Mara Jade by ams0105

Species
Human
Career
Sentinel
Specializations
Shien Expert, Sentry
System
Edge of the Empire

7
Threshold 30
Current 0
Threshold 20
Current 0
Ranged 4
Melee 5

Characteristics

3
2
2
4
2
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) X 5
Coercion (Will) 0
Computers (Int) X 2
Cool (Pr) X 5
Coordination (Ag) X 2
Deception (Cun) X 4
Discipline (Will) 0
Leadership (Pr) X 5
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 5
Perception (Cun) X 4
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 3
Skulduggery (Cun) X 4
Stealth (Ag) X 2
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Cun) X 4
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 2
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Mara Jade's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Vicious 5, Sunder
Damage
12
Critical
1

0
99999999
6/8

Weapons & Armor

Mara Jade's Lightsaber Main
Skill: Saber
Range: Engaged
Damage: 12
Crit: 1
HP: 7/7
Encumbrance: 1
*+2 Advantage at all times*
*[Customizable, Personalized Design (+1 success if hit), Fine Tuned Emitter (+1 advantage if hit), Integral Attachment]
*[Breach 1, Vicious 5, Sunder.]
*Reflex Grip: add +1 strain to modify reflect/Parry +1, Defensive +1, Deflective +1
*Superior Hilt Modification (Integral): add +1 Damage and +1 to advantage
*Extended Hilt: add +1 Damage, +1 Vicious
*Curved hilt: add +1 advantage, +1 defensive
*Pommel Cap: Stun 4 (2)

Mara Jade's Lightsaber
Skill: Saber
Range: Engaged
Damage: 12
Crit: 1
HP: 7/7
Encumbrance: 1
*+2 Advantage at all times*
*[Customizable, Personalized Design (+1 success if hit), Fine Tuned Emitter (+1 advantage if hit), Integral Attachment]
*[Breach 1, Vicious 5, Sunder.]
*Reflex Grip: add +1 strain to modify reflect/Parry +1, Defensive +1, Deflective +1
*Superior Hilt Modification (Integral): add +1 Damage and +1 to advantage
*Extended Hilt: add +1 Damage, +1 Vicious
*Curved hilt: add +1 advantage, +1 defensive
*Pommel Cap: Stun 4 (2)


*Second Skin Armor*
Soak +1
Defense +1
HP: 0:1
Encumbrance: 5
(armor Insert: +2 Soak, +2 Defense)

*Banal Apparel*
Upgrade difficulty to identify

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Side Step 1 For a # of strain, upgrade difficulty of incoming range attacks equal to amount of strain
Conditioned 2 Remove a setback per rank of conditioned for athletics and coordination
Street Smarts 1 Remove setback on underworld and streetwise checks per rank
Reflect 5 For 3 strain, suffer 2 less damage per rank of reflect against ranged attacks
Shien Technique 1 Use cunning instead of Brawn
Parry 2 For 3 strain, suffer 2 less damage per rank of reflect against melee/brawl attacks
Toughened 2 +2 WT per rank
Counterstrike 1 If enemy attack produces a despair or 2 threat, upgrade next attack
Grit 5 +1 toStrain
Dedication 3 +1 to Characteristic (Presence) (Brawn) (Presence)
Improved Reflect 1 If incoming attack produces 3 threat or 1 despair, may redirect at anyone in medium range
Supreme Reflect 1 If user did not attack previously, use for 1 strain instead
Djem so Reflection 1 May use a destiny point after reflect is used to close the distance as an incidental
Falling Avalanche 1 May add damage equal to brawn in next saber attack
Defensive Stance 1 Suffer strain per rank to upgrade checks made against this character
Saber Throw 1 Use a saber check with a force dice equal to force rank to throw. Spend destiny point to return.
Disruptive Strike 1 Spend a force point on a successful check to add a failure to the opponents next check
Dodge 2 As an incidental, use strain equal to rank to upgrade the incoming attack check by equal to rank
Improved Saber Throw 1 May attack at long range, use 2 force dice to bring it back
Sleight of Mind 2 Add a boost check when stealthing against non-force immune NPCs per rank
Constant Vigilance 1 Use Vigilance to decide Initiative
Uncanny Reactions 2 Use a boost die per rank on Vigilance Checks
Impossible Fall 1 Use 2 force die to decrease range band of fall and land somewhere safe, spend another die to decrease distance
Fear The Shadows 1 Make a hard deception check to make a rival or a minion group flee as an action
Smooth Talker 2 For skill of choice of social skill (Charm) treat Triumphs like extra successes per rank
Inspiring Rhetoric 1 The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success, one ally within close range recovers one strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain.
Improved Inspiring rhetoric 1 Add a boost to all checks for a number of rounds equal to leadership rank
Kill with Kindness 2 The character removes a setback dice per rank of Kill with Kindness from [their] Charm and Leadership checks.
Congenial 2 When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial.
Disarming Smile 2 The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If [they] succeed, decrease the target's defense (melee and ranged) by a number equal to the character's ranks in Disarming Smile (to a minimum of 0) until the end of the encounter. Others like you also viewed Skip Tracer Performer Marauder Master Categories
Natural Charmer 1 Once per session, reroll a charm or deception roll
Intense Presence 1 Recover strain equal to presence with destiny pip
Just Kidding! 1 Once per round as an incidental, when the character or any of [their] allies in short range generates a despair on a social skill check, the character may spend one Destiny Point to convert a single despair generated on the check to a failure result. When [they] do this, [they] must explain what [they] say or does to smooth things over after the verbal misstep.
Resolve 1 When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.
Don't shoot! 1 Once per session, the character can take the Don't Shoot! action to make a Hard Charm check. If [they] succeed, [they] cannot be the target of a combat check until the end of the encounter or until [they] make a combat check. This player must explain how [they] make a combat check. This player must explain how [they] talk [their] way out of being associated with [their] party's combatants, and the GM has final say on whether [their] ruse succeeds.

Background

Motivation

Obligations

Description

Other Notes

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