Karthus by RobbieForReal

Species
Sith Pureblood
Career
Magus
Specializations
Healer
System
Edge of the Empire

5
Threshold 16
Current 0
Threshold 14
Current 5
Ranged 2
Melee 2

Placeholder Image

Characteristics

2
2
5
3
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 3
Coercion (Will) X 3
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 3
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 3
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Int) X 4
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Viscious 4
Damage
11
Critical
1

0
1060
10000
7

Weapons & Armor

Lightsaber (Purple)
Krayt Dragon Pearl
Reflex Grip
Superior Hilt Personalization

Custom Tailored Armored Jacket

Jedi Battle Armored (Equipped)
Vacuum Sealed (1)
Biofeedback System (2)
Superior Armor Customization (1)
Custom Fit (1)

Personal Gear

Assets & Resources

1 Boost Die

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Healing Trance (Improved) 3 https://star-wars-rpg-ffg.fandom.com/wiki/Healing_Trance_talent
Toughened 3 https://star-wars-rpg-ffg.fandom.com/wiki/Toughened_talent Magus + Soresu Defender
Confidence 3 https://star-wars-rpg-ffg.fandom.com/wiki/Confidence_talent Magus + Soresu Defender
Resolve 2 https://star-wars-rpg-ffg.fandom.com/wiki/Resolve_talent
Channel Agony 3 https://star-wars-rpg-ffg.fandom.com/wiki/Channel_Agony_talent
Secret Lore 1 https://star-wars-rpg-ffg.fandom.com/wiki/Secret_Lore_talent
Knowledge is Power 1 https://star-wars-rpg-ffg.fandom.com/wiki/Knowledge_Is_Power_talent
Transmogrify 1 https://star-wars-rpg-ffg.fandom.com/wiki/Transmogrify_talent
Parry (Improved) 6 https://star-wars-rpg-ffg.fandom.com/wiki/Parry_talent
Force Rating 2 https://star-wars-rpg-ffg.fandom.com/wiki/Force_Rating_talent Magus + Force Sensitive Exile
Defensive Stance 1 https://star-wars-rpg-ffg.fandom.com/wiki/Defensive_Stance_talent
Power of Darkness 1 https://star-wars-rpg-ffg.fandom.com/wiki/Power_Of_Darkness_talent
Soresu Technique 1 https://star-wars-rpg-ffg.fandom.com/wiki/Soresu_Technique_talent
Mind over Matter 1 https://star-wars-rpg-ffg.fandom.com/wiki/Mind_Over_Matter_talent
Reflect 2 https://star-wars-rpg-ffg.fandom.com/wiki/Reflect_talent
Grit 2 https://star-wars-rpg-ffg.fandom.com/wiki/Grit_talent Soresu Defender
Defensive Stance 1 https://star-wars-rpg-ffg.fandom.com/wiki/Defensive_Stance_talent
Uncanny Senses 2 https://star-wars-rpg-ffg.fandom.com/wiki/Uncanny_Senses_talent
Uncanny Reactions 2 https://star-wars-rpg-ffg.fandom.com/wiki/Uncanny_Reactions_talent
Convincing Demeanor 1 https://star-wars-rpg-ffg.fandom.com/wiki/Convincing_Demeanor_talent
Sense Danger 1 https://star-wars-rpg-ffg.fandom.com/wiki/Sense_Danger_talent
Street Smarts 2 https://star-wars-rpg-ffg.fandom.com/wiki/Street_Smarts_talent
Sixth Sense 1 https://star-wars-rpg-ffg.fandom.com/wiki/Sixth_Sense_talent
Quick Draw 1 https://star-wars-rpg-ffg.fandom.com/wiki/Quick_Draw_talent
Touch of Fate 1 https://star-wars-rpg-ffg.fandom.com/wiki/Touch_Of_Fate_talent
Superior Reflexes 1 https://star-wars-rpg-ffg.fandom.com/wiki/Superior_Reflexes_talent
Dedication 2 https://star-wars-rpg-ffg.fandom.com/wiki/Dedication_talent
Sense Emotions 1 https://star-wars-rpg-ffg.fandom.com/wiki/Sense_Emotions_talent
Overwhelm Emotions 1 https://star-wars-rpg-ffg.fandom.com/wiki/Overwhelm_Emotions_talent
Balance 1 https://star-wars-rpg-ffg.fandom.com/wiki/Balance_talent
Intense Focus 1 https://star-wars-rpg-ffg.fandom.com/wiki/Intense_Focus_talent

Force Powers

Force Rating
3
Power
Heal/Harm
Description
Unlike many other Force powers, Heal/Harm has a basic power that can be used in two distinct ways (to heal or to harm). Heal allows the Force user to treat [their] comrades' injuries, while Harm lets [them] drain the life from [their] foes. When a character purchases the basic power Heal/Harm, [they] gain access to both Heal and Harm. Each time a character uses the basic power, [they] must choose whether [they] are using Heal or Harm, and [they] receive only the effects associated with [their] choice. Each upgrade a character purchases improves both Heal and Harm, but some improve each power in a different way.

The basic power for Heal lets a character mend wounds with a simple touch. Heal can only be used by light side Force-sensitive characters. The basic power has one way to spend Force points:

Heal:
The user may spend a Force point (◑) to heal a number of wounds equal to [their] Intellect on one engaged living creature (including themself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period and [their] uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.

Harm:
The basic power for Harm lets a character drain the very life from a target with a touch. The basic power has one way to spend Force points:

The user may spend a Force point (◑) to inflict a number of wounds (ignoring soak) equal to the Force user's Intellect on one engaged living creature. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade Effect
Magnitude The Magnitude upgrade improves both Heal and Harm in the same way. Spend two Force points (◑◑) to increase the number of targets affected by an amount equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time.

Mastery: The Mastery upgrade has different effects for Heal and for Harm.

Heal: The user may spend four Force points (◑◑◑◑) to resuscitate one target of the power who died since the end of the Force user's last turn. Immediately remove the Critical Injury or other effect that killed the target. The Force user can only activate this once per session. Note that in this case, the user is pulling the target back from the brink of death, not actually bringing [them] back to life.
Harm: When this power kills a sentient living target, the user may restore to life an engaged character who died this encounter. Immediately remove the Critical Injury or other effect that killed the target. The user and the character revived this way each gain 7 Conflict. Note that this Conflict gain is only for the perversion of nature that is returning a soul to its body after its time has come, and not for any associated acts of evil, such as killing an innocent to do it, which may generate additional Conflict. The user may only activate this once per session.
Power
Influence
Description
The most basic form of Influence does not allow the Force user to guide or shape the thoughts of others. [They] can merely strain their mind, inflicting stress and exhaustion. The basic power has one effect that can be triggered multiple times on the same or different targets:

The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade Effect

Background

During the time of the Old Republic, Karthus was a Lord of the Sith, dedicating most of his time to experiments to improve the army of the Empire. During an diplomacy venture to Geonosis, Karthus had discovered a Dathomirian Witch resurrecting a legion of ancient force users as her personal army to resecure Dathomir for her sisterhood, away from the Empire.

Karthus subdued the witch, and with the power of his dominion, began experimenting on the witch to use her powers to resurrect the dead comrades on fallen battlefields with the Republic - to build his own Empire.

The science facility on Hoth had fallen into Republic control and Karthus had wound up in cryostasis on Belsavis, the heavily controlled Republic prison. Due to the vastness of the landscapes there, as well as battles with the empire, Karthus' cryopod had been passed around the Republic by collectors until eventually being lost in a collection of a dead Hutt.d

Motivation

To re-collect himself and to find more about what happened since he fell into cryo sleep

Obligations

Mainly to himself

Description

Other Notes

Talent Trees:
Magus, Soresu Defender, Force Sensitive Exile

https://star-wars-rpg-ffg.fandom.com/wiki/Magus
https://star-wars-rpg-ffg.fandom.com/wiki/Soresu_Defender
https://star-wars-rpg-ffg.fandom.com/wiki/Force_Sensitive_Exile



https://star-wars-rpg-ffg.fandom.com/wiki/Category:Armor_Mod

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