Ba-ron Umber by Jpolter216

Species
Phydolon
Career
Sentinel
Specializations
Sentry
System
Force and Destiny

7
Threshold 22
Current 29
Threshold 30
Current 3
Ranged 0
Melee 1

Placeholder Image

Characteristics

1
4
5
2
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 2
Charm (Pr) 0
Coercion (Will) 1
Computers (Int) 0
Cool (Pr) 3
Coordination (Ag) 3
Deception (Cun) 0
Discipline (Will) 3
Leadership (Pr) 2
Mechanics (Int) 0
Medicine (Int) 2
Negotiation (Pr) 1
Perception (Cun) 2
Piloting: Planetary (Ag) 1
Piloting: Space (Ag) 0
Resilience (Br) 1
Skulduggery (Cun) 0
Stealth (Ag) 1
Streetwise (Cun) 0
Survival (Cun) 2
Vigilance (Will) 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Int) 3
Melee (Br) 2
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 3 Only applies to education from The Cleanser, or home world and society.
Knowledge: Lore (Int) 5
Knowledge: Outer Rim (Int) 3
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 3

Attacks

Light Foil
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 2, Sunder
Damage
5
Critical
2

Weapons & Armor

Modified Concealment Cloak

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Symbiotic Reliance 1 Knights of Fate, pg. 22 When recovering wounds naturally, Phydolons heal 1 extra wound per full night's rest. In addition, a Phydolon may attempt to recover naturally from one Critical Injury after a full night's rest (instead of after a full week).
Symbiont Isolation 1 Knights of Fate, pg. 22 If no other Phydolons are present when a Phydolon recovers strain at the end of an encounter, they recover 1 less strain to a minimum of 1.
Reflect 3 Endless Vigil, pg. 29 When hit by a ranged attack, suffer 3 strain to reduce incoming damage by 2 plus ranks in reflect
Saber Throw 1 Endless Vigil, pg. 29 The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding Force dice no greater than their Force rating to the check. The character must spend a Force point and succeed on the check to hit their target; they may spend a Force point to have their weapon return to their hand after resolving the attack.
Improved Saber Throw 1 Endless Vigil, pg. 29 When performing the Saber Throw action, the character can choose a target within long range. If the character does so, [they] must spend two Force points to have the weapon return to [their] hand.
Improved Reflect 1 Endless Vigil, pg. 29 When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend a despair or three threats to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The initial ranged attack's hit must be one that can be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character.
Grit 2 Endless Vigil, pg. 29 Increase Strain Threshold by one.
Impossible fall 1 Endless Vigil, pg. 29 Once per session, when the character is falling, [they] may perform the Impossible Fall incidental. [They] make a Force power check and may spend a Force point to land somewhere safe, such as on a pile of empty boxes in a street or a muddy spot in the middle of a lava field. The character may then spend additional Force points to reduce the effects of the fall by one range band, and may do so multiple times.
Fear the Shadows 1 Endless Vigil, pg. 29 The character may perform the Fear the Shadows action. [They] make a Hard Deception check targeting a single minion group or rival within long range. If [they] succeed, that minion group or rival flees the encounter. At the GM's discretion, these NPCs may not flee due to extenuating circumstances (such as if there is no realistic path or means to leave the encounter, or if the only way to leave the encounter may result in their deaths from a dangerous fall or lethal atmosphere). A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session.

Force Powers

Force Rating
Power
Manipulate
Description
This allows an individual to use the force in order to affect machinery and mechanical components on a molecular level.
Upgrade Effect
Control Ongoing effect: Commit a force die. 1 damaged weapon or item counts as being undamaged.
Control Ongoing effect: Commit a force die. Increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per force die committed.
Strength When using this power, spend a force power to cause targets to recover additional strain or system strain, or heal 1 additional wound for each strength upgrade purchased.
Control When making a mechanics check, the user may roll a manipulate power check as part of the pool, and may spend a force point to gain a success or advantage (users choice) on the check
Power
Move
Description
Can move small items with the force. silhouette 0, spend one force power
Upgrade Effect
Strength 3 Spend force points equal to ranks purchased to increase size of target silhouette .
Control The force can hurl objects to damage targets. Make a ranged combat check combined with a force move power check, dealing damage 10 times the silhouette of the target
Range 4 Spend force points equal to rank to increase range band.
Power
Sense
Description
This force power may be used by an individual to feel what others feel and sense the presence of living beings.
Upgrade Effect
Control Ongoing effect: Commit a force die. Once per round, when an attack targets the Force user, upgrade the difficulty of the pool once.
Duration Senses ongoing effects may be triggered an additional time this round.

Background

Motivation

Morality

Description

Other Notes

Return to Top