Kleoni'rin'astov by Mrsnrub

Species
Chiss
Career
Hired gun
Specializations
Mercenary, General, Force Emergent, Ataru Striker, Sage
System
Edge of the Empire

6
Threshold 20
Current 0
Threshold 20
Current 1
Ranged 3
Melee 3

Characteristics

2
5
3
3
4
2

Skills

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

Attacks

Rin's Broadsaber
Range
Engaged
Skill
Lightsaber
Base Modifier: Damage +11, Critical Rating +1, Breach +1, Vicious +4, Sunder Quality. Unwieldy 3
Damage
11
Critical
1
GALAAR-15 Blaster Carbine
Range
Long
Skill
Ranged: Heavy
Stun setting. Accurate + 2, Innate Prescient Shot Talent" the Superior quality, Character must have force rating of 1 or higher and knowledge of the mechanism to use the weapon.
Damage
10
Critical
2
Philaxian Phase-Knife
Range
Engaged
Skill
Lightsaber
Pierce 4, Vicious 1 When thrown using the Saber Throw talent, may spend 2 advantages (instead of force) to have the weapon return to their hand.
Damage
+2
Critical
3
Training Stick
Range
Engaged
Skill
Lightsaber
Add 3 setback dice to realize the stick is a weapon.
Damage
+1
Critical
5
Coronet Arms H-7 "Equalizer" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, Superior HP3
Damage
7
Critical
2

5
2500

Weapons & Armor

A/KT Tracker Utility Vest

This gear has a set of load-bearing straps and pockets, a suit favoured by explorers all over the galaxy. It allows for equipment to be easily carried and accessible.

Mandalorian Armour (on) (3 Soke)
Cortosis Weave: Gain Cortosis quality.
Integrated Holsters: Base Modifier: Encumbrance +4. May holster up to 2 weapons of Encumbrance 3 or lower in the armour (weapons do not count towards encumbrance threshold while holstered).
Mod Options: 2x "Add 1 setback dice to Perception checks to find weapons in armour." 3x "Holster 2 additional weapon of Encumbrance 3 or lower.", 1x "Innate Quick Draw talent."


Reflect Body Glove (not on) (3 soak)
This skintight suit is typically worn under normal clothing and is extremely effective in providing temporary protection by dispersing energy weapon blasts. However, as it is quite thin, the armour is particularly fragile and susceptible to wear & tear.
Add 2 setback dice to Vigilance and Perception checks to notice that the wearer is wearing a reflect body glove.

Personal Gear

Hologoggles Hologoggles place the user into a virtual reality where they are put through a specific course for a single skill. These training sessions normally take 8 weeks to complete, studying a few hours each day.

When purchased, select a non-combat skill. That skill counts as a career skill as long as the player owns the goggles.

Knowledge: Warfare (Int)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
SECOND WIND 1 Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
SIDE STEP 1 Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step.
POINT BLANK 1 Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged.
CONFIDENCE 1 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence
STRONG ARM 1 Treat thrown weapons as if they had 1 greater range.
NATURAL MARKSMAN 1 Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check.
COMMAND 1 Add boost per rank of Command when making Leadership checks. Affected targets add boost to Discipline checks for next 24 hours
GRIT 6 Gain +1 strain threshold
TRUE AIM 2 Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
DEDICATION 3 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
ATARU TECHNIQUE When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
CONDITIONED 1 Remove Setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
PARRY 4 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
DODGE 2 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
QUICK STRIKE 2 Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
REFLECT 3 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
JUMP UP Once per round, may stand from seated or prone as an incidental.
QUICK DRAW 2 Once per round, draw or holster a weapon or accessible item as an incidental.
IMPROVED PARRY When parrying a hit that generated Despair or three threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
HAWK BAT SWOOP Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding Force dice no greater than Force rating. Spend Force Pip to engage target and spend Force Pip to add Advantage to check
SABER THROW Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding Force Die no greater than Force rating. Must spend Force Pip and succeed to hit target; spend Foece Pip to have weapon return to hand.
INSIGHT Perception and Discipline become career skills.
UNCANNY REACTIONS 2 Add Boost per rank of Uncanny Reactions to all Vigilance checks.
UNCANNY SENSES 2 Add Boost per rank of Uncanny Senses to all Perception checks.
TOUGHENED 3 Gain +2 wound threshold.
INDISTINGUISHABLE 2 Upgrade difficulty of checks to identify character once per rank of Indistinguishable
SLEIGHT OF MIND 3 Add Boost to all Stealth checks unless the opposition is immune to Force powers.
TOUCH OF FATE Once per session, add Two Boost die to any 1 check.
BALANCE When the character heals strain at the end of the encounter, he may add Force die Force Rating. He regains additional strain equal to Light Side Pips generated
FORCE RATING 5 Gain +1 Force Rating.
KILL WITH KINDNESS 1 Remove Setback per rank of Kill with Kindness from all Charm and Leadership checks
RESEARCHER 1 Removes per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
SMOOTH TALKER 1 When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend Triumph to gain additional Success equal to ranks in Smooth Talker
PREEMPTIVE AVOIDANCE 1 May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidenta
knowledge specialisation 1 When acquired, choose 1 Knowledge skill. When making that skill check, may spend result to gain additional successes equal to ranks in Knowledge Specialization
SABER SWARM 1 Perform the Saber Swarm maneuver, suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during turn.
THE FORCE IS MY ALLIY 1 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Command 1 Add boost per rank of command when making leadership checks. affected targets add boost to discipline cheques for the next 24 hours
Stand firm! 1 As an action, make a hard (3 purple dice) leadership check. choose one ally per Success, who increase their wound threshold by the characters Presence until the end of the encounter
Natural champion 1 Once per session, may reroll any one leadership or light Sabre check
Fall back! 1 while engaged with an opponent. the character may suffer a number of strain up to leadership to allow an equal number of allies engaged with the opponent to immediately disengage as an out of turn incidental.
Enhanced leader 1 when making a leadership check. add forced dice no greater than force rating. spend force pips to add success or advantage to the result.
Exemplar of the Republic 1 Add force dice to mass combat check up to Force rating and spend force pips to add success or advantage to the result.
Fall back! 1 While engaged with an opponent, the character may suffer number of strain up to their leadership to allow an equal number of allies engaged with that opponent to immediately disengage as an out of turn incidental
Commanding presence 1 Removed setback dice per rank of Commanding presence from leadership and cool checks
Preemptive intervention 1 Immediately after opponents move to engage an within short-range, the character May spend one Destiny Point to engage the opponent as an out of turn incidental.
WELL ROUNDED 1 Choose any 2 skills. They permanently become career skills.
SHROUD 1 The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter.

Force Powers

Force Rating
5
Power
MOVE
Description
The Force user can move small objects via the power of the Force. The user may spend Force pip 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 The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range
MAGNITUDE 4 Spend Force pip to increase targets affected equal to magnitude upgrades purchased.
RANGE 3 Spend Force pips to increase power’s 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 Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette.
CONTROL The Force user can pull objects out of secure mountings, or out of an opponent’s grasp
STRENGTH 4 Spend Force pips to increase silhouette able to be targeted equal to strength upgrades purchased.
Power
INFLUENCE
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Special Rule ( Light side / Dark side use): When guiding and shaping thoughts, only Dark side may be used to generate negative emotions such as rage, fear, and hatred. Only Light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Light side or Darkside . The character may spend Force pip to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
RANGE 3 Spend force pip to increase power’s range by a number of range bands equal to range upgrades purchased.
CONTROL 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 Force pip to gain success or advantage (user’s choice) on the check.
DURATION 4 Spend force pip to increase duration by a number of rounds (or minutes) equal to duration upgrades purchased.
MAGNITUDE 3 Spend Force pip to increase targets affected equal to magnitude upgrades purchased.
CONTROL The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user sends Force pip and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
BIND
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend Force pip to immobilize a target within short range until the end of the user’s next turn. If the user used any Dark side pip to generate Force pip, the target also suffers 1 wound per Force pip spent on the check (ignoring soak).
Upgrade Effect
STRENGTH 3 Spend Force pip to disorient the target for a number of rounds equal to Strength upgrades purchased.
MAGNITUDE 3 Spend two Force pips to affect 1 additional target within range per rank of Magnitude purchased.
RANGE 3 Spend Force pip to increase power’s 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 an opposed Discipline vs. Discipline check against one target of the power. If no Dark Side Pip were used to generate force pip and the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any Dark Side Pip were used to generate force pip and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per spent on the check.
CONTROL 2 Spend Force pip, whenever a target affected by Bind takes an action, that target suffers strain equal to 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 Force pip to gain success or advantage (user’s choice) on the check.
Upgrade Effect
CONTROL Take a Force Leap action: make a Enhance power check. The user may spend Force to jump horizontally to any location in short range
CONTROL The user can perform a Force Leap as a maneuver instead of an action.
RANGE Spend Force pip to increase power’s 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.
Power
PROTECT / UNLEASH
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blast of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average (two purple dice) Discipline check as part of the pool. Spend Two Force pips to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Dark side Force users may only protect themselves.

Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (Two purple dice) Discipline check for difficulty. If check succeeds and spends Two Force pips, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect
DURATION Protect: If no dark side pip generated force pip, the power reduces damage of all attacks hitting the target.

Unleash: Spend force pip to give the attack Burn 2
RANGE 3 Spend two force pips to increase power’s range by a number of range bands equal to Range upgrades purchased.
MAGNITUDE 2 Spend force pip to affect 1 additional target within range per rank of Magnitude purchased.
MASTERY Protect: Light side Force users may spend two force pips to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker.

Unleash: Dark side Force users may spend force pip to reduce critical rating of attacks to 1.
CONTROL Protect: Light side Force users may spend 1 Destiny Point to use Protect as an out-of-turn incidental once per session.

Unleash: Dark side Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session.
CONTROL Protect: Spend Advantage to gain defense equal to spent.

Unleash: Spend Advantage to inflict 1 strain on target.
STRENGTH 4 Spend force pip to decrease damage or add damage equal to ranks of Strength purchased.
Power
SENSE
Description
The Force user can sense the Force interacting with the world around him.
The user may spend Force pip to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force pip to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
CONTROL Sense’s ongoing effects may be triggered one additional time per
round.
CONTROL Ongoing effect: Commit force die. Once per round, when an attack
targets the Force user, he upgrades the difficulty of the pool
once.
CONTROL When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
CONTROL Effect: Spend force pip. The Force user senses the current thoughts of one living target with whom he is engaged
RANGE 3 Spend Force pip to increase power’s range by a number of range bands equal to range upgrades purchased
MAGNITUDE 3 Spend Force pip to increase targets affected equal to magnitude upgrades purchased.
CONTROL Ongoing effect: Commit force die. Once per round, when the Force user
makes a combat check, he upgrades the ability of that check
once
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 force pip to gain success or advantage (user’s choice) on the check.
Upgrade Effect
CONTROL Enhance can be used with the Piloting (Planetary) skill.
CONTROL Ongoing effect: Commit Force die. The user increases his Agility characteristic by 1 (to a maximum of 6).
CONTROL The user can perform a Force Leap as a maneuver instead of an action.
CONTROL When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
CONTROL Enhance can be used with the Coordination skill.
RANGE Spend force pip to increase power’s range by a number of range bands equal to Range upgrades purchased.
CONTROL Enhance can be used with the Piloting (Space) skill.
CONTROL Take a Force Leap action: make a Enhance power check. The user may spend force pip to jump horizontally to any location in short range.
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 Two Force pips 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 Force pip and succeed at an Average (2 purple dice ) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect

Background

Motivation

Obligations

Description

Other Notes

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