Revan, Prodigal Knight, because I felt like it by asikes1461

Species
Human
Career
Jedi, Sentinel
Specializations
Padawan, Artisan, Knight, General
System
Force and Destiny

4
Threshold 17
Current 0
Threshold 24
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
5
2
6
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 4
Athletics (Br) 0
Charm (Pr) 4
Coercion (Will) 5
Computers (Int) 4
Cool (Pr) 3
Coordination (Ag) 4
Deception (Cun) 0
Discipline (Will) 6
Leadership (Pr) 5
Mechanics (Int) 5
Medicine (Int) 0
Negotiation (Pr) 4
Perception (Cun) 0
Piloting: Planetary (Ag) 2
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 3
Brawl (Br) 0
Gunnery (Ag) 3
Lightsaber (Will) 5
Melee (Br) 2
Ranged: Light (Ag) 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 3
Knowledge: Education (Int) 6
Knowledge: Lore (Int) 6
Knowledge: Outer Rim (Int) 5
Knowledge: Underworld (Int) 2
Knowledge: Warfare (Int) 5
Knowledge: Xenology (Int) 3

Attacks

Purple Lightsaber
Range
Engaged
Skill
Lightsaber
Damage +9, Critical Rating +1, Breach +1, Vicious +1, Sunder
Damage
9
Critical
3
Red Lightsaber
Range
Engaged
Skill
Lightsaber
Damage +6, Critical Rating +2, Breach +1, Vicious +2, Sunder Quality. Add 1 dark force point to any force power check.
Damage
6
Critical
4
Unleash (Force Lightning)
Range
Extreme
Skill
Ranged: Light
Ensnare 2, Burn 2
Damage
10
Critical
4

Weapons & Armor

Star Forge Robes

Personal Gear

Assets & Resources

Th

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry 5 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 3 The character increases their wound threshold by two per rank of Toughnened.
Quick Draw 1 Once per round on the character’s turn, they may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Grit 8 The character increases their strain threshold by one per rank of Grit.
Reflect 5 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Sense Danger 1 Once per game session, the character may remove two Setback Dice from any one skill check.
Learning Opportunity 1 Once per round, the character may spend 3 advantage from a check they fail to upgrade the ability of their next check once.
Force Rating 3 Each rank permanently increases Force rating by one.
Adaptable 1 When resolving a check that uses a skill in which they have no ranks, the character may spend one destiny point to remove threat or despair equal to their ranks in Cool.
Something to Prove 1 Once per session, suffer 3 strain to reroll a failed check. If the check succeeds, the character heals the 4 strain.
Temple Training 1 Before making a Lightsaber skill check, the character may spend one Destiny point to add damage to the attack equal to their ranks in Knowledge (Lore).
Technical Aptitude 1 Reduce time needed to complete Computers related tasks by 25% per rank.
Inventor 1 When constructing new items or modifying attachments, add boost die or remove setback die per rank of Inventor.
Solid Repairs 3 Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.
Intuitive Improvements 1 When making check to craft or repair item, may add force die no greater than force rating to check. Spend light/darkside points to increase hard points by 1, to max of +2.
Jump Up 1 Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental.
Researcher 2 The character removes a setback die per rank of Researcher from all Knowledge checks. Researching takes 50% less time (this does not increase with multiple ranks of researcher).
Sense Emotions 1 Add boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Improved Reflect 1 When reflecting a hit that generated 1 despair or 3 threat, may hit one target in medium range with the same damage as the initial hit, after the original attack resolves.
Improved Parry 1 When parrying a hit that generated 1 despair or 3 threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after ongoing attack resolves.
Balance 1 When the character recover from strain at the end of each encounter, they may roll their force rating in force dice. They regain additional strain equal to the number of light side points gained from the force die.
Circle of Shelter 1 When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Side by Side 1 While the character and one or more engaged allies are wielding lightsabers, add 1 threat to all combat checks that target the character or those allies.
Will of the Force 1 Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.
Guardian of the Republic 1 After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.
Saber Throw 1 Perform Saber Throw action; make Lightsaber combat check as ranged attack at a target within medium range, adding force die no greater than force rating. Must spend 1 light/darkside point and succeed to hit target, spend 1 light/darkside point to have weapon return to hand.
Commanding Presence 2 The character removes a Setback die per rank of Commanding Presence from their Leadership and Cool checks.
Command 1 Gain a boost die when making Leadership checks for other checks to inspire, lead, or rally an audience per rank of Command. Inspired targets also add a boost die per rank to the subsequent Discipline checks they make over the twenty-four hours. This does not increase with additional ranks of Command.
Fall Back! 1 While engaged with an opponent, the character may suffer a number of strain up to their Leadership rank to allow an equal number of allies engaged with that opponent to immediately disengage as an out-of-turn incidental.
Stand Firm! 1 As an action, make a Hard (Three challenge die) Leadership check. Choose one ally per success, who increase their wound threshold by the characte's Presence until the end of the Encounter.
Preemptive Intervention 1 Immediately after an opponent moves to engage with an ally within short range, the character may spend one Destiny Point to engage that opponent as an out-of-turn incidental.
Enhanced Leader 1 When making a Leadership check, add force die no greater than Force rating, spend light/darkside points to add successes or advantages to the result.
Inspiring Kill 1 The character may spend 1 Destiny Point to take the Inspiring Kill manuver after incapacitating or inflicting a Critical Injury. Roll force die no greater than force rating and spend 1 light/darkside points to heal 2 strain from each ally within medium range.
Knowledge is Strength 1 Once per session when making a check, the character may increase their Force Rating by their ranks in Knowledge (Warfare).
Exemplar of the Republic 1 Add force die to mass combat check up to Force rating and spend light/darkside points to add successes or advantage to the result.

Force Powers

Force Rating
5
Power
Move
Description
At it’s most basic, Move allows the Force user to move small objects he is very close to. It has one basic effect:

The user may spend light/darkside points to move one object of silhouette 0 that is within short range up to their maximum range. The default maximum range is short range.
Upgrade Effect
Control The force user can perform fine manipulation of items, allowing them to do whatever they normally could do with their hands via this power at this power's range.
Strength (4) Spend light/darkside points to increase silhouette able to be targeted equal to Strength upgrades purchased.
Magnitude (4) Spend light/darkside to increase targets affected equal to Magnitude upgrades purchased.
Range (3) Spend light/darkside to increase powers range by a number of range bands equal to range upgrades purchased.
Control The force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Power
Sense
Description
This power allows the Jedi to sense the living Force interacting with the world around them. When he uses the Sense Power, the user may:

Spend one Force point to sense all living things within short range of himself (including both animals and sentient beings).

Spend one Force point to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Duration Sense's ongoing effects may be triggered one additional time per round.
Control Ongoing effect: Commit force die. Once per round when the force user makes a combat check, they upgrade the ability of that check once.
Control Effect: Spend 1 light/darkside point
The force user senses the current thoughts of one living target with whom they are engaged.
Range (2) Spend light/darkside to increase powers range by a number of range bands equal to range upgrades purchased.
Control Ongoing effect: Commit 1 force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Magnitude (2) Spend light/darkside to increase targets affected equal to Magnitude upgrades purchased.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Power
Influence
Description
The most basic power of Influence doesn’t allow the Force user to guide or shape the thoughts of others. He can ‘merely’ strain their mind, inflicting strain and exhaustion. The power has one effect that can be triggered multiple times on the same or different targets.

The user spends white Force Points to stress the mind of one living target he is engaged with, inflicting one strain.

The user can spend white Force Points to create positive emotions, such as peace and tranquility. While black Force Points can create emotions such as rage, fear and hatred.
Upgrade Effect
Magnitude (3) Spend light/darkside to increase targets affected equal to Magnitude upgrades purchased.
Duration (4) Spend light/darkside points to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends light/darkside points and succeeds on the check, they can force the target into adopting an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation chec, the Force user may roll an Influence power check as part of the dice pool. He may spend light/darkside points to gain successes or advantage on the check.
Range Spend light/darkside to increase powers range by a number of range bands equal to range upgrades purchased.
Power
Bind
Description
he user may spend light or dark Force Points to immobilize a target within short range until the end of the user’s next turn. If the user used any dark Force Points to generate Force Points on this check, the target also suffers one wound (ignoring soak) per light or dark Force Point spent on the check. The user may not activate this multiple times.
Upgrade Effect
Mastery When the user is making a Bind power check, if the check was not already opposed, the user may roll and opposed Discipline vs. Disciplne check against one target of the power. If no darkside points were used to generate the force points, and the user succeeds on the check, he may immediately stagger the target until the end of the user's next turn. If any darkside points were used to generate force points and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per force point spend on the check.
Control Spend 1 light/dark side point to move the target one range band closer or farther away.
Magnitude (3) Spend 2 light/darkside points to increase targets affected equal to Magnitude upgrades purchased.
Strength (3) Spend light/darkside points to disorient the targets for a number of rounds equal to Strength upgrades purchased.
Range (3) Spend light/darkside point to increase powers range by a number of range bands equal to range upgrades purchased.
Mastery When the user is making a Bind power check, if the check was not already opposed, the user may roll and opposed Discipline vs. Disciplne check against one target of the power. If no darkside points were used to generate the force points, and the user succeeds on the check, he may immediately stagger the target until the end of the user's next turn. If any darkside points were used to generate force points and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per force point spend on the check.
Control Commit three force die to sustain the ongoing effects of the power on each affected target.
Control Spend light/darkside point. When a target affected by Bind takes an action, that target suffers strain equal to your Willpower.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance Power check as part of the pool.

The user may spend light/darkside points to gain Successes or Advantage (his choice) per point on their check. This counts as a normal Force power check in every way – it is simply combined with the overall skill check.
Upgrade Effect
Range Spend light/darkside point to increase powers range by a number of range bands equal to range upgrades purchased.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control The user can perform force leap as a maneuver instead of an action.
Control Take a Force Leap action. Make an Enhance power check. The user may spend light/darkside points to jump horizontally to any location in short range.
Power
Protect/Unleash
Description
Protect lets a force user shield himself or ally against oncoming energy attacks. A dark side user can only use Protect to defend himself. Unleash lets a character blast an enemy with a surge of manifest emotion.

The user chooses himself or one ally he is currently engaged with and makes a Protect power check, and rolls an Average (2 challenge die) Discipline check as part of the pool. He must spend two Force Points to activate the power and he must succeed on the Discipline check. Once the power is activated, the character may reduce damage equal to his Willpower, plus the number of successes scored on the Discipline check. The power may only reduce damage from one hit during its duration.

The Force user makes an Unleash power check and rolls a ranged attack as part of the pool. The attack uses an Average (2 challenge die) Discipline check instead of the normal difficulty for ranged attacks. The character must spend two Force Points. The attack has a range of short, a base damage is equal to the user’s Willpower, and a Critical Rating of 4. The user may not activate this multiple times.
Upgrade Effect
Strength (4) Spend 1 light/darkside point to decrease damage or add damage equal to ranks of Strength purchased.
Duration Protect: If no darkside points used to generate force points, the power reduces damage of all attacks hitting the target.

Unleash: Spend 1 light/darkside point to give the attack Burn 2.
Mastery Protect: Light side force users may spend 2 light/darkside points to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.

Unleash: Dark side force users may spend 1 light/darkside point to reduce critical rating of the attack to 1.
Control Protect: Spend 1 dark/lightside point to allow power to protect against all types of attack.

Unleash: Spend 1 dark/lightside point to give the attack Ensnare 2.
Magnitude (2) Spend 1 light/darkside point to increase targets affected equal to Magnitude upgrades purchased.
Control Protect: Spend 1 advantage to gain defense equal to advantage spend.

Unleash: Spend 1 advantage to inflict 1 strain on target.
Range (3) Spend 2 light/darkside points to increase powers range by a number of range bands equal to range upgrades purchased.

Background

There is no need for text here. You already know this character. But fine, look at Description instead.

Motivation

Balance.

Morality

Balanced.

Description

Revan—renowned as the Revanchist, honored as the Revan, reviled as Revan the Butcher, dreaded as the Dark Lord of the Sith Darth Revan, and praised as the Prodigal Knight—was a Human male who played pivotal roles as both Jedi and Sith in the Mandalorian Wars and the Jedi Civil War.

Believed to have been born in the Outer Rim Territories, the man later known as Revan was born around the year 3994 BBY and studied under a number of different Jedi Masters as a Padawan of the Jedi Order. Becoming fast friends with a fellow student named Alek, the young man became a Jedi Knight and was a vocal and charismatic critic of the Order's inactivity in the ongoing Mandalorian Wars between the Galactic Republic and the Mandalorian warrior clans. Leading the Revanchist movement in defiance of the Jedi Council's wishes and taking on the name of Revan, the Knight donned the mask of a fallen Mandalorian as he joined the Republic Military's fight and was appointed Supreme Commander.

However, when Revan defeated the Mandalorian leader Mandalore the Ultimate at the Battle of Malachor V in 3960 BBY, Revan and his friend Alek, now known as Malak, followed the trail of a mysterious Sith influence on the Mandalorian Wars to the Unknown Regions, where the two discovered a reconstituted Sith Empire and were turned to the dark side of the Force by the Sith Emperor. Sent back to the Republic as advance agents, the newly anointed Dark Lords of the Sith Darth Revan and Darth Malak broke free of the Emperor's mental control and established their own empire with the Star Forge, an ancient space station of great power that had been built by the Rakata species. Using the Star Forge to construct a military fleet and weapons, Revan and Malak waged war against the Republic in the resultant Jedi Civil War. However, Revan was betrayed by his Sith apprentice Malak and was captured by the Jedi Knight Bastila Shan, who saved Revan and formed a Force bond with her captive.

With his mind wiped, Revan was given a new identity as a Republic soldier by the Jedi Council and stationed aboard the Republic warship Endar Spire. However, when Malak attacked the Spire above the planet Taris in a failed attempt to capture Shan, Revan joined forces with the Republic officer Carth Onasi and a number of other individuals on Taris to locate Shan and escape the world before Malak destroyed the planet's surface. Revan and his friends traveled to the planet Dantooine's Jedi Enclave, where he was retrained as a Jedi Padawan. Sent on a mission to locate the Star Maps, Rakatan artifacts that would lead the way to the Star Forge, Revan gained new allies and grew close with Shan during their travels. However, when the group was captured by Malak, Revan's true identity was revealed and Shan was captured, forcing Revan and his crew to find the final Map and locate the Star Forge on their own. Aboard the Star Forge, Revan brought a fallen Shan back to the light side of the Force with his love and defeated Malak, earning the Cross of Glory and the title of Prodigal Knight.

Revan married Shan and sank into obscurity for several years until his resurfacing memories led him to leave his wife and unborn child behind in a search for answers in the Unknown Regions. Captured by the Sith, he was imprisoned for three years until a former lieutenant of his named Meetra Surik rescued him with the help of the Sith Lord Scourge. The trio's attempt to eliminate the Sith Emperor failed, and Revan was held captive by the Emperor for three hundred years until he was finally freed by Republic forces. Taking control of the Rakatan Foundry, Revan attempted to construct an army of extermination droids to destroy the Empire, but the Jedi Master died when he was defeated by an Imperial strike team.

However, the torture that he experienced at the hands of the Emperor had splintered Revan's mind, and while part of him attempted to become one with the Force, the rest rejected death and clung to life, embracing the dark side. Taking control of the fanatical Order of Revan, he sought to destroy the Sith Emperor once and for all by bringing the Sith ruler back to a physical form and killing him, but both the Empire and the Republic joined together in an effort to stop him. Revan's light side was unable to pass on and aided the coalition in defeating the dark Revan, and although the Emperor was able to regain his strength, the two halves of Revan merged and were able to die a final death. Revan's spirit went on to aid the heroes of the galaxy in defeating the Sith Emperor once and for all, and with his task completed, he became one with the Force. His legacy, however, would live on: the Sith Lord Darth Rivan, who lived during the thousand-year-conflict known as the New Sith Wars, chose his Sith name after reading a damaged manuscript about Revan, and the Sith Lord Darth Bane discovered Revan's Sith holocron on the planet Lehon and used Revan's teachings to develop the Rule of Two philosophy.

Other Notes

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