed by 1 per rank of Strength upgrades purchased.

Harm: Spend 1 Pip to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Control Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine.
Range (2 Ranks) Spend Pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Mastery Heal: Once per session, spend 4 Pips to restore 1 target who died after the end of user's last turn to light.

Harm: Once per session when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Power
Endure
Description
When the character suffers a Critical Injury with a severity no greater than EASY, the character may activate Endure as an out-of-turn incidental and commit 1 Force Die to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while 1 Force Die remains committed. When this effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Upgrade Effect
Magnitude The character can use Endure to affect allies at short range. The ongoing effect ends if the distance between the characters increases beyond short for any reason.
Strength (2 Ranks) Increase the severity of Critical Injury that can be affected by one per strength upgrades purchased.
Control The character can commit one additional Force Die to temporarily ignore one additional Critical Injury per Control upgrades purchased.
Range The character can use Endure to affect allies within medium range. The ongoing effect ends if the distance between the characters increases beyond medium for any reason.
Power
Enhance
Description
When making an Athletic check, the Force user may roll an Enhance power check as part of the pool.
The user may spend Pip to gain Success or Advantage (User's choice) on the check.
Upgrade Effect
Control The user can perform a Force Leap as a maneuver instead of an action.
Control Take a Force leap action: Make an Enhance power check. The user may spend Pip to jump horizontally to any location in short range.
Range Spend Pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend Pips to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend Pips to gain Success on the check.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the force.
The user may spent Pips to ignore the effects of darkness or blindness and see normally at up to medium range for the remander of the round. This allows the user to view everything most sentient's could be able to see on a well lit day.
Upgrade Effect
Control Spend Pips to make out details on a single object within medium range.
Control When making a Vigilence or Perception check, make a Farsight power check as part of the pool and spend Pips to gain Successes or Advantages on the check.

Background

Growing up as all jedi do Dizis was stuck in the Jedi academy for the majority of her life. When the Clone Wars kicked off she knew there would be wounded troops that would need medics, with this knowledge she learned ways to block or redirect incoming fire. She also trained herself to treat wounded of the field of battle without the use of the force. Now that she has been assigned to the 7th System she looks forward to proving her skills and hard work in battle.

Motivation

Duties

Duty: 200

**Duty: Ground Superiority**
The force can be used in many ways, the only true limit is the imagination of the wielder. Dizis has learned to use the force to prevent those she fights with from getting hurt allowing them to clear the field of all enemy combatants.

**Motivation: Life**
Dizis uses her skills and the force to keep the innocent safe and in good health. Whether its a wound from a blaster bolt or a breakout of a new disease, Dizis will run herself ragged to prevent unneeded loss of life.

Morality 100
Light pip
+2 strain threshold

**Strength: Mercy**
All creatures deserve a second chance so that they might learn from their mistakes. The character is willing to lay down her weapon and offer that chance to former enemies who seek peace and enlightenment.
**Weakness: Naivete**
The character only sees the good in all beings and can easily be influenced by a cunning foe. This can lead to bitterness, betrayal, and terrible consequences for a seemingly noble act

Description

.Species xp 100 10 duty 9000 credits
40 xp for Intellect
30 xp for Willpower
30 xp for Short path to power
10 duty exchanged for 2500 credits
3500 credits for jedi kit w/ lightfoil
4500 credits for Armored Robes
2500 credits for Portable Plasma Shield
1000 credits modding Potable Plasma Shield and Illum Crystal

15 xp for Heal/Harm
15 xp for Range upgrade (Heal/Harm)
20 xp for Range upgrade (Heal/Harm)
20 xp for Control upgrade (Heal/Harm)
5 xp for Magnitude
5 xp for Magnitude
10 xp for Magnitude
15 xp for Strength
20 xp for Mastery

10 xp on Endure
5 xp on Strength upgrade (Endure)
5 xp on Control upgrade (Endure)
10 xp on Strength upgrade (Endure)
10 xp on Magnitude (Endure)
10 xp on Range (Endure)

10 xp on Enhance
10 xp on Control upgrade (Enhance)
10 xp on Control upgrade (Enhance)
10 xp on Range upgrade (Enhance)
10 xp on Control upgrade (Enhance)

10 xp on Foresee
10 xp on Control upgrade

5 xp Farsight
5 xp Control
5 xp Control

Soresu Defender (Starting)
5 xp Parry
5 xp Parry
10 xp Soresu Technique

30 xp on Sage
5 xp Kill with Kindness
10 xp Researcher
15 xp Smooth Talker
20 xp Grit
20 xp Force Rating
20 xp Preemptive Avoidance

10 xp Discipline Rank 2
15 xp Discipline Rank 3
20 xp Discipline Rank 4
15 xp Medicine Rank 2
10 xp Lightsaber Rank 2

Other Notes

Mission Log
https://docs.google.com/spreadsheets/d/1LEIxKpVqgJMYoVo34z_vsCV1zbCAepKpWQfw4HFzYRg/edit#gid=1680325692

Return to Top