Mouy Valen (Possessed) by TheLastRoman

Species
Mirialan
Career
Mystic
Specializations
Magus
System
Force and Destiny

10
Threshold 30
Current 0
Threshold 20
Current 0
Ranged 1
Melee 1

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Characteristics

4
4
3
4
5
3

Skills

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

Attacks

DR-45 'Dragoon' Cavalry Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
8
Critical
3
Master Basst's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Vicious 3, Sunder, Accurate 1
Damage
10
Critical
1

Weapons & Armor

-Mouy's Custom Armour - 3S 1D, Sealable
-DR-45 'Dragoon' Cavalry Blaster x2

Personal Gear

Scanner Goggles.
Datapad.
Military Pack.
Utility Belt
Comm link.
Stimpack x5
Extra Reload
Jetpack

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physical Training The character adds Boost per rank of Physical Training to his Athletics and Resilience checks.
Toughened IV Gain +8 Wound Threshold.
Point Blank The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Durable The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Armour Master When wearing armour, the character increases his total soak value by one.
Healing Trance II Commit a Force dice. For every full encounter the Force dice remains committed. Heal 1 wound per Rank of healing trance:
Improved Healing Trance When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury.
Resolve II When the character involuntarily suffers strain, he suffers 1 less strain per rank in resolve.
Secret Lore II Remove ■. per rank o f Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (lore) checks by 1.
Confidence II May decrease difficulty of discipline checks to avoid fear by 1 per rank of confidence.
Challenge Agony III After rolling a Force dice, may suffer wounds up tp twice ranks in Channel Agony to add automatic ● for every two wounds suffered to the result.
Mind Over Matter The character may spend one Destiny Point to recover strain equal to Willpower rating
Transmogrify When making a Crafting check, may add a Force Dice no greater than Force rating. Spend o/● to add 1 success and spend 2 o/● to add 1 advantage to check.
Force Rating +1 Force Rating
Dedication +1 Willpower
Power of Darkness Once per session, may perform the Power of Darkness maneuver. Increase wound threshold and strain threshold by 1 per Dark Side destiny point currently in the Destiny pool until the end of the encounter.
Kaevee's host Special +2 Soak, +8 Strain, +7 Wounds

Force Powers

Force Rating
5
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Special Rule (o/● use): When guiding and shaping thoughts, only ● may be used to generate negative emotions such as rage, fear, and hatred. Only o may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either o or ● .The character may spend o/● to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Range III Spend o/● to increase power’s range by a number of Range bands equal to range upgrades purchased.
Strength When stressing the mind of a target, the character inflicts 2 strain.
Control -When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend o/● to gain success or advantage (user’s choice) on the check.
Magnitude III Spend o/● to increase targets affected equal to Magnitude upgrades purchased.
Duration IV Spend o/● to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Control -The Force user may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the user spends o/● and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes ; Duration 4,Spend o/● to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased. (20 minutes) ; Strength, When stressing the mind of a target, the character inflicts 2 strain.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend o/● 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 turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Magnitude II Spend o/● to increase targets affected equal to Magnitude upgrades purchased.
Control The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Range III Spend o/● to increase power’s range by a number of Range bands equal to range upgrades purchased.
Mastery Spend 2 o/● to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
Strength IV Spend 2 o/● to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
Control Commit one or more Force Dice. Add Threat per Force Dice to all combat checks targeting the Force user.
Duration Commit 2 Force Dice to sustain this power while the beguiled target remains in range.
Power
Conjure
Description
The Force user calls forth a spectral object to their hand. which lasts for a short time.
The user may spend o/● to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion. the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.
Upgrade Effect
Control Spend o/● to add 1 of the following weapon qualities to the conjuration: Defensive I. Deflection 1 , Stun 4
Number II Spend 2 o/● to create additional, identical conjurations equal to ranks in Number upgrade purchased,
Duration III Commit Force Dice to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.
Range Spend o/● to increase the range at which the facsimile can be conjured and sustained by. (To a max of Extreme)
Magnitude II Spend o/● to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased
Control Spend o/● to add 1 of the following weapon qualities Lo the conjuration: Burn 3, Pierce 3, Vicious 3,
Mastery Spend 3 o/● to summon the facsimile of a creature of silhouette 1 or
smaller instead of an object, This creature is bound to the user's Will, and
mindlessly follows that character's commands until the end of the Force
user's next turn, If the user has the corpse of the creature being conjured
to Imbue with false life, this facsimile lasts until the end of the encounter
Instead, but the user gains 7 conflict for doing so

Background

Motivation

Morality

Description

Other Notes

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