Gar Renden - Sentinel by mrrehhorn

Species
Human
Career
Sentinel
Specializations
Shadow, Shien Expert
System
Force and Destiny

4
Threshold 15
Current 6
Threshold 15
Current 9
Ranged 1
Melee 1

Characteristics

3
3
2
4
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) X 1
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) X 1
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) X 1
Stealth (Ag) X 1
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Cun) X 4
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
1
Critical
2
Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Critical Rating -1 (mod), Vicious 1 (mod)
Damage
6
Critical
1
Jado's Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3

15
550
0
10/13

Weapons & Armor

Armored Clothing (Soak 1 Defense 1) ENC3
Crash Gear ENC1
Weapon Sling
Utility Belt (-ENC1)
Backpack (-ENC4)

Basic Lightsaber ENC1
- Magnetic Weapon Tether (HP1)
Jado's Lightsaber ENC1
Heavy Blaster Pistol ENC2 (BAM)
Heavy Blaster Pistol ENC2
Vibroknife ENC1
Vibroknife ENC1

Personal Gear

Ration Pack - 10
Pocket Safe thing

Assets & Resources

Comlink (Handheld)
Datapad ENC1
Macrobinoculars ENC1
Disguise Kit

Binders - 2

Critical Injuries & Conditions

Hamstrung (Average Difficulty)

Talents

Name Rank Book & Page Description
CODEBREAKER 2 94 Remove (Setback) per rank in Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
GRIT 2 94 Gain +1 strain threshold.
SLEIGHT OF MIND (FORCE TALENT) 1 94 Add (Boost) to all Stealth checks unless the opposition is immune to Force powers.
NOW YOU SEE ME (FORCE TALENT) 1 94 Once per session, as an action make a (DDD) Deception check to make a number of NPCs equal to Cunning within medium range forget about the character.
MASTER OF SHADOWS 1 94 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
Dedication 1 94 +1 Cunning
Street Smarts 1 95 Remove (Setback) per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
Reflect 2 95 When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Side Step 1 95 Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Anatomy Lessons 1 95 After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
Force Rating +1 1 95 Gain +1 Force rating.
Saber Throw 1 95 As an action, make a Lightsaber attack as a ranged attack at a target within medium range. Add (Force Dice) up to Force rating. Must spend (Force Pip) and succeed to hit target. Spend (Force Pip) to return weapon to hand.
Conditioned 1 95 Remove (Setback) per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling 1 per rank of Conditioned
Parry 1 95 When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 1 95 Gain +2 wound threshold.

Force Powers

Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Upgrade Effect
Control The Force user may make an opposed Discipline vs Discipline
check combined with an Influence Power check. If the user
spends (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.
Basic Special Rule (Light/Dark use): When guiding and shaping thoughts, only (Dark Pip) may be used to generate negative emotions such as rage,
fear, and hatred. Only (Light Pip) may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either (Light Pip) or (Dark Pip).
The character may spend (Force Pip) to stress the mind of one living target he is engaged with, inflicting 1 strain.
Magnitude Spend (Force Pip) to increase targets affected equal to Magnitude upgrades
purchased.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
Upgrade Effect
Basic The user may spend (Force Pip) to gain vague hints of events to come up to a day into his future.
Power
Enhance
Description
This force power allows the user to fill their body with the power of the living force in order to make super-natural leaps and movements.
Upgrade Effect
Control Take a Force leap action; make an Enhance power check. The user may spend (Force Pip) to jump horizontally to any location in short range.
Basic 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.
Power
Sense
Description
This force power may be used by an individual to feel what others feel and sense the presence of living beings.
Upgrade Effect
Basic 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.

Background

Among street urchins, Gar Renden was not unique. Abandoned by his parents and raised by the streets, his youth was spent as insignificant and unimportant as any street kid. The back-alleys of Eriadu City were harsh and cold, uninviting to even the most adept of criminals. It was there Gar learned to survive on his own with a plethora of burgeoning skills no mere child should have.

It was upon pure chance that his life didn't end the fateful day he stole from the wrong vendor. He was caught and cornered in an alley by an extraplanetary merchant and his thugs for stealing something most would view as garbage. The former Jedi Knight Thrate that happened upon the thugs at the right moment must have been fate or destiny. Gar was saved, while the thugs were swiftly dispatched and left to the carrions of Eriadu to feast upon.

The Knight Thrate had foreseen the event and intervened before Gar's true fate had come to fruition. Thrate sensed in Gar something special, something truly abhorrent in the eyes of the Empire: the force. That day onward for a few years, Gar was Thrate's pseudo-padawan. Though Thrate was never excommunicated from the Jedi Order before its demise, he was always viewed as grey; his views did not align with that of the Order in terms of the force. He believed in exploiting the dark side of the force when in need, not letting it exploit the individual. He made sure to instill in Gar a sense of balance, and to never fall too heavily to either side. True neutrality while retaining one's sense of identity and emotional sensitivity was the tenet Gar was trained under, while being taught that it was the tenet of the ancient Order itself.

Gar spent the next few years training and learning from Knight Thrate, until at the age of 16, when the Inquisitor Vero landed on Eriadu in search of them. The day Thrate and Vero met, the difference in skill was clear, as Thrate was chopped down in front of a helpless Gar. Captured, Gar would spend the next few months in the holding cell of Vero's ship; victim to the sinister and sadistic Inquisitor day after day. Eventually, Vero was forced to give Gar up and Gar was placed in a prison frigate along with many other force users.

Motivation

Strength - Mercy
Weakness - Recklessness

Morality

Morality - 47

Description

Other Notes

Study - Part I
Shien Expert - 20 XP
Extra - 5 XP
Skynara Vergence - 5 XP

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