Zod by YelshaNu

Species
Cerean
Career
Guardian
Specializations
Armourer, Padawan
System
Force and Destiny

5
Threshold 17
Current 11
Threshold 22
Current 10
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
1
4
3
2
2

Skills

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

Attacks

Training Lightsaber
Range
Engaged
Skill
Lightsaber
Stun Damage
Damage
6
Critical
-
Custom Nishalorite Great Lightsaber
Range
Engaged
Skill
Lightsaber
Cumbersome 3, Breach 1, Sunder, Disorient 2, Vicious 1, Crossguard, Personalised Design, Planet Mapper 1
Damage
8
Critical
3

20
360
1940
9

Weapons & Armor

Active:

Crafted Customised Armour (Encumbrance 3, 1 soak, 4/5 hardpoints w/ Utility Arm, Thermal Shielding System, Bio-Feedback System)

Training Lightsaber (Encumbrance 1, Hardpoint 5, emitter takes up 2).

4x test Great Hilts

1x Custom Great Lightsaber Hilt (w/ Customisable, Personalised Design, Crossguard, Lightweight, 1 Enc, 2/6 HP used)

_____________________________________________

Stored:

Crafted Reinforced Clothing - Jedi Robes (+1 soak, 1 Encumbrance) Lessons Learned and +2 Boost dice on next crafting check.

Crafted Reinforced Clothing - Jedi Robes (+1 soak, 1 encumbrance) Lessons Learned and +1 Boost dice on next crafting check.

Crafted Reinforced Clothing - Jedi Robes (+1 soak, 1 encumbrance, +1 Ranged Defence, +1 Melee Defence, 0 Hard Points)

Personal Gear

Crafted Simple Tool Kit w/ Safety Features (+1 Advantage with Mechanics checks, 4 Encumbrance)

Jedi Utility Belt

3x stimpacks

1x Calming Salve (p. 53 Unlimited Power)

Utility Arm - +3 Boost dice on Mechanics check. Can spend 1 strain to gain an additional Manoeuvre, but cannot take more than 2 Manoeuvres per turn.

Specialist Resilience Tool (Neck Fan) - +1 success and +1 advantage to Resilience (heat), 2 Encumbrance.

Thermal Cloak

Nishalorite Stone (p. 52 Savage Spirits)

Simple Computers tool (Safety Features, Compact 1, Lightweight 3 - 1 Encumbrance)

Assets & Resources

Armour Schematic - Customised Armour

3x DUM Droids.
Custom medical droid.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Binary Processing Force & Destiny p. 55 Cereans treat all Knowledge skills as career skills.
Inventor 1 When constructing new items or modifying attachments, add 1 boost dice or remove 1 setback dice per rank of Inventor.
Toughened 2 Gain +2 Wound Threshold per rank.
Quick Draw Once per round, draw or holster a weapon or accessible item as an incidental.
Well Rounded Choose any 2 skills (Medicine and Survival). They permanently become career skills.
Sense Danger Once per session, remove 2 setback dice from any skill check.
Force Rating +1 Gain +1 Force Rating.
Gearhead 1 Remove Setback dice per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Grit 3 Gain +1 strain per rank.
Armour Master While wearing armour, increase soak value by 1.
Improved Armour Master While wearing armour with a soak value of 2 or higher, increase defence by 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 once.
Imbue Item Take the Imbue Item maneuver; suffer 1 strain and commit Force Die to grant one weapon, piece of armour, or item an improvement while Force Die remains committed. Suffer 1 strain every round Force Die remains committed. A temporary enhancement includes the following options: increase weapon's damage by 1, decrease the Advantage cost of its Critical Hit or for any other single effect by 1, to a minimum of 1, or increase a piece of armour's ranged or melee defence by 1. Alternatively the character can decrease an item's encumbrance by 2, to a minimum of 1.
Adaptable When resolving a check that uses a skill in which they have no ranks, the character may spend 1 Destiny Point to remove a Despair from the check or to remove Threat equal to their ranks in Cool from the check.
Parry 1
Reflect 1

Force Powers

Force Rating
2
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 Pips to gain Success or Advantage (user's choice) on the check.
Upgrade Effect
Control (Co-Ordination) Enhance can be used with the Coordination skill.
Control (Resilience) Enhance can be used with the Resilience skill.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (light side Force user only): Spend Force pip to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend Force pip to inflict a number of wounds equal to Intellect (ignoring Soak) or an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Manipulate
Description
The Force user manipulates components on a molecular level, allowing him to mend mechanical systems.

The Force user may spend Force Pips to cause one vehicle or starship he is engaged with to recover 1 system strain. the user may activate this multiple times.
Upgrade Effect
Control (left 1) Ongoing effect: Commit Force Die. One damaged weapon or item counts as being undamaged.
Control (left 2) When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend Force Pips to gain Success or Advantage (user's choice) on the check.

Background

Motivation

Power: The character wants to amass power and authority. His aspiration to rule may be linked to altruism or desperate desire, but in either case he wants to control both his situation and those around him.

In particular, he wants to gain power to control the situation around him more.

Morality

Starting Value: 50

Emotional Strength: Independance
Emotional Weakness: Anger

Obligation 10 - Obsession with Meditation (note - quick to anger if haven't meditated, add setback dice to social checks).

Obligation 5 - Favour (note - as padawan had a temper tantrum and another initiate took the blame. Owes that padawan a favour).

Description

Other Notes

+1 Rank of Vigilance from Cerean species.

90 Species XP
Gained +10 Starting XP from Morality.
Gained +10 XP from Obsession Obligation.

Padawan tree granted for free at creation.

5XP Enhance (Mentor discount)

Gained 1000 credits from 5 Obligation

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**Armourer**
05: ■ ■ ■ ■ - Grit/Toughened/Gearhead/Inventor
10: □ ■ ■ □ - Armour Master/Grit
15: □ ■ □ □ - Improved Armour Master
20: □ ■ □ □ - Tinkerer
25: □ ■ □ □ - Imbue Item

**Padawan**
05: ■ ■ ■ ■ - Parry/Toughened/Quick Draw/Grit
10: □ ■ ■ ■ - Reflect/Well Rounded/Sense Danger
15: □ □ □ ■ - Force Rating
20: □ □ □ ■ - Adaptable
25: □ □ □ □

Enhance
■ Base Power
■ ■ □ - Co-Ordination Control/Resilience Control

Heal
■ Base Power

Manipulate
■ Base Power
■ □ □ Control 1
■ □ □ □ Control 2

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