So'Zen Al Saba | Star Wars d6 Character Sheet | Star Wars: The Roleplaying Game (WEG/D6) | Statblocks & Sheets | World Anvil

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So'Zen Al Saba
15
Character Points
7
Force Points
0
Dark Side Points
12
Move
Y
Force Sensitive

 
0 - Healthy
Current Wounds

 

 
Funds
1d+0

 
Dexterity
3D+1

 
Name
Dice
Blaster
3D+1
Dodge
6D
Melee Combat (lightsaber)
5D+1
Melee Combat (staff) 3D+2
3D+1
Pick Pocket
3D+1

 

 
Perception
3D+1

 
Name
Dice
Bargain
3D+2
Con
4D
hide
3D+1
Persuasion
4D+0
Search
3D
Sneak
3D+2
diplomacy
4D

 
Perception Specializations

 
Name
Dice
Search: Tracking
3D

 

 
Knowledge
2D+1

 
Name
Dice
Alien Species
2D+2
Bureacracy
2D+1
Business
2D+1
Cultures
3D+1
Intimidation
2D+1
Languages
3D+1
Planetary Systems
2D+1
Street Wise
2D+1
Tactics
3D+1
Value
2D+1
WillPower
4D
animal handling
2D+1
flimzy starchart crafting
2D+1
Archaeology
2D+1

 
Knowledge Specializations

 
Name
Dice
Scholar (jedi lore)
3D+1

 
Knowledge Advanced Skills

 
Name
Dice
3D+1
Kwi Map (part 2)
4D

 

 
Strength
2D+2

 
Name
Dice
Brawling
2D+2
Climbing/Jumping
4D
Stamina
2D+2
Swimming
2D+2

 
Strength Specializations

 
Name
Dice
Brawling: Martial Arts
7D+2

 

 
Mechanical
2D+2

 
Name
Dice
Astrogation
2D+2
Sensors
2D+2
Space Transports
2D+2
Starfighter Piloting
4D+1
Starship Gunnery
2D+2
Starship Shields
4D
Swoop Operation
2D+2

 

 
Technical
2D

 
Name
Dice
Lightsaber repair
4D
First Aid
3D+2
Space Transport Repair
2D
Starship Weapon Repair
2D

 
Technical Advanced Skills

 
medicine (please see GM about this)

 

 
Martial Arts
7D+2

 
Maneuvers
Punch
Kick
Disarm
Reversal
Hold/Grapple
Flip
Shoulder Throw

 
 
Control
4D+2

 
Control Powers

 

  • Concentrate,

  • Accelerate Healing,

  • Force of Will,

  • Remove Fatigue,

  • Hibernation Trance,

  • Control Pain,

  • Absorb/Dissipate Energy,

  • Remain Conscious,

  • Resist Stun,

  • Enhance Attribute



 

 
Sense
4D+1

 
Sense Powers

 

  • Life Sense,

  • Life Detection,

  • Sense Path,

  • Sense Force,

  • Magnify Senses,

  • Emptiness

  • Instinctive Astrogation via Sense

  • Receptive Telepathy



 

 
Alter
4D

 
Alter Powers

 
Telekinesis

 
Control / Sense Powers

 

  • Projective Telepathy,

  • Lightsaber Combat



 

 
Control / Sense / Alter Powers

 
Affect Mind

 
Equipment
lightsaber
Item | Mar 17, 2019


  • robes

  • tribal headdress

  • tribal belt with pouches

  • rebreather

  • light saber repair tools

  • PDA

  • Force Pike (damage: Strength + 2d)



 

 
Notes, Story Factors, and Misc Information

How So'Zen should attack with a lightsaber using Lightsaber Combat:




  1. At the start of combat, or just before if you know it's impending: Activate Form VI: Niman: roll your dice in the Form (currently 3D+1) and try to reach a total of at least 15. Let the GM know what your roll was.

  2. Put Lightsaber Combat (force technique) up: Roll Control and Sense (minus one die to each because of using 2 Force Powers at the same time). The GM will tell you if you have succeeded at your control and sense rolls. If these rolls fail, no extra dice are added to “melee combat(lightsaber)”.

  3. Keep track of how many rounds of combat it has been since you activated Niman and entered, because Niman is active for 2x{number in front of the D for Form VI: Niman on character sheet} rounds. As of September 2019, that would be 6 rounds to settle everyone's hash. No problem!

  4. if rolls on step 2 succeed and So'Zen is attacking:

    1. add Sense dice to Melee Combat (lightsaber),

    2. and subtract 2D for having 2 force powers in use at the same time.



    This means, as of September 2019, he rolls 7d+2 to attack.

  5. if rolls on step 1 succeeds and So'Zen is defending:

    1. add Sense dice to Melee Combat (lightsaber),

    2. and subtract 2D for having 2 force powers in use at the same time.

    3. Then, think about how So'Zen is defending himself!


    4. Is he doing a Melee Parry with his lightsaber? Add half of his Persuasion skill (round fractions down).



    This means, right now, he rolls 9d+2 to do Melee Parry with Lightsaber or 7d+2 to defend himself (with lightsaber) in other ways.


  6. If rolls on step 1 succeeds, AND So'Zen is trying to deflect a blaster bolt: Roll a Control roll minus subtract 2D for having 2 force powers in use at the same time. This may only be done as a reaction roll to being shot at! GM applies modifiers, and roll may be done only if a die has been reserved ( like what is done for dodging ). Form VI: Niman does not help with blaster bolt problems, but does not make it more difficult, either.

  7. For the time being, So'Zen's study of Niman on the path of Peace has led him away from trying to aim any blaster bolts that he deflects. (Those rules get a little complicated; let's wait 'til your studies are further along.)



In addition: So'Zen can subtract up to his total in Control dice from lightsaber damage to make sure the target is less hurt (in this case the lightsaber is more like a baseball bat, instead of a sword), OR ADD up to his total in Control dice to lightsaber damage to make sure the target is more hurt than normal ( like cutting through a blast door ).



See also:




  • Spatial Awareness

  • Togrutan Stealth

  • Form VI: Niman, Lightsaber Combat and Affect Mind.


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    Star Wars d6 Sheet v1.5, made by Kummer Wolfe#7798 ( Kummer Wolfe Profile ) - Updated 10.3.2021

     

    Created by

    Hruthgar.

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