Everything's good until you get to your powers and schticks.
With Force powers, you need to select the overarching powers- Push/Pull or Presence, for example. Then you can get then again to have it as a Mastery so that you can use the minor abilities that come with the power. So I'd rethink your allocation there.
Blade Schticks... I wouldn't go with the one you chose, just because a Guard would serve you better because it gives you defensive measures.
Combat Schticks aren't used with Guns and you picked Gun Schticks. Gotta pick from the right list, should be lower on the Rules page than Gun Schticks.
Also, pick two more Merits. Contacts with the Hutts and a Starship are only two and you can have four.
Seth Ketra - Freelancer (Renegade)
STATS
Strength: 2+1 (3)
Agility: 2+3 (5)
Dexterity: 2+2 (4)
Defence: 1
Willpower: 4
Intelligence: 2+1 (3)
Charisma: 2+3 (5)
Perception: 2+1 (3)
Force Rating: 5
Force Attack: 7
Force Defence: 1
SKILLS
Lightsabre: (4)
Combat: 4
Guns: 2
Languages: 1+2 (3)
Savoir-Faire: 1+1 (2)
Leadership: 1
Medicine: 1
Survival: 1
Intrusion: 0+1 (1)
SPECIAL: Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls.
FORCE POWERS: Push/Pull, Sense +Presence, Intuition/Mastery;+Swiftness/Mastery+Balance
BLADE SCHTICKS: 4
1. Riposte
2. Perfect Strike
3. Balanced Guard
4. Reflection
COMBAT SCHTICKS: 6
1. Feint
2. Counterstrike
3. Dodge and Weave
4. Whirling Strike
5. Focussed Blow
6. Sidestep
MERITS: (Renegades have plus 1 I believe which brings to a total of 5 Merits)
Ally - 3PO Droid <FR-3P0 "MONARCH">
Ties - Smugglers <Had prior dealings/affliations within the various smuggling groups>
Total: 4pts.
Renegades have an extra Merit but have no authority as a Jedi
1. Category- Outsider
2. Name- Haron Silverfeet
3. Template- Orphan
4. Assign stats and skills-
STATS
Strength: 3
Agility: 4
Dexterity: 3
Defence: 2
Willpower: 4
Intelligence: 5
Charisma: 4
Perception: 3
Force Rating: 9
Force Attack: 8
Force Defence: 2
SKILLS
Lightsabre: Take the highest of Strength, Agility and Dexterity away from 8. This is your Lightsabre score.
Spend 4 points amongst the following. (max 4). Remove any skills left at 0.
Jedi Lore: 2
Languages: 2
Combat: 2
Savoir-Faire: 1
Lying: 2
Survival: 1
Persuade: 3
SPECIAL: Intuitive Flow: The Orphan has an amazing (though raw) natural gift with the Force. He treats all Force rolls (NOT Force Attack rolls) as Easy.
5. Schticks/Force Powers-
FORCE POWERS: Push/Pull, Sense, Intuition, Lifting , Leap, Swiftness, Co-ordination, Presence, Empathy(1), Pursuade(1), Iron will, Total Focus, Alacrity,Guidance(x), Shroud(1),Foresight(1)
BLADE SCHTICKS: 1
Balanced Guard
A mobile posture using speed, agility and a good sense of balance to keep out of harm’s away as you deal with your foes. Gain +2 Armour; if a foe attacking you rolls any 1s on his dice, you gain an additional armour.
TAP: Instead, gain +3 Armour and Defence, and all 1s and 2s rolled by enemies attacking you this turn add an extra +1 armour to you against that attack.
COMBAT SCHTICKS: 2
Dodge and Weave
Gain +1 Defence against all attacks
TAP: Gain an extra +4 Defence against all attacks
(for a total of 5)
Martial Artist
Unarmed only. Gain +4 attack pool.
TAP: Instead, gain +10 attack pool.
6. Merits-
Ally: Astromech droid
Mentor: Darth Bane (Ghost form)
Famous Master: Darth Bane (Ghost form)
Starship (Dynamic-class freighter)
Ok, is this better?
Getting there! Force powers still aren't right. You need to pick the main power, not the bonus powers you get from a Mastery. Push/Pull, for example, is a main power. Empathy and Persuade and all that are not. You must take a power twice to make it a Mastery (for example, Push/Pull x2 gives you Combat Push and Saber Throw). Make sense?
You also need to take prerequisite powers before you can take more powerful ones. You have Swiftness and Coordination, but you also need Balance before you can take Alacrity. Double check those.
Also, your Merits... you cannot have Darth Bane as your Mentor or Famous Master. That would imply that your character was trained by the Sith, which is impossible not only because we are Dark Jedi, but because it breaks with the film canon. Also, not sure if Dark Jedi can take Mentor.
Liberator, yours looks fantastic.
I'll just jump in and say that 'Defence' is fixed at 1, so you can put that point into one of Strength, Dexterity or Agility instead.
-
Liberator- Renegades do indeed get an extra Merit, though that makes the total 4, which tallies with what you have.
As Liberator is looking good- BB, do you want to give him the pep talk as to what the Renegades are about?
1. Category- Outsider
2. Name- Haron Silverfeet
3. Template- Orphan
4. Assign stats and skills-
STATS
Strength: 3
Agility: 4
Dexterity: 3
Defence: 2
Willpower: 4
Intelligence: 5
Charisma: 4
Perception: 3
Force Rating: 9
Force Attack: 8
Force Defence: 2
SKILLS
Lightsabre: Take the highest of Strength, Agility and Dexterity away from 8. This is your Lightsabre score.
Spend 4 points amongst the following. (max 4). Remove any skills left at 0.
Jedi Lore: 2
Languages: 2
Combat: 2
Savoir-Faire: 1
Lying: 2
Survival: 1
Persuade: 3
SPECIAL: Intuitive Flow: The Orphan has an amazing (though raw) natural gift with the Force. He treats all Force rolls (NOT Force Attack rolls) as Easy.
5. Schticks/Force Powers-
FORCE POWERS: Push/Pull (Mastery), Sense(Mastery), Intuition(Mastery),Leaping, Presence(Mastery), Intuition(Mastery), Iron Will(Mastery), Insight(Mastery), Corruption
BLADE SCHTICKS: 1
Balanced Guard
A mobile posture using speed, agility and a good sense of balance to keep out of harm’s away as you deal with your foes. Gain +2 Armour; if a foe attacking you rolls any 1s on his dice, you gain an additional armour.
TAP: Instead, gain +3 Armour and Defence, and all 1s and 2s rolled by enemies attacking you this turn add an extra +1 armour to you against that attack.
COMBAT SCHTICKS: 2
Dodge and Weave
Gain +1 Defence against all attacks
TAP: Gain an extra +4 Defence against all attacks
(for a total of 5)
Martial Artist
Unarmed only. Gain +4 attack pool.
TAP: Instead, gain +10 attack pool.
6. Merits-
Ally: Astromech droid
Lucky
Power Hungry
Starship (Dynamic-class freighter)
Completley re-did the force powers because it was too annoying to look back at all the things and fix them, and fixed merits
BTW, ever heard of the rule of two? google it
I like Vlad! Sometimes you just need to tweak characters as you go. Background stories can be changed and how you play your character changes over time no matter what. 🙂
When I first started Vera I went for a Yoda-esque demeanor, then went to wise old woman, now going to 'I am not taking your shit' Vera.
Indeed, Rule of Two does not apply to Dark Jedi, which is what we are.
Looks good! Only two problems I spotted and that was that Lucky is a Merit that costs 3 Merits rather than 1, and that you added a Physical stat point to Defense (which is stuck at 1) so you should put it somewhere amongst Strength, Agility, or Dexterity.
And yeah, I can tell you that Galder has changed greatly over time, Vlad. His last name used to be Welptet, for example. Ew. Plus, Vlad's got xp on him that makes what you have better due to playing experience.
OK, i am POSITIVE that this time i got it right xD
1. Category- Outsider
2. Name- Haron Silverfeet
3. Template- Orphan
4. Assign stats and skills-
STATS
Strength: 4
Agility: 4
Dexterity: 3
Defence: 1
Willpower: 4
Intelligence: 5
Charisma: 4
Perception: 3
Force Rating: 9
Force Attack: 8
Force Defence: 2
SKILLS
Lightsabre: Take the highest of Strength, Agility and Dexterity away from 8. This is your Lightsabre score.
Spend 4 points amongst the following. (max 4). Remove any skills left at 0.
Jedi Lore: 2
Languages: 2
Combat: 2
Savoir-Faire: 1
Lying: 2
Survival: 1
Persuade: 3
SPECIAL: Intuitive Flow: The Orphan has an amazing (though raw) natural gift with the Force. He treats all Force rolls (NOT Force Attack rolls) as Easy.
5. Schticks/Force Powers-
FORCE POWERS: Push/Pull (Mastery), Sense(Mastery), Intuition(Mastery),Leaping, Presence(Mastery), Intuition(Mastery), Iron Will(Mastery), Insight(Mastery), Corruption
BLADE SCHTICKS: 1
Balanced Guard
A mobile posture using speed, agility and a good sense of balance to keep out of harm’s away as you deal with your foes. Gain +2 Armour; if a foe attacking you rolls any 1s on his dice, you gain an additional armour.
TAP: Instead, gain +3 Armour and Defence, and all 1s and 2s rolled by enemies attacking you this turn add an extra +1 armour to you against that attack.
COMBAT SCHTICKS: 2
Dodge and Weave
Gain +1 Defence against all attacks
TAP: Gain an extra +4 Defence against all attacks
(for a total of 5)
Martial Artist
Unarmed only. Gain +4 attack pool.
TAP: Instead, gain +10 attack pool.
6. Merits-
Ally: Astromech droid
Reputation
Starship (Dynamic-class freighter)