Knockdown, Vicious 1, Accurate 1, Pierce 1, Stun Setting
Damage
12
Critical
2
Parrying Vibroblade
Range
Engaged
Skill
Melee
Defensive 1, Pierce 2, Vicious 1
Damage
4 (+1)
Critical
2
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting +b*t on first check
Damage
7
Critical
3
DLT-19 Heavy blaster rifle
Range
Long
Skill
Ranged: Heavy
Accurate 2, Autofire, Cumbersome 3, Pierce 2
Damage
10
Critical
3
Stealth vibroknife
Range
Engaged
Skill
Melee
Pierce 1, Vicious 2
Damage
4 (+1)
Critical
2
Lightsaber staff
Range
Engaged
Skill
Melee
Inferior, Cumbersome 4, Defensive 2
Damage
6(+3)
Critical
5
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting
Damage
3
Critical
5
30
690
2635
8/14
Weapons & Armor
Standard loudout 7 Enc
Pike, both Vibroblades, Mawgax armour, 1 stun grenade
Inconspicious gear
Smugglers trenchcoat
Both Vibroblades, Heavy Blaster Pistol
Non-Jedi gear
Walking Staff, Heavy Blaster pistol, knives
Battle gear
Mawgax hide armor (crafted light armor, a tough set of light armor cut with jedi robes, excellent for hiding in foliage)
-R:1 M:1 S:2
-Special embellishment (Stealth)
Backpack
Stimpack 2
Jedi Utility belt
Wilderness survival kit
Survivalists mess kit
Load bearing gear
Surveyors bag
Flight Suit
Moonstag tokens I and II
Assets & Resources
Stored
Disruptor pistol
Walking staff Enc: 3 HP: 2 +3 dmg
+2 boosts to checks made to keep this staff in social situations
DLT-19 Heavy blaster rifle
-Accurate 2, Autofire, Cumbersome
3 Pierce 2, 1 hardpoint
Heavy Clothing
Attaan Kryze
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Heightened Awareness
1
Species ability
Quick Draw
1
5xp
Once per round, draw or holster a weapon or accessible item as an incidental.
Toughened
1
5xp+10xp
Gain +2 wound threshold
Lethal Blows
1
10xp
Add +10 per rank of lethal blows to any Critical Injury results inflicted on opponents.
Precise Aim
1
15xp
Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number.
Deathblow
1
20xp
Flip a destiny point to add damage equal to willpower.
Marked for Death
1
20xp
Commit f to target enemy, add 2 advantages to dice pool. Can't be used again until encounter ends or target is incapacitated.
Skilled Jockey
1
Gm Grant
Remove setback from piloting checks.
Force Rating (Executioner) + (Pathfinder)
2
25xp+20xp
+1 force rating per rank
Keen Eyed
2
5xp+10xp
Remove setback per rank of keen eyed from perception and vigilance checks. Decrease time to searche a specific area by half.
Outdoorsman
1
10xp
Remove setback from checks related to dealing with enviromental effects. Overland travel takes half the time.
Swift
1
5xp
Does not suffer the negative effects of difficult terrain.
Animal empathy
1
15xp
When making checks to handle or tame animals, add force no greater than Force rating to the check. Spend pips to add success or advantage to the check.
Animal Bond (Zeldrys)
1
15xp
Develop long-term bond with single animal of silhouette no greater than half force rating rounded down.
Jump up
1
5xp
Once per round, may stand from seated or prone as an incidental.
Parry
1
10xp
When hit by a melee attack, suffer 3 strain to reduce damage by 3(2 plus ranks in parry).
Quick Stike
1
5xp
Add boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Hunter's quarry
1
10xp
Take Hunter's Quarry action, make a hard survival check to upgrade the ability of all attakcs made against a target at long range until the end of the character's next turn.
Reflect
1
15xp
When hit by a ranged attack, suffer 3 strain to reduce damage by 3(2 plus ranks in reflect).
Dedication (Willpower)
1
25xp
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Mind Over Matter
1
10xp
May spend one DP to recover strain equal to Willpower.
Essential Kill
1
25xp
Add force to combat checks excluding gunnery. Use pips to generate advantage, or 3 to create a triumph. Advantage cannot be used to recover strain.
Hunter's Quarry (Improved)
2
15xp
Suffer 2 strain to perform Hunter's Quarry as a maneuver.
Parry (Improved)
1
15xp
Forager
1
5xp
Remove 2 setback from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Quick Movement
1
20xp
Grit
1
15xp
Natural outdoorsman
1
25xp
Dedication (brawn)
1
25xp
Force Powers
Force Rating
3
Power
Enhance (Mentor - Mia)
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 die to gain success or advantage (users choice) on the check.
Upgrade
Effect
Control: Resilience
Enhance may be used with the Resilience skill.
Control: Brawl
Enhance may be used with the Brawl skill.
Control: Force leap (Horizontal)
Take a force leap action: Make an Enhanced power check. The user may spend force pips to jump horizontally to any location in short range.
Control:Brawn
Ongoing Effect: Commit 1 force rating, The user increases his Brawn characteristic by 1 (to maximum of 6).
Control: Coordination
Enhance may be used with the Coordination skill.
Control:Piloting Planetary
Enhance may be used with the Piloting(Planetary) skill.
Control:Piloting Space
Enhance may be used with the Piloting(Space) skill.
Control Force leap (Vertical) Gm Grant
When perfomring a Force Leap, the user can jump vertically in addition to jumping horizontally.
Power
Move (Mentor - Shakka)
Description
The Force user can move small objects via the power of the Force.
The user may spend force die to move one object of silhouette 0 that is within short range up to his maximum range.
The default maximum range is short range.
Upgrade
Effect
Power
Sense (Mentor - Ossa)
Description
The Force user can sense the force interacting with the world around him.
The user may spend pips to sense all living things within short rang (including sentient and non-sentient beings).
The user may spend pips to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Power
Alter (Mentor - Shakka)
Description
The Force user can tap into the living force of their surroundings, manipulating the nearby environs.
The Force user may spend 1 pip to make all terrain currently within Short range difficult terrain until the end of their next turn.
The Force user may spend 1 pip to make all terrain currently within Short range normal terrain until the end of their next turn.
Upgrade
Effect
Power
Bind (Mentor - Shakka)
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend 1 pip to immobilize a target within short range until the end of the user's next turn. If the user used the dark side to generate pips, the target also suffers 1 wound per pip spend on the check (ignoring soak)
Upgrade
Effect
Power
Seek (Mentor - Antioch)
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend 2 pips to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend 1 pip and succed at an average vigilance check to see through illusions.
Upgrade
Effect
Background
How did you discover your force sensitivity?
Always somewhat of an isolationist, Davor spent most of his time in the wild lands of his homeworld. Interacting with animals and exploring the wilderness proved intuitive. However he realized the other members of his tribe did not possess this sense beyond sense, he tried to supress it and focus on the things he could see and feel with his antennae and his eyes. It was on his rite of passage that he began to trust this feeling and value it higher than those other senses his elders taught him to trust.
Describe a moment where you fell prey to your moral weakness or experienced a tragedy/horror that still haunts you.
After growing tired of the systematic exploitation of his people on Kallera, Davor decided to cut off the head of one of the crime organisations, a Pyke slaver, despite succesfully killing the crime bosshe failed to deal with the successor Raajo Taal, more ruthless and eager to seek revenge he sent his men to capture the people of his village and enslave them to send a message that they are not to be trifled with.
How did you come to join the NJO?
After stealing the former crime boss's ship and making a hasty (if precarious) getaway he decided to seek shelter at the NJO considering their status in the galaxy.
Name one NPC your character has a strong connection with. This could be a family member, a friend, a work contact, or a bitter rival.
Raajo Taal, the successor to the Taal Crime family. A ruthless calculating man who will stop at nothing to further his interests. Notorious for abducting Kallerans and enslaving them in his spice mines, their lack of noses making them excellent workers. Has a habit of taking things personally which can cause issues for his enterprises.
Describe a moment in your life where you demonstrated your moral strength despite adversity.
On his day of naming, a rite of passage in his village on the dawn of their 16th winter; Davor was the runt of the litter, not as strong or brave as the other youths of the tribe, like many before him he was not expected to return. But he knew he had something the others did not, a connection to the force of life, an understanding that lead him to walk into the forest with a clear mind, the voices of the elders forgotten, only the hunter within him remaining. As he stalked for his prey he felt not with his senses but with the force the place to strike, trusting the feeling wholly he slew the beast without a scratch upon him, returning to the village a man, and accepting of the truth he felt.
Motivation
Morality
Confidence
Vengeance
Caring overly for others, especially victims, can lead the character to desire revenge against those who made them suffer. Only when such targets are tracked down and brought low can balance be restored.
Obligation 10:
Antagonist, Raajo Taal Pyke slaver with a score to settle, ruthless, calculating and efficient. Own significant holdings on Kaller and Kessel, successor to the Garc
Debt: 5
Dragoncat (Name pending) A creature strong in the force has agreed to relinquish an artifact belonging to a master, if we bring out masters to it and offer it a greater focus in return.
Description
Standing over 2 metres tall, athletic and lithe, green skin, bearing many animal-induced scars, black patterns cover his body. Always straight backed and somewhat stern.
Wears jedi robes reinforced with animal hide
28 years old
Born on Kaller into a partially nomadic hunter gatherer tribe, to avoid the cities with alien presence and abuse, they took to honing their skills as hunters and survivalists, living in harmony with the wilderness around them. Though they took
Other Notes
Session summary: https://docs.google.com/document/d/1ds2vzHYQuL_zhn8W27Fpj1I9F78HKRrJehiIDEG_iyY/edit?usp=sharing
XP expenditure: