Ray Tuftmor by PsychoPiggy

Species
Human
Career
Sentinel
Specializations
Artisan, Padawan*, Knight*, Soresu Defender, Squadron Leader, Gadgeteer
System
Force and Destiny

5
Threshold 16
Current 0
Threshold 18
Current 0
Ranged 1
Melee 2

Placeholder Image

Characteristics

2
3
6
2
2
2

Skills

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

Attacks

Ray's Lightsaber MK.IV (Ilum)
Range
Engaged
Skill
Lightsaber
Linked 1, Unwieldly 3, Breach 1, Sunder, Vicious 1, Concussive 1, Superior, Tinkerer, Jury Rigged
Damage
9
Critical
1
Ray's Lightsaber MK.IV (Dantari)
Range
Engaged
Skill
Lightsaber
Linked 1, Unwieldly 3, Breach 1, Sunder, Superior, Tinkerer, Jury Rigged
Damage
9
Critical
1
Ray's Lightsaber MK.IV (Varpeline)
Range
Engaged
Skill
Lightsaber
Linked 1, Unwieldly 3, Breach 1, Sunder, Vicious 1, Superior, Tinkerer, Jury Rigged
Damage
9
Critical
2
Ray's Lightsaber MK.IV (Pistol Hilts)
Range
Short
Skill
Ranged: Light
Stun Setting, Superior, Tinkerer, Jury Rigged
Damage
7
Critical
2
Grapnel-Harpoon Launcher
Range
Medium
Skill
Ranged: Light
Ensnare 3
Damage
3
Critical
5

0
830
0
5/16

Weapons & Armor

Brass Knuckles (On BS-9K)

Heavy Clothing (On BS-9K)

Ray's Lightsaber MK.IV

Grapnel-Harpoon Launcher

Segmented Armor

Concealing Robes (on BS-9K)

Armored Clothing (on BS-9K)

Personal Gear

Holo-Messenger

Backpack

Datapad (On BS-9K)

Utility Belt x2

Dual-Phase Saber Mod x2 (On BS-9K)

Load Bearing Gear

Stimpack

Comlink (Simple) (On BS-9K)

Electrobinos

Hilt Masking Kit (+1 Auto-Failure to Identify Mod)

Binders

Restraining Bolt

Emergency Medpac

Biofeedback System Attachment

Assets & Resources

Kyber Collection:

Ilum Crystal (Yellow)
Ilum Crystal (Yellow)
Varpeline Crystal (Gold)
Dantari Crystal (Pink)
Tython Crystal (Yellow/Green)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Mental Tools 1 Force and Destiny, P.93 Always count as having the right tools for the job when performing Mechanics checks.
Defensive Stance 3 Force and Destiny, P.77, Edge of The Empire, P.60 Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance.
Parry 3 Force and Destiny, P.77 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Soresu Technique 1 Force and Destiny, P.77 When making checks using the Lightsaber skills, the character may use Intellect instead of Brawn.
Grit 2 Age of Rebellion, P.74 Gain +1 strain threshold.
Let's Ride 1 Age of Rebellion, P.74 Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
Defensive Driving 1 Age of Rebellion, P.74 Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving.
Intimidating 1 Edge of The Empire, P.60 May suffer a number of strain to downgrade difficulty of Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Toughened 2 Edge of The Empire, P.60 Gain +2 wound threshold.
Jury Rigged 1 Edge of The Empire, P.60 Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Reflect 3 Force and Destiny, P.77 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect.
Fine Tuning 1 Force and Destiny, P.93 Whenever the character repairs system strain on a starship or vehicle, they repair one additional system strain per rank of Fine Tuning.
Solid Repairs 2 Force and Destiny, P.93 When repairing hull trauma on a starship or vehicle, repair one additional hull trauma per rank of Solid Repairs.
Armor Master 1 Edge of The Empire, P.60 When wearing armor, increase total soak value by 1.
Tinkerer 1 Edge of The Empire, P.60 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Deadly Accuracy (Lightsaber) 1 Edge of The Empire, P.60 When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made with that skill.
Dedication (Intellect) 2 Edge of The Empire, P.60 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Improved Parry 1 Force and Destiny, P.77 When parrying a hit that generated either a Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee Weapon (Dealing base damage) after original attack resolves.
Defensive Circle 1 Force and Destiny, P.77 May take the Defensive Circle action, making a Hard (♢♢♢) Lightsaber (Intellect) check. The character, plus one ally within short range per success, gains X defense until the beginning of your next turn. X equals 1, plus one for every two Advantage.
Supreme Parry 1 Force and Destiny, P.77 If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.
Inventor 1 Force and Destiny, P.93 When constructing new items or modifying attachments, add ◻ or remove ◼ per rank of Inventor.
Rapid Recovery 1 Biofeedback System When the character recovers strain after an encounter has concluded, [they] recover one additional strain per rank in Rapid Recovery.
Improved Reflect 1 Force and Destiny, P.77 When reflecting a hit that generated at least 3 Threat or 1 Despair, may hit one target in medium range with the same damage as the initial hit after this attack resolves.
Quick Draw 1 Rise of the Separatists, P.27 Once per round, draw or holster a weapon or accessible item as an incidental.

Force Powers

Force Rating
2
Power
Move
Description
The force user can move small objects via the power of the Force.

Upgrade Effect
Magnitude (1) Spend ◑ to increase targets affected equal to Magnitude upgrades purchased.
Range (1) Spend ◑ to increase the power's range by a number of range bands equal to Range upgrades purchased.
Basic 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.
Strength (1) Spend ◑ to increase the silhouette able to be targeted equal to Strength-up upgrades purchased.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Upgrade Effect
Strength Heal: Spend ◑ to increase wounds healed by 1 per rank of Strength upgrades purchased.

Harm: Spend ◑ to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Basic Heal (Light side Force user only): Spend ◑ to heal a number of wounds equal to intellect from an engaged living creature (including user).

Harm: Spend ◑ to inflict a number of wounds equal to Intellect (Ignoring soak) on an engaged living target. The user gains 1 conflict.
Control Heal: If no ● generated ◑, target heals strain equal to wounds healed.

Harm: If any ● were used to generate ◑, user heals strain equal to wounds inflicted.
Control Heal: Spend ◑ to remove one status effect from the target.

Harm: The User may spend ◑ to heal wounds equal to wounds inflicted on target. Healed character gains 1 conflict.
Power
Influence
Description
The Force user may attempt to guide, shape, and even twist the thoughts and feelings of others.
Upgrade Effect
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends ◑ and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for one round or five minutes.
Basic Special Rule (○/● use): When guiding and shaping thoughts, only ◑ generated from ● may be used to generate negative emotions such as rage, fear, and hatred. Only ◑ generated from ○ may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions, such as confusion, can be generated from ◑ generated from either ○ or ●.

The Force user may spend ◑ to stress the mind of one target he is engaged with, inflicting 1 strain.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
Upgrade Effect
Basic The user may spend ◑ to sense all living things within short range (Including sentient and non-sentient beings).

The user may spend ◑ to sense the current emotional state of one living target with whom he is engaged.
Power
Enhance
Description
This force power allows the user to fill their body with the power of the living force in order to make super-natural leaps and movements.
Upgrade Effect
Basic When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend ◑ to gain Successes or Advantage (User's choice) on the check.
Power
Suppress
Description
By feeling the flow of the Force and the seizing hostile currents in a mental grip, a Force sensitive can directly grapple with supernatural attacks, preventing harm and shielding allies from their strikes.
Upgrade Effect
Basic The Force User can dampen the effect of Incoming Force Powers, dramatically diminishing their effects on themselves and their allies.

The user may spend ◑ to add an automatic failure to Force Power checks made against him or any allies until the end of his next turn.

Background

Date of Birth: 14th of Selona, 65 BBY

Ray Tuftmor was raised as a Jedi for as long as he could remember. During his class' Gathering on Ilum, he was the only youngling to receive a yellow kyber crystal. Following the path of the Sentinel, he was trained under the wing of Jedi Master Khal Bodrian, eventually graduating to the rank of Jedi Knight. After this, he was assigned to Mandalore as a Watchman, and lived a relatively quiet life until an incident with a Dark Jedi. During the duel, the woman's taunting and impending victory made Ray desperate. In that moment, he fully embraced the dark side in order to defeat her. Submitting himself to the judgement of the council, he was exiled to Mandalore to continue his assignment, while also being told that he must find the light again. To avoid putting his friends at risk, Ray cut himself off from the force, only for it to return to him a week before the Rojas incident.

Motivation

As a Jedi Knight, Ray wants to ensure nothing happens on Mandalore without his knowledge. His primary allegiance is to the Jedi Council, who assigned him to Mandalore in the first place. However, given that Watchman are largely given free reign over how they monitor their system, he has joined Blue Hawk, a bounty hunting company, to both make extra credits and bring criminals to justice.

The last few weeks have reminded Ray of why he became a Jedi in the first place, to protect those who cannot protect themselves from the evils of the galaxy.

Morality

Alternative Alignment: Good - Dark
Effect: Enemies gain an additional setback die when attacking allies that are within short range of you. Once per session, you may flip a Destiny Point to intercept damage for an ally after their soak has been calculated.

07/2022 - A Jedi Knight serving the Galactic Republic, Ray believes in the Jedi Order's values of peace, knowledge, discipline, control, and detachment.

He is a very benevolent man, helping others whenever he can. He also, however, will not hesitate to bring wrongdoers to justice. This was his motivation for joining Blue Hawk after his near-death duel with the Dark Jedi.

Despite this, he is fully aware that he is vulnerable to the dark side of the force, and is trying to keep himself in check.

11/19/23 - Self doubt has begun to creep in. From fighting off his feelings for a certain white-haired bounty hunter, to living every moment in fear of the darkness within him, confusion fills his mind.

5/20/25 - Confusion is slowly starting to leave, in its place, a melancholic despair now resides. After failing to protect the people he has sworn to, dark thoughts and anxiety run rampant. Nevertheless, he continues to question whether or not his old power should be reclaimed. On one hand, what would happen if he becomes as strong as he once was? On the other, what will happen if he doesn't?

06/19/25 - Despair has left, now replaced by a steeled resolve after successfully healing Hulel's bled kyber crystal. Facing the darkness within himself head on and coming out the other side, he now knows that he is strong enough to resist whatever will call him if he repairs his connection to the Force. And so, he will.

Description

See HeroForge.

Other Notes

Armor Notes:
Segmented Armor (1/4 Hard Points)
2 Melee Defense
1 Ranged Defense
2 Soak

Crafting Bonuses:
Extra Melee Defense: Add +1 melee defense to the armor (this can only be selected once).

Attachments:
Amphibious Modification, (x2 +2 Hours of Life Support Mods - Total 9 hours of life support)
Biofeedback System (+1 rank of Rapid Recovery Talent)
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MK.IV Lightsaber (0/6 Hard Points)

Hilt Type: Double-Bladed Lightsaber

Crafting Bonuses:
Customizable: Increase the lightsaber's Hard Points by 1 (this can only be selected once).
Fine-Tuned Emitter: Add an automatic advantage result to combat checks made with this lightsaber (this can only be selected once).

Jury Rigged: -1 Crit Rating

Attachments:
Crystal Array (+1 Crystal Mod)
Superior Hilt (+1 Damage, +1 Advantage on Rolls)
Pistol Hilt (+1 Double-Bladed lightsaber can be split into one lightsaber and one pistol; Lightsaber loses Unwieldy and Linked when separated in this fashion Mod)
Overcharged Power Cell

Crystal(s):
Crystal 1 - Ilum Crystal (Yellow) - (+2 Damage Mods), (+1 Vicious Mod), (Concussive 1 - Special Bond)
Crystal 2 - Varpeline Crystal (Gold) - (No Mods)
Crystal 3 - Dantari Crystal (Pink) - (+1 Damage Mod)

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