Blind: Miraluka count as being Blinded, upgrading the difficulty of Perception and Vigilance checks thrice, and the difficulty of all other checks twice. Further penalties may be suffered at the GM's discretion.
Force Vision
1
Species
Thought blind, Miraluka can use their connection to the force to function as if sighted. Miraluka start with the Farsight Basic Power, and counts as if under the effects of the Basic version of Farsight at all times, ignoring the effects of blindness or darkness too see normally up to medium range, allowing them to view everything most sentients could normally be able to see on a well-lit day. Should a Miraluka become disconnected from the Force for any reason, they lose all benefits of Force Vision and incur all regular penalties for being Blind.
Uncanny Reactions
1
F&D Core pg.153
The character adds [Boost Die] per rank of Uncanny Reactions to his Vigilance checks. Force Talent. Passive.
Keen Eyed
1
F&D Core pg.146
The character removes [Setback die] per rank of Keen Eyed from his Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal (this does not decrease with additional ranks of Keen Eyed). Passive.
Researcher
1
F&D Core pg.150
The character removes [Setback die] per rank of Researcher from his Knowledge checks. Researching takes 50% less time than normal (this does not decrease with additional ranks of Researcher). Passive.
Confidence
1
F&D Core pg.141
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. Passive.
Force Powers
Force Rating
1
Power
Farsight
Description
In its most basic form, Farsight allows the character to see in situations in which normal visual detection would be impossible, such as in total darkness or heavily obscuring smoke. Using Farsight, it is even possible for those without eyes or that have lost their sight to see with perfect vision.
The user may spend [Force] to see out to Medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can see on a well-lit day. This function even if the user normally can't see due to darkness or blindness.
Upgrade
Effect
Control
Spend [Force] to make out fine details on one object within medium range. The user may activate this multiple times, increasing the number of objects by one each time.
Power
Foresee
Description
The most basic form of Foresee allows the character to look into the Force to see vague hints of his near future. These hints may be blurry visual images, brief samples of sound, or simple emotions.
Th user may spend [Force] to gain vague hints of events to come in the next day of his own, personal future. The basic power cannot see further than one day.
Upgrade
Effect
Control
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend [Force] to gain [Success] on his check, and may activate this multiple times.
Power
Sense
Description
The Sense power allows the Force user to sense the living Force interacting with the world around him. This allows him to perceive life and read emotions. The basic Sense power has two ways to spend Force points:
The user may spend [Force] to sense all living things within short range of himself (including animals and sentient beings). The user may not activate this multiple times.
The user may spend [Force] to sense the current emotional state of one living target with whom he is engaged. The user may not activate this multiple time.
Upgrade
Effect
Power
Heal/Harm
Description
Heal/Harm can be used in two distinct ways; to Heal or to Harm. Heal allows the Force user to treat his comrades' injuries, while Harm lets him drain the life from his foes. Each time a character uses the basic power, it must choose whether it is using Heal or Harm, and it receives only the effects associated with this choice. Each upgrade improves both Heal and Harm, but some improve each power in a different way.
Heal lets a character mend wounds with a simple touch. Heal can only be used by light side Force-sensitive characters. The user may spend [Force] to heal a number of wounds equal to his Intellect on one engaged living creature (including himself). This counts as a use of a stimpack on the affected target (see Core pg.227). This means a single target may only benefit from five uses of Heal over a twenty-four-hour period, and his uses of Heal also counts against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.
Harm lets a character drain the very life from a target with a touch. The user may spend [Force] to inflict a number of wounds (ignoring soak) equal to the Force user's Intellect on one engaged living creature. The user gainst 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Power
Move
Description
Move allows the Force user to move small objects that are near him.
The user may spend [Force] to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range. The user may not activate this multiple times.
Upgrade
Effect
Power
Enhance
Description
Enhance allows Force users to perform athletic feats beyond the original scope of their natural abilities.
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend [Force] to gain [Success] or [Advantage] on the check. This counts as a normal Force power check in every way - it is simply combined with the overall skill check.
Upgrade
Effect
Background
Vivec Marr's background is not just largely unknown, but seems deliberately obfuscated, and he speaks little of it. A miraluka from the planet of Alpheridies, he bears the title of Sōrōwazīr of Ameridia, of some local religious or bureaucratic import.
One day some time ago, Sōrōwazīr Marr simply showed up at the Temple, kneeling outside until admitted, carrying his own lightsaber. The reasons as to why are his own, and he claims he was merely fulfilling the will of the Force, and he has since become an adept and dedicated student.
Motivation
• Faith - The Unifying Force:
The Force is present in all things, from the living to the dead, and all the shining stars, surrounding them and penetrating them. Vivec Marr believes in the Force beyond the philosophy of the Jedi, seeing all its manifestations as metaphorical conceptualizations of a higher, unified reality. To him, visions are of profound importance, and all is the will of the Force.
• Drive - Spirit:
Vivec Marr, Sōrōwazīr of Ameridia, believes he is the tool of a higher power, be it a deity, the Force itself, or a lofty ideal such as the Jedi. He makes decisions based on his faith, and in times of great peril he takes comfort in it. He may seem strange to his cohorts, especially those who may not share his deep beliefs, but his guiding principls and moral character are obvious to anyone who takes the time to look.
Morality
• Patience: Vivec Marr faces delay and obstruction with a calm mind, recognizing that in time all things will reveal themselves as the Force wills it. He keeps a steady mind in even the most frustrating circumstances.
• Discipline: Self-mastery is key in all things for Vivec Marr. Emotions and desires must be recognized and controlled, preventing rash and reckless acts that might inadvertedly endanger those he is trying to help.
• Condescension: Vivec Marr often treats less patient beings like children and is prone to dismissing their concerns. As a result, he may sometimes overlook valuable insight from friends and allies.
• Intolerance: Vivec Marr has little respect for those who are indulgent or complain about the difficulties they face. There is little place in his heart for those who constantly dwell upon their own difficulties.
Description
Vivec Marr is a middle-aged Miraluka, appearing to most as a normal human with his eyes covered, measuring ~185cm (~6'1") tall and about 90kgs (~200 lbs) in weight.
Although relatively muscled and well-trained, much of his physique is hidden beneath his voluminous robes, with a fine and filigreed purple veil covering his deep vestigial eye sockets and extending up over his shaven head. All that is visible to most in passing is the lower half of his face, exposing his swarthy and pale skin.
Vivec dresses as he would see as appropriate to his station and moral to his being, and at first glance seems to strictly favor the utilitarian and spartan. To those paying attention, however, he is not above adornment. His devaronian silk veil is exquisitely crafted, as are the many rings that clad his gloved fingers; the purple gloves themselves impossibly fine, matching his veil.
Character keywords:
• Austere.
• Disciplined.
• Intense.
• Stern.
• Introspective.
• Spiritual.
• Patient.
• Driven.
• Aspiring.
• No fun allowed.
• Still actually allows fun.
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Vivec Marr was generated following the following custom species rules for Miraluka:
Miraluka
Special Abilities: Miraluka begin the game with one rank in either Perception or Vigilance. They still may not train Perception or Vigilance above rank 2 during character creation.
Blind: Miraluka count as being Blinded, upgrading the difficulty of Perception and Vigilance checks thrice, and the difficulty of all other checks twice. Further penalties may be suffered at the GM's discretion.
Force Vision: Thought blind, Miraluka can use their connection to the force to function as if sighted. Miraluka start with the Farsight Basic Power, and counts as if under the effects of the Basic version of Farsight at all times, ignoring the effects of blindness or darkness too see normally up to medium range, allowing them to view everything most sentients could normally be able to see on a well-lit day. Should a Miraluka become disconnected from the Force for any reason, they lose all benefits of Force Vision and incur all regular penalties for being Blind.
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Post-Creation Advancements:
20 XP - Sage Specialization.
5 XP - Uncanny Reactions, Tier 1 Seer.
10 XP - Keen Eyed, Tier 2 Seer.
5 XP - Researcher, Tier 1 Sage.
10 XP - Confidence, Tier 2 Sage.
10 XP - Force Power: Foresee Basic Power
15 XP - Force Power: Heal/Harm Basic Power
10 XP - Force Power: Sense Basic Power
10 XP - Force Power: Foresee Control Upgrade (Tier 2)
5 XP - Force Power: Farsight Control Upgrade (Tier 2, Fine/Medium)
10 XP - Force Power: Move Basic Power
10 XP - Force Power: Enhance Basic Power