Jedi Knight BrightWater by Percival141

Species
Karkarodon
Career
Consular
Specializations
Aribiter
System
Age of Rebellion

5
Threshold 17
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Characteristics

3
2
1
3
2
4

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Accurate 1 breach 1 sunder overcharged crystal- May spend advantage results to increase damage dealt by 1. Rolling 2 threats may reduce damage dealt by 1.
Damage
6
Critical
2

0
265
4443
3/13

Weapons & Armor

Padded armor

Personal Gear

Jedi Utility Belt
Credits: 800
Special: +1 Encumberance Limit
Contains a commlink, 3 days of food, an emergency medpac, lightsaber maintenance kit, glow rod and aquata breather.
Backpack - +4 encumbrance
Base lightsaber- 6 damage 2 crit breach 1 sunder engage
Medpak- i stim per encounter and a boost die on medical checks

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Jaws 1 Add +1 damage to all brawl checks with a crit rating of 3
Amphibious 1 No penalties moving through water and can breathe underwater indefinently
Grit 1 +1 strain
Toughness 1 +2 wound threshold
Parry 1 When hit by a melee attack suffer three strain to reduce the damage by 2 plus ranks in parry
Savvy negotiator 1 Remove 1 ◼ per rank of savvy from negotiation and streetwise checks
Reflect 1 When hit by a ranged attack suffer 3 strain to reduce the damage by 2 per ranks in reflect
Aggressive negotiation 1 Once per session make a hard (🟪🟪🟪) lightsaber check to reduce the difficulty of negotiation checks by 2 for the rest of the encounter
Dedicarion 1 Raise 1 characteristic by 1 cannot raise above 6
Nobody's fool 1 May upgrade the difficulty of all charm coercion and deception checks toward myself by 1 rank per

Force Powers

Force Rating
1
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light and Dark side use): When guiding and shaping thoughts, only <Force> generated from <Dark> may be used to generate negative emotions such as rage, fear,
and hatred. Only <Force> generated from <Light> may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from 3 generated from either <Light> or <Dark>
Upgrade Effect
Mind trick The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check If the user spends <Force> 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.
Power
Move
Description
Many Force users develop the ability to shift objects without physically handling them, moving matter with the power of the mind
Upgrade Effect
Base The user may spend <Force> to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range
Power
Sense
Description
By opening his mind, a Force user can commune with the world around him. He senses the endless movement of the Living Force, seeing beyond what his eyes allow.
Upgrade Effect
Base <Force> to sense all living things within short range (including sentient and non-sentient beings

Background

Motivation

Duties

Political Support: Every blaster, starfighter, and thermal detonator in the galaxy is useless without the political will to
truly challenge and overthrow Count Dooku and the Seperatists The Player Character understands this all too well and is determined to see to it that as many factions, systems, and sectors as possible come to the side—and the aid—of the Republic -10

Description

Other Notes

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