Alema Tann by shroudedstriker

Species
Twi'lek
Career
The Consular
Specializations
Niman Disciple, Jedi Padawan (30 exp), Jedi Knight (40 exp)
System
Force and Destiny

5
Threshold 11
Current 0
Threshold 16
Current 10
Ranged 1
Melee 1

Placeholder Image

Characteristics

1
2
2
2
5
3

Skills

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

Attacks

Basic Lightsaber (9300 Credits)
Range
Engaged
Skill
Lightsaber
Breach 1 (Situational Breach 2 with maneuver and three threats to combat checks), Sunder, Superior
Damage
8
Critical
2

0
670
400
1

Weapons & Armor

Basic Lightsaber (Enc 1) (HP 5 ->0) 9300 Credits
Superior Hilt Personalization (HP1, 5000 Credits, grants Superior Quality to Lightsaber -> Auto advantage on rolls using weapon, +1 damage)
Fusion Shunt (HP1, 2000 Credits, Cutting Tool Mode!)
Reflex Grip (HP 2, 4000 Credits, When using Reflect/Parry, suffer 1 strain but act as if one rank higher in Reflect/Parry
Extended Hilt (HP 1, 3800 Credits, +1 Damage)

Personal Gear

Disguise Kit (100 Credits)

Assets & Resources

30 + 40 exp Willpower
30 exp +1 Force Rating Character Creation

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Nobody's Fool (5 exp) Force & Destiny 70 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Niman Technique (10 exp) Force & Destiny 70 When making a Lightsaber skill check, the character may use Willpower instead of Brawn
Sense Emotions (15 exp) Force & Destiny 70 Add boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers
Reflect (20 exp) Force & Destiny 70 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Draw Closer (20 exp) Force & Destiny 70 Perform a Draw Closer action, make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding Force Die no greater than Force Rating to the check. Spend Force pips to move target one range band closer or to add successes to the check.
Quick Draw (5 exp) Rise of the Separatists 27 Once per round, draw or holster a weapon or accessible item as an incidental
Well Rounded (10 xp) Rise of the Separatists 27 Choose any 2 skills - they permanently become career skills (Coercion and Ranged (Light))
Sense Danger (10 exp) Rise of the Separatists 27 Once per session, remove two setback dice from any one check
Force Rating (15 exp) Rise of the Separatists 27 Gain +1 Force Rating
Jump up (5 exp) Rise of the Separatists 26 Once per round, may stand from seated or prone as an incidental
Parry (10 exp) Rise of the Separatists 26 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Reflect (15 exp) Rise of the Separatists 26 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Improved Reflect (15 exp) Rise of the Separatists 26 When reflecting a hit that generated a Despair or 3 threats, may hit one target in medium range with the same damage as the initial hit, after the original attack resolves
Improved Parry (15 exp) Rise of the Separatists 26 When parrying a hit that generated a Despair or 3 threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves
Researcher (5 exp) Rise of the Separatists 26 Remove one setback dice/rank of Researcher on Knowledge checks, researching takes half time
Sense Emotions (10 exp) Rise of the Separatists 26 Add one boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers
Researcher (10 exp) Rise of the Separatists 26 Remove one setback dice/rank of Researcher on Knowledge checks, researching takes half time
Balance (15 exp) Rise of the Separatists 26 When the character heals strain at the end of the encounter, they may add Force Die/Force Rating. They recover additional strain equal to Force Pips generated
Will of the Force (20 exp) Rise of the Separatists 26 Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point
Force Rating (25 exp) Rise of the Separatists 26 Gain +1 Force Rating
Dedication (25 exp) Rise of the Separatists 26 Gain +1 characteristic (Willpower)

Force Powers

Force Rating
4
Power
Influence (10 exp - 5 exp Mentor Discount = 5 exp)
Description
The character may attempt to guide, shape and even twist the thoughts and feelings of others.
Special rule (Force Pips used): When guiding and shaping thoughts, only Force Pips generated from Dark Side Pips may be used to generate negative emotions such as rage, fear, and hatred. Only Force Pips generated from Light Side Pips may be used to generated positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from Force Pips generated from either Light Side Pips or Dark Side Pips.

The character may spend Force Pips to stress the mind of one living target he is engaged with, inflicting 1 strain
Upgrade Effect
Control (10 exp) The Force user ma y make an opposed Discipline vs. Discipline check combined with an Influence Power Check. If the user spends Force Pips 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
Control (15 exp) When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend Force pips to gain successes or advantages (user's choice) on the check.
Range (5 exp) Spend a Force pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Enhance (10 exp - 5 exp Mentor Discount = 5 exp)
Description
When making an Athletics check, roll an Enhance power check as a part of the pool. User may use Force pips to add successes or advantages to the check
Upgrade Effect
Control x3 (15 exp) Enhance can be used with Resilience, Brawl and Coordination
Power
Foresee (10 exp - 5 exp Mentor Discount = 5 exp)
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend Force pips to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control (10 exp) When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend Force pips to gain successes on the check.
Power
Sense (10 exp - 5 exp Mentor Discount = 5 exp)
Description
The Force can sense the Force interacting with the world around him.
The user may spend Force pips to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force pips to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Range x2 (15 exp) Spend a Force pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Control (10 exp) Spend a Force pip to sense the current thoughts of one living target with whom he is engaged.
Power
Move (10 exp - 5 exp Mentor Discount = 5 exp)
Description
The Force user can move small objects via the power of the Force. The user may spend Force pips 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
Strength x2 (20 exp) Spend a Force pip to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Control (10 exp) The Force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check, doing damage equal to 10 times silhouette.
Control (15 exp) The character can perform fine manipulations of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
Control (5 exp) The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Range x2 (10 exp) Spend a Force pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Seek (10 exp - 5 exp Mentor Discount = 5 exp)
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten

The user may spend two force pips to gain insight into the general location or direction that he knows about, regardless of current distance.

The user may spend a force pip and succeed at an Average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions
Upgrade Effect
Power
Misdirect (15 exp - 5 exp Mentor Discount = 10 exp)
Description
The Force user creates illusions to fool those around him.

The user may spend a force pip to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Range x1 (5 exp) Spend a Force Pip to increase power's range by number of range bands equal to Range upgrades purchased
Control (10 exp) The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Magnitude x2 (20 exp) Spend Force pips to affect additional targets equal to Presence per rank of magnitude Purchased
Duration (5 exp) Commit two Force Die to sustain this power while the beguiled target remains in range

Background

Motivation

To keep the Jedi from falling to darkness

Morality

50
Morality Strength: Love
Morality Weakness: Fear

Description

Alema Tann is a Blue Twi'lek around 34 years old. She dresses very practically, with padded armor, a jacket, and other clothing fit for one who travels across the galaxy. Though she may seem rather unremarkable or even cold at first glance, those who look at her more closely are able to see a warmth in her eye that seems to be for the people around her.

Other Notes

https://maximpakulov.deviantart.com/art/Twi-lek-417222104


FUSION SHUNT
A light saber is more than just a weapon. I( is a symbol. a badge of office- and a tool. When its wielder is faced with a situation that requires that latter approach, a lightsaber can carve through obstacles or debris to clear a path forward. Some Jedi - modify their lightsaber's power output to allow a secondary "Fusion Shunt" mode for the blade, amplifying the power and profile of the blade. The wielder must take great care to keep the blade's motions precise, as the energy pours forth from the emitter while the shunt is active.
Models Include: None.
Base Modifiers: Activating or deactivating the fusion shunt requires a maneuver. If the lightsaber is used as a weapon while the shunt is active, all combat checks receive three threats, but the weapon's Breach Quality increases by 1. While the fusion shunt is active, the light saber can slice through obstacles with ease, destroying or cutting through barriers and other inanimate targets at twice the normal rate. Exact details are up to GM's discretion, but in general, hardened security doors and reinforced walls should withstand two to three rounds of cutting, with other obstacles being dealt with in a corresponding time frame.
Modification Options: None.
Hard Points Required: 1
Price: 2.000 Credits.

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