Once per round on the character’s turn, she may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Lethal Blows 1
Savage Spirits 30
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Precise Aim 1
Savage Spirits 31
Once per round on the character's turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed her ranks in Precise Aim. She then decreases the target's defense (ranged and melee) by one per strain suffered for that combat check.
Deathblow
Savage Spirits 30
After making a successful attack when using a non-starship vehicle weapon, the character may spend one Destiny Point to add damage equal to the character's Willpower to one hit of the successful attack.
Marked for Death
Savage Spirits 30
Force Talent. The character may take the Marked for Death maneuver, selecting one target and committing 1 Force Die. The character adds 2 automatic advantages to combat checks against the target while the Force Die remains committed, but cannot use the Marked for Death talent again until the character uncommits the Force Die, the original target is incapacitated, or the session ends. Advantages gained in this way cannot be used to recover strain.
Force Rating
FAD CRB 143
Force Talent. Each rank permanently increases the character's Force rating by 1.
Dedication (Agility)
FAD CRB 141
Each rank permanently increases a single characteristic of the player's choice by 1 point. This cannot bring a characteristic above 6.
Quick Strike
FAD CRB 150
When performing a combat check during combat, the character adds a Bonus Die per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter.
Force Powers
Force Rating
2
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend 2 Force Points to gain insight into the general location or direction of a person or object that she knows about, regardless of current distance.
The user may spend 1 Force Point and succeed at an Average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade
Effect
Control: Skills
Ongoing effect: Commit 1 Force Die. Upgrade the ability of Vigilance and Perception checks once.
Background
Beginnings: Primitive Backwater
Attitude Toward Force: Pragmatic Power
Reason for Adventure: Quester
Mala grew up in a coastal town on Savareen, where she learned to survive the harsh desert environment using nothing more than her instincts and her experience. Her uncle, who raised her, neglected Mala and left her to care for herself, so she had to become self-reliant. She often dreamed of leaving for something better, but even her dreams could not help her imagine what that would look like.
During a patrol of the outer rim, a Sith Force user visited Savareen and sensed Mala's inner turmoil. Mala was paid a visit and given an explanation of how her instincts did not come from pure chance, but from a strength in the Force. The Sith offered her a way to release her frustrations by studying at the Sith Academy, which Mala readily accepted just to see what the rest of the galaxy could offer her.
Self-reliance on survival has given Mala a harsh edge to her behavior. If people can't take care of themselves, then she won't give them any handouts. The galaxy is a dangerous place, and you must be just as dangerous in order to survive.