Elias Windrider by EliasWindrider

Species
Human
Career
Warrior
Specializations
Steel Hand Adept/Niman Disciple/Padawan Survivor/Padawan/Knight/Martial Artist
System
Force and Destiny

5
Threshold 23
Current 0
Threshold 17
Current 0
Ranged 2
Melee 4

Placeholder Image

Characteristics

3
4
4
2
6
2

Skills

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

Attacks

Far strike talent
Range
Short
Skill
Brawl
Disorient 1, Knockdown, Stun setting, Pierce 6, spend fp to increase range or damage or gain advantage.
Damage
3
Critical
3
Blaster Pistol
Range
Medium
Skill
Ranged: Light
Damage
3
Critical
3
Lightsaber
Range
Engaged
Skill
Lightsaber
Concussive 2, Disorient 3, breach 1, 1 success, 1 advantage
Damage
8
Critical
3
Lightsaber (damping emitter)
Range
Engaged
Skill
Lightsaber
Concussive 2, Disorient 3, Stun Damage, 1 success, 1 advantage
Damage
8
Critical
4
Unarmed
Range
Engaged
Skill
Brawl
Pierce 6, Disorient 1, Knockdown, Stun setting, Defensive 2
Damage
3
Critical
3

0
2000
535
2/13

Weapons & Armor

Lightsaber: Qualities: Accurate 1, Breach 1, Disorient 3, Sunder, Concussive 2, Defensive 2, Features: Personalized Design: When the lightsaber's creator makes a successful Lightsaber check an automatic success is added. All others add automatic threat. 1 add 1 advantage to combat check mod. Attachments: Damping Emitter (As a maneuver may adjust lightsaber to deal Stun damage. Decrease damage by 2, increase critical rating by 1, lose Breach quality, 2 Stun Damage +1 Mods) Custom Grip (1 Remove 1 setback from all attacks checks when using this weapon Mod, anyone other than the owner adds 2 setback to combat checks using this weapon, 1 Quality Accurate 1 Mod), Dragite Gem *change Base Damage to 7 Mod, Changes Base Critical Rating to 3 Mod, 1 Grant Quality (Breach 1) Mod, 1 Grant Quality (Disorient 3) Mod, Quality (Sunder) Mod, 2 Quality (Concussive 1) Mods, 1 Damage +1 Mod)

(Scout) Blaster Pistol: Ranged-Light, Medium, damage 6, critical 3, stun stetting

Set of banal apparel with armor inserts.

Personal Gear

Jedi utility belt; jedi multitool; pack of zip ties; a99 aquatabreather; glow rod; comlink; emergency medpac; 5 stimpacks; 2 emergency repair patches; 4 Field Rations; protective amulet (ring, see talismans in "unlimited power"); backpack;

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Acklay's Scything Strike KoF 30 Force Talent: the character's Brawl attacks gain the Pierce quality with a rating equal to their Force rating or increase their existing Pierce by that amount
Balance When the character recovers from the strain at theend of encounter he may roll his Force rating in Force dice. He recovers strain equal to lightside force points rolled
Center of Being Force Talent: Once per round when wielding a lightsaber, the character can make a Center of Being Maneuver, Until the beginning of his next turn, whenever an enemy makes a melee attack targettting the character, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being
Center of Being (Improved) Force Talent: The character may voluntarily suffer one strain to perform Center of Being as an incidental instead of a maneuver
Constant Vigilance The character may always choose the Vigilance skill when making checks to determine initiative
Coordination Dodge ND When target by a combat check, the character may spend one Destiny Point to add Failure equal to his ranks in Coordination to the check.
Dedication *5 increase Willpower*3, Intellect*1, Agility*1
Defensive training * 2 FaD core melee, brawl, and lightsabers gain defensive 2
Dodge * 2 FaD core When targeted by a combat check (range or melle) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered can not exceed his ranks in Dodge.
Dodge (Improved) KoF When the character performs the Dodge incidental, the character may make a Move maneuver as an out-of-turn incidental after the triggering attack has been resolved
Draw Closer FaD core Force Talent: The character may take a Draw Closer action making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). He may also spend FP to add success to the combat check. If the character cannot move his target to engage him. the combat check automatically misses.
Far Strike KoF 30 Force Talent: The character nat take the Far Strike action, making a Brawl combat check as a ranged attack at one target at short range or further, adding Force dice no greater than the character's force rating to the check, The character may spend FP to increase the range of the attack by one range band per FP spent, to a maximum of long. If the target is at medium range or further, the character must both sufficiently increase the range of the attack and succeed on the check to hit the target
Force Assault Force Talent: Uppon missing an opponent with a Lightsaber (Willpower) combat check, the character may spend triumph or 3 advantage to perform the Move Force power action as a maneuver this turn (the character must still be able to perform maneuvers and still may not perform more than two maneuvers in a turn).
Force Rating * 5 Force Talent: Each rank permanently increases Force Rating by one
Grapple ND Once per round, the character may perform the Grapple maneuver. Until the beginning of the character's next turn, enemies mus spend two maneuvers instead of one maneuver to move from engaged range to short range of him.
Grit * 4 KoF 30 Each rank of Grit increase a character's strain threshold by one.
Iron Body *2 ND & KoF page 31 Remove 2 setback dice from coordination and Resilience. Reduce crit rating by 1 per rank (a.k.a. reduce by 2, min 1)
Jump Up Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental
Niman Technique FaD core Force Talent: when making a lightsaber skill check, the character may use Willpower instead of Brawn.
Nobody's fool FaD core The difficulty of any Charm, Coercion, or Deception Check attempted against the character is upgraded once for each rank of Noboy's Fool.
Parry *8 FaD core When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat check page 210 of FaD core rulebook), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Parry (Improved) When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, and uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character may spend Despair or 3Threat to automatically hit the attacker one with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon's bas damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character.
Precision Strike KoF page 31 When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, he may suffer 1 strain to change the result to any Easy (P) Critical Injury Result. Additionally, whenever the character defeats a minion or rival NPC he may always choose to do so by non-lethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossible.
Precision Strike (Improved) KoF page 31 Once per round when the character inflicts a Critical injury with a Melee or Brawl weapon, he may suffer 2 strain to change the result to any Average (PP) Critical Injury result
Quick Draw Once per round on the character's turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the ammount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver
Reflect * 5 FaD core Force Talent: When the character suffers a hit from a Range (Light), Range (Heavy), or Gunnery combat check and after damage is calculate (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210 of FaD core rulebook), he may take the Reflect incidental. He sufferes 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a lightsaber weapon.
Reflect (Improved) FaD core Force Talent: When the character suffers a hit from a Range (Light), Range (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce damage from that hit, after the attack is resolved , the character may spend despair or 3 threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The range attack's hit must be one that is able to 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.
Researcher *2 The character removes setback per rank of Researcher from Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher).
Secrets of the Jedi DoR Lightsaber becomes a career skill. He may also decrease the difficult of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in knowledge (lore) (rounded up) to a minimum of Easy (P).
Secrets of the Jedi (Improved) DoR Discipline becomes a career skill. Secrets of the Jedi may also be used when installing mods on lightsabers.
Sleight of Mind Force Talent: The character adds boost per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers.
Sense Emotions FaD core Force Talent: The character add boost to all charm coercion and Deception checks unless the target is immune to Force Powers.
Steely Nerves 10 XP Scar Talent The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower related checks until the end of the encounter. He still suffers from the injury itself.
Sum Djem FaD Core Force Talent: When the character makes a successful Lightsaber combat check, he may spend triumph or 2 advantage to disarm the opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice).
Swift KoF page 31 The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed without spending additional maneuvers).
Temple Training DoR Force Talent: Before making a Lightsaber skill check, the character may spend one Destiny point to add damage to the attack equal to his ranks in Knowledge (Lore).
Time to Go 10 XP Scar Talent The Character may spend 1 Destiny Point to perform the Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast but before damage is applied.
Toughened * 5 FaD Core The character increases his wound threshold by two per rank of Toughened.
Valuable Facts Once per encounter, the character may take a Valuable Facts action, making an Average (PP) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add Triumph to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation of why the information the character learned is instrumental in the success of the ally's check.
Unarmed Parry KoF page 31 The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed (only requires having 1 free hand per devs on order 66 podcast on no disintegrations), reduce the strain they suffer from the Parry incidental by one to a minimum of 1.
Well Rounded The character chooses any two skills (Knowledge(Lore) and Piloting(Space)). They permanently become career skills
Uncanny Reactions Force Talent: The character adds boost per rank of Uncanny Reactions to his Vigilance checks.
Will of the Force Force Talent: Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.

Force Powers

Force Rating
6
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 FP to gain success or advantage (user's choice) on the check
Upgrade Effect
Range (Force Leap) Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Control: Resilience Enhance can be used with the Resilience skill
Control: Force Leap (Vertical) When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control: Force Leap (Horizontal) Take Force Leap action, Make an Enhance power check. The user may spend FP to jump horizontally to any location is short range.
Control: Coordination Enhance can be used with the Coordination skill
Control: Piloting - Planetary Enhance can be used with the Piloting (Planetary) skill
Control: Brawl Enhance can be used with the Brawl skill
Control: Force Leap (Maneuver) The user can perform a Force Leap as a maneuver instead of an action.
Control: Piloting - Space Enhance can be used with the Piloting (Space) skill
Power
Influence
Description
The character may attempt to guide, shape, and even twists the thoughts and feelings of others. Special Rule (Lightside/Darkside FP use): When guiding and shaping thoughts, onl y FP generated from darkside pips may be used to generate negative emotions such as rage, fear, and hatred. Only FP generated from lightside pips may be used to generate positive emotions such as peace, tranquility and friendliness. Other emotions such as confusion can be created from FP generated from either lightside or darkside pips. The character may spend FP to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Control: Skills 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,
Magnitude Spend FP to increase targets affected equal to Magnitude upgrades purchased.
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
Control: Pull The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Control: Hurl The Force user can hurl objects to damage targets by making a ranged combat check (use the Discipline skill) combined with a Move power check, dealing damage equal to 10 times silhouette.
Range * 2 Spend FP to increase the power's range by a number of range bands equal to Range upgrades purchased.
Strength * 2 Spend FP to increase silhouette able to be targeted equal to Strength upgrades purchased.
Magnitude * 2 Spend FP to increase targets affected equal to Magnitude upgrades purchased.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten. The user may spend 2 FP to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. The user may spend FP and succeed on an Average (PP) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Power
Sense
Description
The Force user can sens the Force interacting with the worlds around him. The user may spend FP to sense all living things within short range (including sentient and non-sentient beings). The user may spend FP 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: Sense Thoughts Effect: Spend FP. The Force user senses the current thoughts of one living target with whom he is engaged.
Control: Upgrade Difficulty Ongoing Effect: Commit Force Die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Strength When using Sense's ongoing effects, upgrade the pool twice instead of once.
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
Power
Foresee
Description
The Force User can feel the Force flowing around everything, seeing what is and what will be. The user may spend FP to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Strength Spend fp to pick out specific details equal to strength upgrades purchased.
Control initiative When making a skill check to determine initiative, the user may roll a forsee power check as part of the pool. He may spend fp to gain success on the check.
Power
Ebb/Flow
Description
The Force user's actions empower himself or sap strength from his foes.
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend FP to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend FP to heal 1 strain. The Force user may not activate this multiple times.
Upgrade Effect
Strength: Strain The force user may spend FP to increase the strain healed or inflicted by 1.
Power
Unmatched Ferocity
Description
Once per session after resolving a successful Melee combat check against a target engaged with the character the character may spend 2 Destiny Point. The character then Suffers 4 strain and 1 Conflict to make a Melee attack as an incidental against the same target, increasing the difficulty of the check by one, to a maximum of Formidable (PPPPP). If successful, the character may repeat the process (suffer further strain and Conflict).
Upgrade Effect
Change Skill: Lightsaber The character may activate Unmatched Ferocity after a successful Lightsaber check to make an additional Lightsaber attack. Any subsequent attack as a result must use the Lightsaber skill and the same weapon or weapons as the initial attack.
Change Target The character may choose a different target they are engaged with for each attack made as a result of Unmatched Ferocity. The character may continue to make attacks Using Unmatched Ferocity as long as they are engaged with eligible targets. (The process does not end when a single target is incapacitated, and the difficulty of each success check increases regardless of the target).
Reduce Conflict When the character activates Unmatched Ferocity of makes an additional attack as a result, they may choose to suffer an additional 2 strain instead of 1 Conflict.
Destiny To activate Unmatched Ferocity, the character only needs to spend 1 Destiny Point, instead of the normal 2.
Reduce Strain *3 The character reduces the strain they suffer to make each additional attack using Unmatched Ferocity by 1 per Reduce Strain upgrade

Background

Primitive backwater (Ossus, where he is the eldest son of the chief of a tribe of ysanna), one with the Force; ancient order

Motivation

Belief in the Force

Morality

Discipline/Obstinance (traits he picked up from Korath Lorren)

Description

Long medium-dark-brown hair tied back, neatly trimmed goatee, sharp grey eyes reveal a measured intellect behind them. His skin is somewhat tanned and weathered/leathered. He is 178 cm with a compact muscled build (that it's reasonably impressive is largely hidden by loose clothing). He wears an outfit largely made of the leather/hide of a fierce predator native to Ossus (looks something like alligator leather/snakeskin) cut in a style somewhere between traditional native american garb and a Chinese martial arts clothing. His footwear are split toe (only 1 split, like flip flops) moccasins, leggings are wrapped below knees and puffy in thigh area. His forearms are also wrapped, and the upper sleeves a slightly puffy. The torso of shirt is loose particularly around neck, where there is a short slit (to allow it to clear his head), with ties that are generally left untied. His cloak is dark grayish brown, slightly dirty and slightly tattered. He possesses a nondescript air of quiet confidence... it's almost like he belongs wherever he might be, and believes is ready to meet most challenges that might come his way. If you were to see him bare chested, his otherwise impressive physique is marred by a large scar on his right rib cage, it looks like he was gored by a large horned animal and yet managed to live to tell the tale, so perhaps his confidence is not misplaced.

Other Notes

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