Fariborz Jinglerun (Brad) by FiveThings

Species
Zabrak
Career
Consular
Specializations
Niman Disciple
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
3
3
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 1
Vigilance (Will) 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 5
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber (Krayt Dragon Pearl) (E1)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 1
Damage
9
Critical
1
Blaster Rifle (E4)
Range
Long
Skill
Ranged: Heavy
Stun setting
Damage
9
Critical
3

0
120
175
6/7

Weapons & Armor

Heavy Clothes (Soak 1, already included, E0 when worn)

Blaster Rifle (E4)

Lightsaber (E1)

1 Stun Grenade (E1)

Personal Gear

Comlink (E0)
2 Stimpacks (E0)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Fearsome Countenance 1 Zabrak Zabrak add 1 automatic advantage to all Cocercion checks they make.
Reflect 3 Niman Disciple When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Nobody's Fool 1 Niman Disciple May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Grit 1 Niman Disciple Gain +1 strain threshold (included).
Niman Technique 1 Niman Disciple When making a lightsaber skill check, the character may use Willpower instead of Brawn.
Defensive Training 2 Niman Disciple When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Sense Emotions 1 Niman Disciple Add a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Parry 3 Niman Disciple When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 1 Niman Disciple Gain +2 wound threshold (included).
Sun Djem 1 Niman Disciple May spend Triumph or 2 Advantage on successful Lightsaber check to disarm opponent.
Dedication 1 Niman Disciple Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Will)
Center of Being 1 Niman Disciple Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Improved Center of Being 1 Niman Disciple Suffer 1 strain to perform Center of Being maneuver as an incidental.
Force Rating 1 Niman Disciple Gain +1 Force Rating.
Draw Closer 1 Niman Disciple Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding FD no greater than Force Rating to check. Spend FP to move target one range band closer or to add to check.
Force Assault 1 Niman Disciple Spend 1 triumph or on 3 advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as a maneuver.

Force Powers

Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Only light FP can be used to generate positive emotions and only dark FP can be used to generate negative emotions, with neutral (i.e. confusion) from either.

The character may spend FP to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend FP to gain success or advantage (user's choice) on the check.
Control May make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends FP and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Magnitude 3 Spend FP to increase targets affected equal to Magnitude upgrades purchased.
Range 3 Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength When stressing the mind of a target, the character inflicts 2 strain.
Duration 3 Spend FP to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend FP to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade Effect
Control Spend FP to make out fine details on a single object within medium range.
Control Spend FP to see through a single object at medium range as though it were transparent.
Control Spend FP to see microscopic details of a single object within engaged range.
Control When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend FP to gain success or advantage on the check.
Range 2 Spend FP to increase power’s range by one range band for each Range upgrade purchased.
Duration 2 Spend FP to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Control Spend 2 FP to see in every direction simultaneously, noticing and observing things in a full 360-degree arc.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend FP 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
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light side Force user only): Spend FP to heal a number of wound equal to Intellect from an engaged living creature (including user). Harm: Spend FP to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Range 1 Spend FP to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude 3 Spend 2 FPs to affect 1 additional target within range per rank of Magnitude purchased.
Strength 1 Heal: Spend FP to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend FP to increase wounds inflicted by 1 per rank of Strength upgrades purchased.

Background

Motivation

Morality

PARAGON
Morality: 72
Conflict: 0

Emotion Strength: Compassion. The character cares about the tribulations others face, and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.

Emotional Weakness: Hatred. The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that causes others to suffer. When a character's mind roils with simmering hatred, that hatred may be all too slow to fade.

Description

Other Notes

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