Character Name

Zik Adid-Yati by SavageBob

Force and Destiny

Threshold 12
Current 12
Threshold 15
Current 13
Ranged 1
Melee 2

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


Chalactan Herder's Shockprod
Defensive 2, Stun 2, Stun Setting, Superior

10 of 13

Weapons & Armor

Chalactan Herder's Shockprod (reskinned Bardottan Electrolance [see NOP 103] with Superior Weapon Customization and Stun Pulse attachments: Damage +3; Critical 3; Range [Engaged]; Defensive 2, Stun 2, Stun Setting, Superior)

Second Skin Armor (see DA 49); +2 SB on Perception checks to notice the armor

Personal Gear

Mk. III Modular Backpack w/4 pouches (+6 Encumbrance Threshold; SS p. 46)

Comlink (0 Encumbrance; F&D p. 180)
Datapad (1 Encumbrance; F&D p. 189)
Integrated Public Address System (4 Encumbrance; DA p. 52) with integrated Collar-Amp (0 Encumbrance; FH p. 45)
Field Ration Packs x 10 (0 Encumbrance; F&D p. 188)
Fusion Lantern (2 Encumbrance; EOTE p. 181)
Stimpacks x 3 (0 Encumbrance; F&D p. 186)
Thermal Cloak (2 Encumbrance; F&D p. 188)

Assets & Resources

Critical Injuries & Conditions


Name Book & Page Description
Well Rounded F&D 153 The character chooses any two skills. They permanently become career skills. (Charm & Melee)
Encouraging Words DOH 28 When an ally engaged with the character fails a check, the character may suffer 1 strain. If so, the character may assist the next check that ally makes this encounter as an out of turn incidental (rather than as a maneuver).
Nobody's Fool 1 F&D 148 The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool
Grit 2 F&D 144 Each rank of Grit increases a character's strain threshold by 1.
Skilled Teacher 2 DOH 30 Before an ally at short range makes a skill check, if that ally has fewer ranks in that skill than the character, the character may immediately perform a Skilled Teacher incidental to suffer 2 strain, then add 2 Successes to the ally's next check.
Master Instructor DOH 29 Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally within short range to count as having the same number of ranks in Discipline skill as the character for the next Discipline check the ally makes.
Force Rating 1 F&D 143 Each rank permanently increases the character's Force rating by 1.
Sense Danger F&D 151 Once per game session, the character may remove 2 setbacks from any one skill check.

Force Powers

Force Rating
The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time.
Upgrade Effect
Basic Power Spend OO/•• to increase one of another engaged character's characteristics by 1 (max 6) until the end of the Force user's next tern. Limit once per character per encounter. If use any •, target increases a second characteristic by 1 (max 6), but both characters suffer 3 strain.
Range 1 Spend OO to increase power's range by a number of range bands equal to Range upgrades purchased.
The character may attempt to guide, shape, or even twist the thoughts and feelings of others.

Only • may be used to generate negative emotions; only O may be used to generate positive emotions. Either can be used to generate confusion, etc.
Upgrade Effect
Range 1 Spend O/• to increase power's range by a number of range bands equal to Range upgrades purchased.
Basic Power Spend O/• to stress the mind of an Engaged target, inflicting 1 strain. This effect may be selected multiple times.


Age: 34
Homeworld: Chalacta

By the time he was seven, the ancestors had been visiting Zik Adid-Yati for years, appearing in his dreams to teach him mystical techniques long forgotten by the people of Avasatha village. His parents feared for his sanity and apprenticed him to the village griot, hoping that Zik's visions might subside once he got training in storytelling and ancient lore. But learning the tales, legends, proverbs, and parables of his people only deepened Zik's connection to the ancients, while also teaching him how to captivate listeners to reveal to them how such wisdom could direct their lives for the better.

When his master died, Zik became the youngest lore-keeper Avasatha had ever seen. He devoted himself to rebuilding the griot tradition, dying out on much of Chalacta. His charisma and zeal attracted a small but devoted following, to whom Zik espoused the philosophy the ancestors revealed in his dreams: That galactic peace could only come from inner peace.

Word of Zik's teachings spread to the capital city, Jordir. Wary of increased Rebel activity in the Kastolar sector—uprisings on Sneeve, foodstuff smuggling from Durkteel—the Imperial governor decreed that all Chalactans under age 30 must enlist in the planetary defense force. But only a handful of settlements complied. Upon investigation, the Imperial forces found village after village citing the Griot of Avasatha as inspiring them to embrace peace to stop war.

The governor decided to uproot the problem at it source. He charged Zik Adid-Yati with fomenting rebellion. Zik confounded the tribunal by answering their questions with opaque proverbs and fables. But his rhetoric worked; unable to prove treason, the tribunal declared Zik an "Imperial objector" instead. His sentence would be lifelong exile to the planet Garuu, where his teachings could make much less impact.

Zik has only been on Garuu for a few months. With no connections on the world, he has taken to street preaching in a public square for alms. His message has caught the ear of a wealthy benefactor, who keeps him fed, but as of yet, he has no real followers. Even worse, harassment by local street gangs has forced him to arm himself for self defense. But the ancestors continue to visit him in his dreams. And they say something big is about to happen.


Galactic Peace: The galaxy has been torn and shattered by decades of warfare. Zik wants nothing more than to see peace restored to the galaxy, and recognizes that concerted efforts must be made to resolve galactic warfare.

(See F&D Core p. 106)


Morality: 54

Emotional Strength: Cleverness: By observing beings and situations in an unorthodox manner, Zik gains a new and unique understanding. This allows him to approach problems from an unexpected angle and produce original solutions.

Emotional Weakness: Sophism: Zik's unique perspective can lead to the assumption that those who do not share his insight are somehow less enlightened and should be reminded of that.

(See DoH p. 50)


1.75 meters tall; 73 kg

Dark skin, hair and eyes; bald but with a full beard in need of a trim

He wears a simple Chalactan tunic with traveler's boots, hiding his Second Skin armor.

Because Zik has been more-or-less homeless for the past few months, everything he owns he carries in his backpack.

Other Notes

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