Sarenda by Kaleladin

Protector, Armorer, Soresu Defender, Warleader
Force and Destiny

Threshold 22
Current 0
Threshold 20
Current 0
Ranged 2
Melee 3

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


Ancient Lightsaber
Breach 1, Sunder
Breach 1, Sunder


Weapons & Armor

Ancient lightsaber (2/4 hp available) (green blade)
Segmented armor w/ superior armor customization and enhanced optics suite (remove up to 2 Setback dice from Perception, Vigilance, or combat checks due to darkness, smoke, or environment factors) (3/4 hp, 4 encumbrance)
Lightsaber w/ Rubat crystal - (2/4 HP available) (blue blade)

Personal Gear

2 stimpacks
Tool kit

Assets & Resources

Critical Injuries & Conditions


Name Rank Book & Page Description
Toughened 5 FDCR 76 (2); Keeping the Peace 25 (2); FDCR 77 (1) Gain +2 wound threshold.
Grit 6 FDCR 76 (2); Keeping the Peace 25 (2); FDCR 77 (2) Gain +1 strain threshold.
Body Guard 1 FDCR 76 Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
Force Protection 1 FDCR 76 Perform the Force Protection maneuver; suffer 1 strain and commit Force die up to ranks of Force Protection. Increase soak by number of Force die committed until beginning of next turn. Suffer 1 strain every turn Force die remains committed.
Stimpack Specialization 2 FDCR 76 Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Gearhead 2 Keeping the Peace 25 Remove Setback die per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Inventor 2 Keeping the Peace 25 When constructing new items or modifying attachments, add Boost die or remove Setback die per rank of lnvemor
Armor Master 1 Keeping the Peace 25 When wearing armor, increase total soak value by 1.
Mental Tools 1 Keeping the Peace 25 Always count as having the right tools for the job when performing Mechanics checks .
Improved Armor Master 1 Keeping the Peace 25 When wearing armor with a soak value of 2 or higher, increase defense by 1.
Physician 1 FDCR 76 When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Parry 4 FDCR 76 (1); FDCR 77 (3) When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 4 FDCR 76 (1); FDCR 77 (3) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Heightened Awareness 1 FDCR 76 Allies within short range add 1 Boost die to Perception and Vigilance checks. Engaged allies add 2 Boost die.
Dedication 1 FDCR 76 Gain + 1 to a single characteristic. This cannot bring a characteristic above 6.
Force Rating 1 FDCR 76 Gain +1 Force Rating.
Supreme Armor Master 1 Keeping the Peace 25 Once per round, may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1.
Dedication 1 Keeping the Peace 25 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Saber Throw 1 Keeping the Peace 25 Perform Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, adding Force Dice no greater than Force rating. Must spend 1 FP and succeed to hit target; spend 1 FP to have weapon return to hand.
Soresu Technique 1 FDCR 77 When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Defensive Stance 1 FDCR 77 Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance
Improved Parry 1 FDCR 77 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 original attack resolves.
Suppressing Fire 1 Keeping the Peace 29 Character and allies in short range may spend 1 Advantage on failed combat checks once per round to inflict 1 strain per rank of Suppressing Fire on the target.

Force Powers

Force Rating
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
Control Enhance can be used with the Piloting (Planetary) skill.
Control Enhance can be used with the Coordination skill.
Control Enhance can be used with the Piloting (Space) skill.
Battle Meditation
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend 1 FP to add one automatic Success to all checks made by a number of engaged friendly targets up to their Presence before the end of their next turn. If the user used any Dark Side FP to generate FP, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Magnitude 1 Spend 1 FP to affect a number of additional targets equal to Presence per rank of Magnitude purchased.


Sarenda grew up with too many sisters and not enough space in a farmstead on the planet of Taanab. She was close to her sisters, and protective of them. More than one farmhand found himself facedown in the dirt after a rude comment or a teasing gesture. As much as she was protective of her sisters and others, Sarenda did always enjoy seeing bullies get their just desserts.

But Sarenda also craved space to herself. She got some of it by helping her father and aunt in the garage and machine shop, repairing speeders and other farm equipment for hour after peaceful hour. She had a natural talent with the machines, and learned a great deal from her father and aunt. But the true escapes were her regular trips out into Taanab's wilderness, exploring wooded glens and rocky canyons, climbing trees, and scaring grunn dogs.

On one such trip, she found a secluded cave that opened up into a chamber with smooth, hand-carved walls. There were ancient statues and carvings in the chamber, and the skeleton of a long-dead alien with a strange machine clutched in one withered talon. She brought the device home and worked on it in the machine shop. After hours of experimentation, she managed to activate the cylinder, only to discover that it projected a blade of pure energy. The blade could cut through absolutely anything, and - to her satisfaction - proved very good at scaring away the local boys. Sarenda ran to her father to find out more.

Her father told her that the weapon was called a "lightsaber". Her aunt said that the fact that she had been able to repair it meant that she was sensitive to something called "the Force". And it also meant that Sarenda had to leave Taanab. Her aunt gave her the name of one of her friends, a man named Rahm Kota, and told Sarenda to seek him out. Unfortunately, Kota was being held captive on the planet Spintir...


Oath - Justice: The character is dedicated to making sure no good deed goes unrewarded, and no bad one unpunished. Whether the character has a strict code of honor or simply uses an innate sense of right and wrong as a guide to the righteous path, the character is deeply committed to the very idea of justice and lets nothing stand in the way.



Emotional Strength - Compassion: Sarenda always has time to help those in need, and she rarely considers anything she owns so important that she would not give it to someone who needs it more. What’s more, Sarenda’s sense of compassion doesn’t stop at charity and empathy—she is a tireless crusader who seeks to fight injustice and halt the problems afflicting the galaxy at their source. At her best, Sarenda is a selfless champion for the downtrodden.

Emotional Weakness - Cruelty: Sarenda doesn’t just want to help the helpless, but to stop those who would prey on them. Sometimes she can do this with persuasive words or a tough stance, but at other times, she finds that only violence can dissuade someone. At times like these, it can be hard for Sarenda not to feel a sense of satisfaction in letting loose on a deserving target, even if her foe is no match for her. At her worst, Sarenda ends up becoming just another predator, albeit one with a particular choice in targets.


Fair skin, dark hair, gray eyes
21 years old

Other Notes

Sarenda looks at the Jedi as a group that should focus on creating justice for people. Based on what she's heard from Tarast, she feels like the Jedi have always done that, but she also agrees with Pon's point that they should also be actually acting.

Conflict -

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