Saito: Character Sheet

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BASIC INFORMATION

Name: Saito Kittani
Race: Chiss
Sex: Male
Height: 6'3"
Weight: 215 lbs
Age: 19
Eyes: Red
Skin: Blue
Motivation: Cause: Equality
Career: Jedi Guardian
Specializations: Peacekeeper, Soresu Defender
Saito: Background

CHARACTERISTICS

  • Brawn 3
  • Agility 2
  • Intellect 3
  • Cunning 2
  • Willpower 3
  • Presence 3

SKILLS

GENERAL SKILLS

  • Cool (PRE) 1
  • Discipline (WIL) 1
  • Leadership (PRE) 1
  • Perception (CUN) 1
  • Pilot (Planetary) (AGI) 1
  • Resilience (BRN) 1
  • Vigilance (WIL) 1

COMBAT SKILLS

  • Brawl (BRN) 1
  • Lightsaber (BRN) 1
  • Melee (BRN) 1

KNOWLEDGE SKILLS

  • Knowledge (Lore) (INT) 1

TALENTS

  • Infravision - Remove up to 1 setback die due to lighting conditions to any check.

PEACEKEEPER

  • Confidence (2) - May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
  • Command (2) - Add boost die per rank of Command to Leadership checks. Affected targets add a boost die to Discipline checks for the next 24 Hours.
  • Commanding Presence (1) - Remove setback die per rank of Commanding Presence from Leadership and Cool checks.
  • Field Commander - Take the Field Commander action, made a difficulty 2 Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform a free maneuver.
  • Improved Field Commander - When performing Field Commander action, effect allies equal to double Presence. With Triumph allies may immediately perform 1 action instead of a maneuver.
  • Second Wind (3) - Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
  • Toughened (2) - Gain +2 wound threshold.

SORESU DEFENDER

  • Defensive Stance (1) - Once per round. perform a Defensive Stance maneuver to defend against brawl/melee attacks. Suffer strain no greater than ranks in Defensive Stance. Until next action upgrade the difficulty of all melee combat checks against the character a number of times equal to the number of strain spent.
  • Parry (2) - When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
  • Toughened (1) - Gain +2 wound threshold.

FORCE POWERS

ENHANCE

  • When making an Athletics Check, user may roll Force Rating as part of the pool. (Force points may be spent on successes or advantages at users choice.)
  • When making a Resilience Check, user may roll Force Rating as part of pool.
  • When making a Brawl Check, user may roll Force Rating as part of pool.
  • Ongoing Effect. Commit Force Die, increase Brawn Characteristic by 1. (Max 6)

INFLUENCE

  • The character may spend force point to stress the mind of one living target at engaged range, inflicting 1 strain.

SENSE

  • The user may spend a force point to sense all living things within short range. (Including sentient and non-sentient beings.)
  • The user may spend a force point to sense the current emotional state of one living target with whom he is engaged.

MOVE

  • The user may send a force point to move on object of silhouette 0 that is within short range up to his maximum range. (Default: Short)

MORALITY

RATING: 93

  • Level 1 Light Side Paragon - Add 1 Light Side Point to the group pool at the start of the session. (Morality 70 or Higher)
  • Level 2 Light Side Paragon - Add 1 to Strain Threshold. (Morality 80 or Higher)
  • Level 3 Light Side Paragon - Add 1 to Strain Threshold. (Total of +2) (Morality 90 or Higher)


POSITIVE: COMPASSION
NEGATIVE: HATRED

DUTY

  • 20 Duty - New Republic

GEAR

Credits: 1458

WEAPONS & ARMOR

TYPICAL INVENTORY 0/0

  • Concealing Robes: Defense (0), Soak (1), Encum (1), HP (0)
    • Add 1 Setback to Notice or Recognize Character
  • Lightsaber (Purple): Damage (6), Crit (2), Range (Engaged), Encum 1, HP (5), Breach (1), Sunder, Illum Crystal
    • -2 Hard Points: Lightsaber Crystal
  • Blaster Pistol: Damage (6), Crit (3), Range (Medium), Encum (1), HP (3), Stun, Ranged (Light)
  • Blaster Rifle: Damage (9), Crit (3), Range (Long), Encum (Long), HP (4), Stun, Ranged (Heavy)

EXTRA GEAR

  • Heavy Clothing: Defense (0), Soak (1) Encum 1, HP (0)

OTHER GEAR

TYPICAL INVENTORY 0/0

  • Comlink (Handheld)
  • Stimpacks (10)
  • Datapad (Encum 1)
  • Electronic Lockbreaker
  • Back Pack: +4 Encum
  • Utility Belt: +1 Encum
  • Wilderness Survival Kit (Encum 5)
    • Thermal Cloak
    • Multitool
    • Survival Knife
    • Distress Beacon
    • 2 Emergency Comlinks
    • 1 Spool of Wire
    • Basic Medpac
    • 2 Respirators
    • 10 Ration Packs
    • Water Jug with Filter
    • Glow Rod
    • 50 Meters of High Tensile Fiber Line
    • Emergency Flare Gun

EXTRA GEAR

CONDITION MODIFIERS

  • Soak: 4
  • Wounds: 19
  • Strain: 13 (15 -Light Side Paragon)
    • 3 Available Uses of Second Wind.
  • Ranged Defense: 0
  • Melee Defense: 0
  • Force Rating: 1

EXPERIENCE

  • Current Experience: 0
  • Total Experience: 355
    • Starting Experience: 110
    • Background: 0
    • Sessions: 245
  • Spent Experience: 355
    • Character Creation (110)
  • Command (Peacekeeper) (5)
  • Confidence (Peacekeeper) (5)
  • Second Wind (1) (Peacekeeper) (5)
  • Commanding Presence (Peacekeeper) (5)
  • Brawl 1 (5)
  • Sense Basic Force Power (5)
  • Enhance Basic Force Power (5)
  • Influence Basic Force Power (5)
  • Soresu Defender (20)
  • Lightsaber 1 (5)
  • Toughened (Soresu Defender) (5)
  • Parry (Soresu Defender) (5)
  • Confidence (Peacekeeper) (10)
  • Second Wind (2) (Peacekeeper) (10)
  • Parry (Soresu Defender) (5)
  • Move Basic Power (5)
  • Command (Peacekeeper) (15)
  • Toughened (Peacekeeper) (10)
  • Defensive Stance (Soresu Defender) (5)
  • Pilot (Planetary) 1 (5)
  • Field Commander (Peacekeeper) (15)
  • Improved Field Commander (Peacekeeper) (20)
  • Enhance Force Power (Resilience) (5)
  • Enhance Force Power (Brawl) (5)
  • Toughened (Peacekeeper) (20)
  • Melee 1 (5)
  • Knowledge (Lore) 1 (5)
  • Second Wind (3) (Peacekeeper) (20)
  • Enhance Force Power (Brawn) (10)