Sienne Ambrahl by SienneAmbrahl

Species
Human
Career
Jedi
Specializations
Padawan, Seer
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 15
Current 0
Ranged 3
Melee 3

Characteristics

2
2
4
2
4
2

Skills

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

Attacks

Gungan Energy Shield
Range
Engaged
Skill
Melee
Defensive 2, Deflection 2
Damage
-1
Critical
5
Sienne's Lightsaber (M) means Modded
Range
Engaged
Skill
Lightsaber
Ilum Crystal: Breach 1, Sunder, Vicious 2(M), +2 Dam(M), -1 Crit Rating(M), Fine Tuned Emitter (adv on checks), Superior (adv on checks), Curved Hilt (adv on 1v1 checks), Fusion Shunt (add one breach as maneuver, but take 3 threat on each attack)
Damage
9
Critical
1
Booma
Range
Short
Skill
Ranged: Light
Burn 1, Ion, Limited Ammo 1
Damage
5
Critical
3

0
925
0

Weapons & Armor

Sienne's Lightsaber
Armored Clothing
Gungan Shield
Boomas x4

Personal Gear

Thermal Cloak
Comlink (Handheld)
Datapad
Jedi Utility Belt (Aquata rebreater, emerg medpac, lightsaber maintenance kit, glow rod)
Scanner Goggles
Extra Reloads
Physicians Kit (on speeder bike)

Assets & Resources

Ambulance 1 (Starhawk speeder with sidecar)

Critical Injuries & Conditions

none

Talents

Name Rank Book & Page Description
Quick Draw 1 1/round draw or holster something as incidental
Well Rounded 1 Add Lore: Outer Rim, and Medicine as class skills (choice of two)
Uncanny Reaction 1 Add boost/rank to Vigilance
Keen Eyed 1 Remove setback/rank on percep and vigilance, search areas in 1/2 time
Grit 2 +1 Strain threshold
Sense Advantage 1 Once per session, may add 2 setback to one NPC's check.
The Force is My Ally 1 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Natural Mystic 1 Once per session, may re-roll any one Force Power check.
Force Rating increase 3 +1 Force Rating
Valuable Facts 1 Once per encounter, may make Average knowledge check. If successful, add one Triumph to one allies skill check during the encounter.
Reflect 2 When hit w/ ranged, take 3 strain to reduce damage by 2+ ranks
Adaptable 1 When making a check with no ranks, can spend one Destiny point to remove Despair or Threat equal to ranks in Cool.
Dedication 1 +1 to a characteristic of choice (not above 6) per rank
Niman Technique 1 Can use Willpower for Lightsaber
Nobody's Fool 1 Upgrade difficulty of incoming Charm, Coercion, Deception = ranks
Parry 2 When hit w/ melee, take 3 strain to reduce damage by 2+ ranks
Toughened 1 +2 wounds/rank
Sense Emotion 1 Add boost to Charm, Coercion, and Deception unless target is immune to Force Powers.
Something to Prove 1 Once per session after a failed check, can suffer 4 strain to reroll it. If the reroll succeeds, heal 4 strain.

Force Powers

Force Rating
4
Power
Move
Description
Move objects with force, one pip to move object of sil 0 w/in short range up to max range. Default max range is short.
Upgrade Effect
Control Can hurl objects to damage targets, move check with Discipline check. Dam = 10x sil (5 for 0)
Range x2 Spend pip to inc. range by bands = ranks purchased (repeatable)
Magnitude x2 Spend pip to increase targets affected by # of mag upgrades purchased (repeatable).
Control Can rip objects from secure mountings or out of an opponents grasp.
Strength x2 Spend pip to increase targetable sil by number of upgrades purchased (repeatable)
Power
Sense
Description
Spend pip to sense all living things within short range.
Spend pip to sense current emotional state of one living target in engaged range.
Upgrade Effect
Control Spend pip to sense current thoughts of one living target in engaged range.
Range x1 Spend pip to increase the range by bands equal to upgrades purchased. Repeatable.
Power
Heal/Harm
Description
Heal: spend pip to heal wounds = Int from engaged creature (including user). Not repeatable.
Harm: spend pip to inflict wounds = Int ignoring soak on engaged targets. User gains one conflict. Not repeatable.
Upgrade Effect
Control Heal: May make Heal power check with 3p Medicine check. If successful, one target who heals wounds also heals 1 Critical Injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If successful, one target who suffers wounds also suffers one Critical Injury, adding +10 to the roll per two advantage.
Magnitude x2 Spend 2 pip to affect 1 additional target within range per rank of Mag purchased.
Strength Heal: Spend pip to increase wounds healed by 1 per rank of Strength.
Harm: Spend pip to increase wounds inflicted by 1 per rank of Strength.
Range Spend pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Enhance
Description
When making Athletics check, may roll Enhance power check with roll, spend pip to gain Success or Adv. on the check.
Upgrade Effect
Control When performing Force leap, can jump vertically in addition to horizontally.
Control Force leap as action, make Enhance power check. Spend pip to jump horizontally to any location in short range.
Range Can spend pip to increase the power's range by a number of bands equal to upgrades purchased. Not repeatable.
Power
Foresee
Description
Can see what is and will be. Spend pip to gain vague hints of events to come up to a day in the future.
Upgrade Effect
Strength x2 Spend pip to gain specific details equal to ranks purchased. Repeatable
Duration x2 Spend pip to gain extra days of duration equal to ranks purchased. Repeatable
Control When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. May spend pip to gain a success per pip on the check.
Magnitude x2 When using Control, can spend pip to increase targets affected equal to Magnitude upgrades purchased. Repeatable.
Range x3 When using Control, can spend pip to increase power's range by a number of range bands equal to Range upgrades purchased. Repeatable.
Control Affected targets increase ranged and melee defense by 2 for the first round of combat.
Control Spend pip to allow affected targets to take one free maneuver before the first round of combat begins.
Power
Protect/Unleash
Description
Protect: Avg Discipline check plus Protect power check. Spend two pips to reduce energy damage from self or engaged character = Will + 1/success. Darkside only protects self.
Unleash: Make Unleash power check and avg Discipline check. Spend 2 pips to confirm hit. Short range, base dam=Will, crit 4. User takes 1 conflict.
Upgrade Effect
Range x2 Spend 2 pips to increase range by a number of bands equal to Range upgrades purchased.
Magnitude Spend pip to affect 1 additional target within range per rank of Magnitude upgrades.
Control P: LS Force users can spend 1 Destiny Point to use Protect as an out of turn incidental once per session.
U: Dark Side users can spend 1 Destiny point to use unleash as a maneuver once per session.
Control Protect: Spend Advantage to increase defense by Advantage spent.
Unleash: Spend Advantage to inflict 1 strain.
Strength x2 Spend pip to decrease damage or add damage = Str ranks purchased.

Background

Motivation

Morality

Description

Other Notes

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