Myst High Republic Sheet by Robbie128

Species
Zabrak
Career
Guardian
Specializations
Armorer, Protector
System
Force and Destiny

0
Threshold 24
Current 24
Threshold 17
Current 17
Ranged 0
Melee 0

Characteristics

6
2
3
2
3
1

Skills

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

Attacks

Lightsaber
Range
Skill
Damage
Critical
Shoto Lightsaber
Range
Skill
Damage
Critical

800

Weapons & Armor

Personal Gear

Assets & Resources

Special Abilities: Zabrak begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation.
Fearsome Countenance: Zabrak add an automatic advantage result to all Coercion checks the make.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 4 +2 to WT
Grit 4 +1 to ST
Parry 1 melee: 3 strain to reduce by 2+ranks in parry
Reflect 1 ranged: 3 strain to reduce by 2+ ranks in parry
Bodyguard 1 once per round, perform this manuever against an engaged character and suffer strain no greater than ranks in bodyguard to upgrade the difficulty of combat checks against equal to the amount of strain suffered
Physician 1 target of medicine checks heals +1 wound
Stimpak Specialist 1 +1 wound healed when using stimpak
Force Protection 1 Manuever; suffer 1 strain and commit force die equal to ranks in FP to increase soak by the same amount of force die committted until beginning of next turn. Suffer 1 strain every turn force die is committed.
Heighted Awareness 1 Allies in short range add +1 boost die to Perception or Vigilance, +2 to engaged allies
Center of Being 2 Manuever, until the begginning of next turn, attacks against you increase their crit rating equal to ranks in CoB
Circle of Shelter 1 When an engaged character suffers a hit, may perform a parry or reflect incidental
Improved Bodyguard 1 Once per session, may take the hit instead of a character you have used the bodyguard manuever on
Force Rating 2 +1 to force rating
Dedication 2 +1 to charateristic
Gearhead 1 removed setback die on mechanic checks, halve cost to add mods to attachments
Armor Master 1 wearing armor, +1 soak
Improved Armor Master 1 wearing armor, +1 defense
Supreme Armor Master 1 when crit against, incidental to reduce the next critical injury suffered by 10 times your soak
Tinkerer 1 add 1 additional hardpoint to a number of items = to ranks
Mental Tools 1 always count as having the right tools when performing mechanics checks
Comprehend Technology 1 make an average knowledge (education) check to use force rating as ranks in skills to use a single item
Saber Throw 1 Lightsaber combat check as a ranged attack at a target within medium range, adding force die no greater than force rating. Must spend pips to succeed to hit target and spend a pip to have it return to the hand.
Falling Avalanche 1 Suffer 2 strain to add damage = to brawn on next lightsaber combat check
Imbue Item 1 Suffer 1 strain to commit a force die to grant one weapon, armor, or item an improvement while force die remains committed. 1 strain every round force die is committed.
Reinforce Item 1 manuever, 2 force die to give item the cortosis quality. Suffer 3 strain every round force die remains committed.

Force Powers

Force Rating
3
Power
Enhance
Description
add force die to athletics check, pips create either success or advantage
Upgrade Effect
Control (3) Force Leap Action:Spend pips to jump to any horizontal location in short range
can jump vertical as well
Can use force leap as a manuever instead of an action
Range Force Jump up to medium range
Power
Sense
Description
Spend force pips to sense all living things within short range or sense one target emotional state in engaged range
Upgrade Effect
Control Ongoing Effect: Commit force die, once per round, upgrade dice pool of an incoming attack
Power
Move
Description
Spend Force die to move silhouette zero objects within range
Upgrade Effect
Control Can target objects from secure mountings or in an opponents grasp
Range (2) Spend force pips to increase powers range by a number of range bands equal to upgrades purchased
Control A combined ranged combat check and move power check to hurl an object at a target. Target takes damage equal to 10x the silhouette

Background

Motivation

Morality

Description

Other Notes

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