Monday, April 18, 2016

Master of the Knights of Ren

The main villain from Star Wars Episode VII: The Force Awakens.

KYLO REN, BEN SOLO (Episode VII) CL 10
Medium Human Jedi 7/Force adept 3
Destiny 2; Force 4, Strong in the Force; Dark Side 11

Init +7; Senses Perception +12
Languages Basic, Bocce, High Galactic

Defenses Ref 25 (flat-footed 23), Fort 24, Will 26; Deflect
hp 86; Threshold 24
Immune atmospheric and inhaled poison hazards

Speed 6 squares
Melee unarmed +11 (1d4+7) or
Melee crossguard retrosaber +12 (2d8+9)
Ranged by weapon +11
Base Atk +9; Grp +11
Atk Options Improved Disarm, Melee Defense, Mighty Swing
Special Actions Channel Aggression, Channel Anger, Power of the Dark Side, Shake It Off
Force Powers Known (Use the Force +12): Dark Rage, Force Stun (see below), Intercept*, Memory Walk* (see below)
* See Jedi Academy Training Manual
Force Techniques Force Power Mastery (Force Stun)

Abilities Str 14, Dex 14, Con 13, Int 15, Wis 12, Cha 15
Talents Channel Aggression, Channel Anger, Deflect, Force Perception, Gauge Force Potential, Power of the Dark Side
Feats Force Sensitivity, Force Training (2), Improved Disarm, Melee Defense, Mighty Swing, Shake It Off, Skill Training, Strong in the Force, Weapon Proficiency (lightsabers), Weapon Proficiency (Simple Weapons)
Skills Endurance +11, Knowledge (Galactic lore) +12, Knowledge (tactics) +12, Pilot +12, Use the Force +12
Possessions crossguard retrosaber (see Jedi Academy Training Manual, p.50-53; 0.7 kg), helmet of Ren (fitted only for Kylo and protects him from atmospheric and inhaled poison hazards; 1.5 kg), dark Jedi robes (2.5 kg)

Force Stun (House Rule)
Add the following to the paragraph under the “Special” description for this Force power (Saga Edition Core Rulebook, p.98): Alternatively, you may use a Destiny point when using this power to cause the target to become held in place and unable to move (the target may take no actions, its speed becomes 0, and the target is flat-footed with an added –5 penalty to Defense). This condition persists for at least 1 round; afterward, the target remains “paralyzed” like this, but still aware of its surroundings, until all conditions caused by this power have been removed.

Memory Walk (House Rule)
Add the following sentence to the paragraph under the “Special” description for this Force power (Jedi Academy Training Manual, p.27): Alternatively, you may use a Destiny point when using this power to also glimpse details from the memories that the target is forced to relive. Finding what you seek among the target’s memories may not be as easy as simply looking, and you must succeed on two, three, or four consecutive checks using this power to uncover deeper or more closely guarded memories and secrets kept by the target, as determined by the GM.