Lila Tal-Raz by geminikira

Species
Devaronian
Career
Explorer, Consular
Specializations
Scout, Healer
System
Edge of the Empire

3
Threshold 13
Current 0
Threshold 14
Current 0
Ranged 3
Melee 5

Characteristics

4
2
3
3
2
1

Skills

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

Attacks

Main Lightsaber
Range
Engaged
Skill
Lightsaber
Defense +2, Breach 1, Accurate 1 = boost, 2 advantages/1 triumph = disarm
Damage
7
Critical
2
Offhand Lightsaber
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Sunder
Damage
5
Critical
2
Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Sword Pike Engaged Melee
Range
Engaged
Skill
Lightsaber
Pierce 2, Stun Setting
Damage
5
Critical
2

0
6

Weapons & Armor

Pioneer Armor - Encumb = 1
Personal Deflector Shield - Encumb = 3
Portable Plasma Shield - Emcumb = 0

Main Lightsaber - Encumb = 2
Offhand Lightsaber - Encumb = 1; HP = 3
-1 dmg to installed crystals

Light Blaster Pistol - Encumb = 1

Personal Gear

Electrobinoculars - Encumb = 1
Breath Mask - Encumb = 1
Backpack - Encumb = -4




Assets & Resources

Medpack (2 boosts) - Encumb = 0

Panic Stim - 1 success on stealth/escaping

Holocron
Heavy Clothing - Encumb = (1) (on ship)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Rapid Recovery 2 When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Grit 2 Gain +1 Strain Threshold
Uncanny Senses 1 Add □ per rank of Uncanny Senses to all Perception checks.
Uncanny Reactions 1 Add □ per rank of Uncanny Reactions to all Vigilance checks.
Convincing Demeanor 1 Remove ■ per rank of Convincing Demeanor from all Deception or Skulduggery checks.
Sense Danger 1 Once per session, remove ■■ from any one check.
Street Smarts 1 Remove ■ per rank of Street Smarts from all Streetwise or Knowledge (Underworld) checks.
Sixth Sense 1 Gain +1 Range Defense.
Force Rating 1 Gain +1 Force Rating.
Dedication - BRAWN 2 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Superior Reflexes 1 Gain +1 Melee Defense.
Surgeon 2 When making a Medicine check to help a character heal Wounds, the target heals 1 additional Wound per rank of Surgeon
Physician 1 When making a Medicine check to help a character heal Wounds, the target heals 1 additional Strain per rank of Physician.
Healing Trance 3 Commit ⬡. For every full encounter ⬡ remains committed, heal 1 Wound per rank of Healing Trance.
Natural Physician 1 Once per session, may re-roll one medicine check.

Force Powers

Force Rating
3
Power
Foresee Basic Power
Description
The Force User can feel the Force flowing around everything, seeing what is said and what will be. The user may spend ◑ to gain vague hints of events to come up to a day into his own personal future.
Upgrade Effect
Duration - x2 Spend ◑ to increase the days into the future the user can see equal to the Duration upgrades purchased.
Strength - x2 Spend ◑ to pick out specific details equal to Strength upgrades purchased.
Power
Foresee Control
Description
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend ◑ to gain ✴ to the check.
Upgrade Effect
Control Affected allies increase their ranged and melee defenses by 2 for the first round of combat.
Magnitude - x2 Spend ◑ to increase targets affected equal to the Magnitude upgrades purchase.
Power
Endure Basic Power
Description
The Force user can ignore life-threatening wounds for a time.

When the character suffers a Critical Injury with a severity no greater than a ♦, the character may activate Endure as an out-of-turn incidental and commit ⬡ to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while ⬡ remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Upgrade Effect
Duration As an incidental the character can activate Endure to temporarily ignore a critical injury the character is already suffering, and which is of a severity that Endure could affect normally.
Magnitude - x1 The character can use Endure to affect allies within Short range. The ongoing affect ends if the distance between the characters increases beyond Short range for any reason.
Range - x1 The character can use Endure to affect allies within Medium range. The ongoing affect ends if the distance between the characters increases beyond Medium range for any reason.
Strength - x2 Increase the severity of the Critical Injury that can be affected by 1 per Strength upgrade purchased.
Power
Endure Control
Description
The character can commit one additional ⬡ to temporarily ignore one additional Critical Injury per Control upgrade purchased.
Upgrade Effect

Background

Motivation

Obligations

Dutybound
Favor

Description

Other Notes

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