Myst by Kaleladin

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

7
Threshold 18
Current 0
Threshold 16
Current 0
Ranged 1
Melee 2

Characteristics

4
2
2
2
3
3

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 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 2
Medicine (Int) X 2
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 1
Vigilance (Will) X 2
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) X 4
Melee (Br) X 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 2
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
7
Critical
3
Shoto Lightsaber
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Defensive 1, Sunder
Damage
7
Critical
2

0
800

Weapons & Armor

Lightsaber with Christophsis crystal and Tholothian heartwood hilt (+2 successes on attacks)
Shoto lightsaber with Lorrdian gemstone and Tholothian heartwood hilt (+2 successes on attacks)
Formal Council armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Fearsome Countenance 1 Add an Advantage to all Coercion checks you make
Toughened 3 Gain +2 wound threshold
Body Guard 2 Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks in Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
Grit 3 Gain +1 strain threshold
Physician 1 When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician
Parry 1 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Stimpack Specialization 2 Stimpacks heal 1 additional wound per rank of Stimpack Specialization
Force Protection 2 Perform the Force Protection maneuver: suffer 1 strain and commit Force dice up to ranks in Force Protection. Increase soak by number of Force dice committed until beginning of next turn. Suffer 1 strain every turn Force dice remain committed
Reflect 1 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Heightened Awareness 1 Allies within short range add a Boost die to Perception or Vigilance checks. Engaged allies add 2 Boost dice
Center of Being 2 Take a Center of Being maneuver: until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being
Circle of Shelter 1 When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit
Force Rating 2 Gain +1 Force rating
Dedication 1 Gain +1 to a characteristic of your choice
Improved Body Guard 1 Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead
Gearhead 2 Remove 1 Setback die per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments
Inventor 2 When constructing new items or modifying attachments, add 1 Boost die or remove 1 Setback die per rank of Inventor
Mental Tools 1 Always count as having the right tools for the job when performing Mechanics checks
Improved Armor Master 1 When wearing armor with a soak value of 2 or higher, increase defense by 1
Armor Master 1 When wearing armor, increase total soak value by 1
Saber Throw 1 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 Force point and Success to hit target. Spend 1 Force point to have weapon return to hand
Supreme Armor Master 1 Once per round, may suffer 2 strain to take the Armor Master incidental: reduce the next Critical Injury by 10 per point of soak, to a minimum of 1
Dedication 1
Tinkerer 1 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified in this way once
Falling Avalanche 1 Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn
Imbue Item 1 Take the Imbue Item maneuver: suffer 1 strain and commit 1 Force die to grant 1 weapon, piece of armor, or item an improvement while Force dice remain committed. Suffer 1 strain each round Force dice remain committed

Force Powers

Force Rating
3
Power
Battle Meditation
Description
The user may spend 1 Force point to add 1 automatic Success to all checks made by a number of engaged friendly targets up to your Presence before the end of your next turn. If the user used any dark side to generate Force points, reduce each target's Willpower by 1 until the end of the encounter.
Upgrade Effect
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased
Magnitude Spend 1 Force point to affect a number of additional targets equal to Presence per rank of Magnitude purchased
Strength Spend 2 Force points to add 1 additional success to affected characters' checks
Range
Control May suffer 4 strain to change the range of power and range upgrades to planetary scale
Mastery If no dark side results were used to generate Force points: while affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill. If the user used any dark side results to generate Force points, each affected character must make an Easy Discipline check if they wish to resist obeying orders
Control When making a Battle Meditation power check, the user may make an Easy Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, they may send simple orders as part of the power
Range
Magnitude

Background

Motivation

Morality

Description

Other Notes

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