Mysterious NPC - Twelve by YelshaNu

Species
Human
Career
Sentinel
Specializations
Shadow, Shien Expert, Sentry
System
Force and Destiny

7
Threshold 15
Current 0
Threshold 15
Current 0
Ranged 0
Melee 1

Characteristics

3
3
3
4
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 2
Cool (Pr) 0
Coordination (Ag) X 2
Deception (Cun) X 3
Discipline (Will) 1
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) X 2
Stealth (Ag) X 3
Streetwise (Cun) X 2
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 2
Gunnery (Ag) 0
Lightsaber (Cun) X 0
Melee (Br) 4
Ranged: Light (Ag) 3
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Morgukai Cortosis Staff
Range
Engaged
Skill
Melee
Breach 1, Cortosis, Defensive 1
Damage
8
Critical
1
Vibrokukri
Range
Engaged
Skill
Melee
3 HP, Pierce 2, Vicious 5, Enc 2
Damage
4
Critical
2
Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Disorient 3, Concussive 2, Sunder, Fine-Tuned Emitter, +1 success on successful checks
Damage
8
Critical
3
Luma Flare
Range
Long
Skill
Gunnery
Blast 4, Burn 4, Disorient 2, Inaccurate 2, Prepare 2, Limited Ammo 1
Damage
6
Critical
3
Czerka Arms Model 57 "Homesteader" Hunting Rifle
Range
Long
Skill
Ranged: Heavy
Accurate 2, Cumbersome 2, Custom Grip.
Damage
7
Critical
5

0
580
630
8

Weapons & Armor

Combat Armour constructed by Tobin Stryder (salvaged from some parts). Details to follow. Soak 4, Enc 3.

Dantari Lightsaber
/Disguised (Add 1 setback dice to other characters to identify the lightsaber hilt as such whilst not ignited)
/Fine-Tuned Emitter (Add +1 Advantage on combat checks with the lightsaber).
- Engraved with a '12' and a 'T' between the 1 and the 2.
/Personalised Design
(After spending a full 2 days in meditation, she's got a fully upgraded crystal).

Morgukai Cortosis Staff

VibroKukri

Personal Gear

Has 3 copies of the gentle Ord Mantell ride for Riza, Tobin and Darwin (has handed Tobin his).

Parts for lightsaber hilt scavenged from Nar Shaddaa. (Thrust-intake valve from a speeder-bike for the hilt. All the parts are brand new, they were stolen from a shipping crate of speeders).

Dragite Gem.

2x Luma flares (p. 52 KtP)
1x Emperor Palpatine bobble-head
Random assortment of snacks (roughly 2 days worth of food in stolen sweets)

Stolen nick-nacks - if there's a small item that would be useful, spend a destiny point - she has stolen it somewhere along the way.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Adversary 2 Upgrade all attacks made against this character twice.
Well Rounded Choose 2 skills, they become career skills (Ranged Heavy, Vigilance).
Shroud The character may spend 1 Destiny Point to make themselves undetectable via Force powers and make their own powers go unnoticed for the remainder of the encounter.
Street Smarts 1 Remove 1 Setback dice per rank of Street Smarts from Streetwise and Knowledge (Underworld checks)
Mental Fortress Spend 1 Destiny Points to ignore the effects of Critical Injuries on Intellect and Cunning checks until the end of the encounter.
Sleight of Mind 2 F&D core p. 152 Add 1 Boost dice to all Stealth checks, unless the opponent is immune to Force Powers.
Codebreaker 2 Remove 2 setback dice from all checks made to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Now You See Me Once per session as an action, make a 3 difficulty Deception check to make a number of NPCs equal to Cunning within medium range forget about the character.
Indistinguishable 2 Upgrade difficulty of all checks to identify the character twice.
Master of Shadows Once per round, suffer 2 strain to decrease difficulty of next Stealth of Skulduggery checks by 1.
Slippery Minded If under the effects of a Force power, perform the Slippery Minded action: make a 3 difficulty Deception check to immediately end the effects of the power.
Anatomy Lessons After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
Street Smarts 1 Remove 1 Setback Dice per rank of Street Smarts from Streetwise and Knowledge Underworld checks.
Force Rating Gain +1 Force rating.
Shien Technique When making a check using a lightsaber skill, the character may use Cunning instead of Brawn.

Force Powers

Force Rating
2
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.

The user may spend 1 Force pip to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or 1 minute). This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade Effect
Control When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend 1 Force pip to gain success or advantage on the check.
Control Spend 1 Force pip to see through a single object at Medium range as though it were transparent.
Range Spend 1 Force pip to increase the power's range by 1 range band equal to Range upgrades purchased.
Control Spend 1 pip to make out fine details on a single object within Medium range.
Mastery Spend 2 Force pips. The user can now see as though from a spot within Close range (planetary scale) of the user's body.
Power
Bind
Description
The Force user restricts an enemy, preventing them from acting.

The user may spend 1 Force pip to immobilise a target within Short range until the end of the user's next turn. If the user spent any Dark Side pips to generate pips, the target also suffers 1 wound per Force pip spent on this check (ignoring soak).
Upgrade Effect
Power
Sense
Description
The Force user can sense the Force interacting with the world around them.

The user may spend 1 Force pip to sense all living things within Short range (including sentient and non-sentient beings).

The user may spend 1 Force pip to sense the current emotional state of 1 living target with whom they are engaged.
Upgrade Effect
Power
Seek
Description
The Force allows the will of the Force to lead the way to something long or forgotten.

The user may spend 2 pips to gain insight into the general location or direction of a person or object that he knows about, regardless of distance.

The user may spend 1 pip and succeed at an Average Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions.
Upgrade Effect
Control 1 (right) Ongoing effect - Commit 1 Force die, Upgrade the ability of Vigilance and Perception checks once.
Magnitude 3 (Left and 2 on the right) Spend 1 pip to gain additional details per Magnitude upgrades purchased.
Power
Misdirect
Description
The Force user creates illusions around her.

The user may spend 1 pip to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn.
Upgrade Effect
Range 2 Spend 1 pip to increase the power's range by a number of range bands equal to Range upgrades purchased. (Long)
Duration 1 Commit 2 Force dice to sustain this power while the beguiled target remains in range.
Magnitude 2 Spend 1 pip to affect additional targets equal to Presence per rank of Magnitude upgrades purchased.
Control (left) Commit 1 or more Force dice. Add 1 threat per Force dice to all combat checks targeting the Force user.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend 1 pip to gain vague hints of events to come up to a day into her own personal future.
Upgrade Effect

Background

Motivation

Morality

Teetering on the edge of the Dark Side, at around 40 Morality.

Description

Other Notes

New philosophy - "measure twice, cut once". Picked up from Tobin. She's all about precision.

She doesn't really have anywhere else to go, so will stick around with the group.

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