Yeliza Forte by Abnormacus

Species
Human
Career
Warrior
Specializations
Aggressor | Juyo Berserker | Shadow
System
Force and Destiny

6
Threshold 19
Current 19
Threshold 20
Current 20
Ranged 1
Melee 1

Characteristics

4
3
2
3
5
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2
Charm (Pr) 0
Coercion (Will) X 5
Computers (Int) X 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) X 4
Discipline (Will) X 4
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 1
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 1
Skulduggery (Cun) X 0
Stealth (Ag) X 0
Streetwise (Cun) X 1
Survival (Cun) X 2
Vigilance (Will) 0
Brawl (Br) X 2
Gunnery (Ag) 0
Lightsaber (Br) X 4
Melee (Br) X 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 1, Superior
Damage
10
Critical
1
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun 2, Superior
Damage
7
Critical
3

0
2120
500
10

Weapons & Armor

* Lightsaber - Krayt Dragon Pearl, Superior Craftsmanship
* Armored Robes (1 Def, 2 Soak, 5 Encumbrance, 2 HP, Superior Customization, Thermal Shielding System)
* Heavy Blaster Pistol (Superior Customization, Stun pulse)

Personal Gear

* Mod V Cyberarm (+1 Br)
* Holo-Messenger
* Comlink (Handheld)
* Utility Belt (+1 Encumbrance)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Intimidating, Rank IV F&D 99 May suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion by an equal number. Strain cannot exceed ranks in Intimidating.
Fearsome, Rank III F&D 99 When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with difficulty equal to rank in Fearsome.
Plausible Deniability F&D 99 Remove one setback die per rank from all Coercion and Deception checks.
Improved Terrify F&D 99 Take Terrify action, make an Average (2 purple) Coercion check, adding Force die no greater than Force rating. Disorient one target within medium range per crit. Spend 2 advantage to extend duration, spend Force die points to immobilize. Spend Triumph to stagger.
Prey on the Weak, Rank II F&D 99 Add +1 damage to one hit of successful combat checks against disoriented targets per rank.
Sense Advantage F&D 99 Once per session, may add 2 setback die to 1 NPC's skill check.
Heroic Fortitude F&D 99 May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn / Agility checks until the end of the encounter.
Against All Odds F&D 99 When incapacitated, perform Against All Odds action, making Hard (3 purple) Resilience check with Force die equal to Force rating. Heal wounds equal to crits, spend points to add crits.
Crippling Blow F&D 99 Increase difficulty of the next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
Quick Strike, Rank II KOF 27 Add a boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Parry, Rank III KOF 27 When hit by a melee attack, suffer 3 strain to reduce damage by 2 (plus ranks in Parry)
Lethal Blows, Rank II KOF 27 Add +10 per rank of Lethal Blows to any critical injury results inflicted upon an opponent.
Embrace Your Hate, Rank II KOF 27 May spend 1 Destiny Point then suffer Conflict equal to Dark Side Destiny Points in pool to add equal damage to melee attack. May use once per encounter per rank.
Multiple Opponents KOF 27 Add boost to Lightsaber, Brawl, Melee checks when engaged with multiple opponents.
Inner Peace, Rank II KOF 27 Once per encounter, convert a number of Dark Side Destiny Points equal to ranks in Inner Peace to Light Side Destiny Points and reduce Conflict gained this session.
Sleight of Mind, Rank II F&D 94 Add boost to all Stealth checks unless the opposition is immune to Force powers
Balance KOF 27 When the character recovers strain at the end of the encounter, they may add Force die per Force rating. They recover additional strain equal to Force generated.
Street Smarts F&D 94 Remove setback per rank of Street Smarts from Streetwise and Knowledge (Underworld)
Codebreaker, Rank II F&D 94 Remove setback per rank from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Vaapad Control KOF 27 When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of Light Side Destiny Points in the pool.
Juyo Savagery KOF 27 Add +5 to Critical Injury rolls for each Dark Side Destiny Point in the pool
Indistinguishable, Rank II F&D 94 Upgrade difficulty of checks to identify character once per rank.
Grit, II F&D 94
Mental Fortress F&D 94 Spend one Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter.
Dodge, Rank II F&D 94 When targeted by combat check, perform a Dodge incidental to suffer strain no greater than ranks of dodge, then upgrade difficulty of the check by that number.
Well Rounded F&D 94 Choose any two skills, they permanently become career skills.
Shroud F&D 94 The character may spend one Destiny Point to make herself undetectable via Force powers and make her own powers go unnoticed for the remainder of the encounter.
Slippery Minded F&D 94 If under the effects of a Force power, perform Slippery Minded action, make a Hard Deception check to immediately end effects of power.
Now You See Me F&D 94 Once per session, take Now You See Me Action. Make a Hard Deception check to make a number of NPCs equal to Cunning within medium range forget about character.
Anatomy Lessons F&D 94 After making a successful attack, may spend one Destiny Point to add damage equal of Intellect to one hit.
Master of Shadows F&D 94 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check.

Force Powers

Force Rating
3
Power
Bind
Description
Basic power: Restrains an enemy, preventing the target from acting.

Spend Force die to immobilize a target within short range until the end of the user's next turn. If you used black dots to generate Force, target also suffers 1 wound per Force spent on the check (ignoring soak).
Upgrade Effect
Duration 1 Commit three Force die to sustain ongoing effects of the power on each affected target.
Control 2 Spend Force to move the target one range band closer or further away; spend whenever a target affected by Bind takes an action. That target suffers strain equal to Willpower.
Range 3 Spend Force to increase power's range by a number of range bands equal to 3.
Magnitude 3 Spend 2 Force to affect 1 additional target within range 3.
Strength 3 Spend Force to disorient the target for up to 3 rounds.
Mastery When making a Bind power check, if the check was not already opposed, user may roll an opposed Discipline v Discipline check against one target. If no black dots were used to generate Force and the user succeeds, immediately stagger the target until the end of its next turn. If any black dots were used to generate Force and the check succeeds, target suffers a Critical Injury, adding +10 in the roll per Force spent on the check.
Power
Enhance
Description
Basic power: When making an Athletics check, roll an Enhance power check as part of the pool. Spend Force to gain success or advantage (user's choice) on the check.
Upgrade Effect
Control 10 Can be used with Coordination, Piloting (Planetary), Piloting (Space), Resilience, Brawl. Ongoing effect - Commit one Force dice. The user increases Agility or Brawn by 1 (to a max of 6). Take a Force Leap action, make an Enhance power check, spend Force to jump horizontally to any location in short range. When performing Force Leap, you can jump vertically in addition to jumping horizontally. Force Leap can be performed as a maneuver instead of an action.
Range Spend Force to increase power's range by 1 band.
Power
Move
Description
Basic Power: Move small objects with the power of the Force. Spend Force to move one object of silhouette 0 within short range up to maximum range. Default max range is short range.
Upgrade Effect
Magnitude 4 Spend Force to increase targets affected up equal to Magnitude upgrades purchased.
Range 3 Spend Force to increase power's range by a number of range bands equal to Range upgrades purchased.
Control 3 Can hurl objects to damage targets by making a ranged combat check combined with Move power check, dealing damage equal to ten times silhouette. Can pull objects out of secure mountings or out of an opponent's grasp. Can perform fine manipulations of items, allowing him to do what he could normally do with his hands via this power at power's range.
Strength 4 Spend Force to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Influence
Description
Basic Power: Attempt to guide, shape, and even twist the thoughts and feelings of others.

When guiding and shaping thoughts, only Force accumulated from Dark Side may be used to generate negative emotions such as rage, fear, hatred. Only Force generated from Light Side may be used to generate emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from Force generated from Light or Dark. Spend Force to stress the mind of one living target engaged with, inflicting 1 strain.
Upgrade Effect
Duration 4 Spend Force to increase duration by rounds or minutes equal to Duration upgrades purchased.
Strength When stressing the mind of a target, character inflicts two strain.
Magnitude 3 Spend Force to increase targets affected equal to Magnitude upgrades purchased.
Range 3 Spend Force to increase power's range by a number of range bands equal to Range upgrades purchased.
Control 2 When making a Coercion, Charm, Deception, Leadership, or Negotiation check, roll an Influence power check as part of the pool. Spend Force to gain success or advantage (user's choice) on the roll. Alternatively, make an opposed Discipline v Discipline check combined with Influence. If Force is spent and I succeed on the check, force the target to adopt an emotional state or believe something untrue, lasting 1 round or 5 minutes.
Power
Protect / Unleash
Description
Basic Power: Guides the flow of energy, protecting himself and others or unleashing blasts of power upon foes.

Protect: Make a Protect power check and roll an Average (2 purple) Discipline check as part of the roll. Spend 2 Force to reduce damage from an energy based weapon that hits himself or engaged character by amount equal to Willpower plus 1 per success. Dark Side Force users may only protect themselves.

Unleash: Make an Unleash power check as ranged attack and roll Average Discipline check. If check succeeds and spend two Force, attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. User gains 1 Conflict.
Upgrade Effect
Magnitude 2 Spend 1 Force die to affect one additional target within range per rank of Magnitude purchased.
Mastery Protect: Light Side Force users may spend 2 Force to reflect all attacks they reduce to 0 damage, dealing damage equal to initial attack to attacker. Unleash: Dark Side Force users may spend Force to reduce critical rating of attacks to 1.
Duration Protect: If no Dark Side generated, power reduces the damage of all attacks hitting the target. Unleash: Spend Force to give the attack Burn 2.
Control 2 Protect: Spend Force to allow power to protect against all types of attacks. Unleash: Spend Force to give the attack Ensnare 2.
Control 3 Protect: Light side Force users may spend 1 Destiny Point to use Protect as an out of turn incidental once per session. Unleash: Dark Side Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session.
Range 3 Spend 2 Force to increase power range by a number of bands equal to Range upgrades purchased.
Strength 3 Spend 1 Force to decrease damage or add damage equal to ranks of Strength upgrades purchased.
Control Protect: Spend advantage to gain defense equal to advantage spent. Unleash: Spend advantage to inflict 1 strain on target.
Power
Sense
Description
Basic Power: Sense the Force interacting with the world around them. Spend Force to sense all living things within short range (including sentient and non-sentient beings), or spend Force to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control 3 Effect: Spend Force to sense the current thoughts of one living target with whom he is engaged. Ongoing effect (commit 1 dice per round) - when an attack targets the Force user, upgrade the difficulty of the pool once. Ongoing effect (commit 1 dice per round) - when the Force user makes a combat check, upgrade the ability of the check once.
Range 3 Spend Force to increase power's range by range bands equal to Range upgrades purchased.
Duration Sense's ongoing effects may be triggered one additional time per round.
Magnitude 3 Spend Force to increase number of targets affected by power equal to Magnitude upgrades purchased.
Strength When using sense's ongoing effects, upgrade the pool twice instead of once.

Background

* Impoverished youth from the mining planet, Wobani, taken in and raised by the Jedi Order.

* Learned Form VII lightsaber combat from Quinlan Vos as a means to temper her feelings and to enact justice.

* Fought alongside her best friend from the Academy, Vanya Fel. Stuck to the shadows as Vanya pursued more diplomatic approaches.

* Escaped their clone battalion as the Jedi Purge came to fruition.

Motivation

Ambition | Survival

Morality

Emotional Strength: Justice

Emotional Weakness: Cruelty

Description

* Petite young woman, short red hair, haunted eyes.
* Heavy Wobanese accent.
* Left arm is a cyber-arm.

Other Notes

At the end of the one-shot, 29 morality.

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