Corran Marr by jsbruckner

Species
Human
Career
Mystic
Specializations
Seer, Makashi Duelist
System
Force and Destiny

4
Threshold 14
Current 14
Threshold 18
Current 18
Ranged 0
Melee 1

Placeholder Image

Characteristics

2
2
2
2
4
4

Skills

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

Attacks

Light Saber
Range
Engaged
Skill
Lightsaber
Damage
6
Critical
2

625
1800
2

Weapons & Armor

Padded armor

Personal Gear

3 Medpac
1 stimpack
1 frag grenade: Armor Piercing Grenades Encumbrance: 2 Rarity: 6 Price: 100 Damage: 13 Range: Short Critical: ωωω Skill: Ranged - Light Qualities: Blast 4, Limited Ammo 1, Pierce 3

Assets & Resources

Critical Injuries & Conditions

(part of ear shorn off)
Blind (+1 difficulty to all checks involving sight)

5 conflict (lol i'm bad)

Talents

Name Rank Book & Page Description
Forager Force and Destiny Remove 2 black die from checks to find food, water, shelter. Survival checks take half as long
Uncanny Reactions x 2 Add an advantage die per rank of UR to all Vigilance checks
Grit x3 +3 Strain threshold
Rapid Reaction x2 Suffer strain up to ranks (2) to add an equal number of success to intiative
Keen Eyed Remove a black die per ranks from Perception and Vigilance checks. searches take half time.
Sense Danger remove 2 black dice from any one check once per session
Forewarning As an action, give all allies in medium range an increase in defense equal to my force rating until their first action in an encounter
Force Rating x2 +2 Force Rating
Sense Advantage Once per session, add 2 black dice to an NPC check
The Force is my Ally Once per session, suffer 2 strain to perform a force power as a manuever
Natural Mystic Reroll a force power once per session
Toughened +2 wounds
Parry x3 Suffer 3 strain to reduce melee damage by 2+ ranks in Parry (5)
Resist Disarm Suffer 2 strain to resist being disarmed or having weapon destroyed
Makashi Technique Use Presence as Lightsaber stat.
Feint x2 Use a Triumph or 3 advantage generated on a missed melee attack to to upgrade difficulty of next incoming attack by ranks in Feint (2)

Force Powers

Force Rating
Power
Battle Medidtation
Description
May spend Force pip to add one automatic success to all checks made by a number of engaged friendly targets up to Presence before end of next turn. Dark Side reduces each target's Willpower by 1 until end of encounter Can't use multiple times.
Upgrade Effect
Strength Spend two force points to add one additional automatic success to affected characters. Can use multuple times.
Duration Commit 3 force die to sustain the ongoing effects on each target while they're in range. Commit right after using power, incidental action each proceeding turn to sustain/end effect.
Control Orders When making a battle meditation check, make an easy (one purple) Leadership check Suceess means you can issue simple orders as part of the poer.
Range x2 Spend a Force point to increase power's range by 2.
Power
Protect/Unleash
Description
Protect: Roll 2 purple dice as part of pool vs Discipline. Spend 2 force points to reduce damage from an energy-based weapon that hits you or engaged character by amount equal to Willpower +1 per Success. Dark force users can only protect selves.
Unleash: Roll 2 purple dice vs Discipline. If check succeeds, spend 2 force points. Short range, base damage equal to Willpower, Crit of 4 gain 1 conflict.
Upgrade Effect
Control: greater defense/ensnare Spend a force pip to protect against ALL types of damage/spend a force pip to give attack Ensnare 2 (target can't move for 2 turns unless they pass a Hard atheltics check)
Duration If no Dark Side generated during Protect, power reduces damage of all attacks before the start of user's next turn. Can spend a force point to give Unleash Burn 2.
Mastery Protect: Light Side users spend 2 force points to reflect all attacks to 0 and reflect damage to initial attacker.
Unleash: dark side users spend a force point to reduce critical rating of attacks to 1.
Strength Spend force die to increase damage dealt/soaked by 1/strength upgrades
Range Spend 2 force dice to increase power's range by number of bands = to # of upgrades
Control: Defense/Strain Spend an advantage to gain defense equal to advantage spent/spend advantage to inflict 1 strain on target
Power
Sense
Description
Spend a force die to sense all living things within short range. Spend a force point to sense current emotions of one living being. Sensing a nearby being (as a maneuver) removes the Blind penalty for attacking them.
Upgrade Effect

Background

A young recently graduated Jedi, he is attuned to the ways of the Force. From some decently well-to-do planet and area, like Naboo. It was very peaceful and the Republic was always held as a shining example of civilized society. Jedi training on Corruscant did nothing to dissuade these notions.
Young and idealistic and firmly believes that the jedi and the Republic are the greatest things and protectors of good in the world.
Sees the Force as a tool for good, to protect others who cannot protect themselves.

Motivation

Morality

Description

Other Notes

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