Kael'a Varr by Jayded

Species
Arcanian(offshoot)
Career
Colonist
Specializations
Entrepreneur / Force-Sensitive Outcast
System
Edge of the Empire

3
Threshold 11
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
2
3
3
2

Skills

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

Attacks

Energy Slingshot
Range
Short
Skill
Ranged: Light
Qualities: Disorient 2, Stun Setting - Triggering the Disorient quality requires ω instead of ωω.
Damage
3
Critical
n/a
KD-30 "Dissuader"
Range
Short
Skill
Ranged: Light
Qualities: Pierce 2, Vicious 1 - Target struck by a round from the KD-30 suffers one wound, ignoring soak, at the beginning of turn for two rounds
Damage
4
Critical
5

0
115
35
5 / 13

Weapons & Armor

-----------------__**__WEAPONS__**__
Energy Slingshot
Encumbrance: 1
Price: 40
Rarity: 4
Type: Energy Weapon
Damage: 3
Range: Short - Ranged - Light
Qualities: Disorient 2, Stun Setting
*Features*
Triggering the Disorient quality requires ω instead of ωω.
----------------------------------------
KD-30 "Dissuader" pistol
Encumbrance: 2
Price: 350
Rarity: 6
Type: Slugthrower
Damage: 4
Range: Short
Critical: ωωωωω
Skill: Ranged - Light
Qualities: Pierce 2, Vicious 1
*Features*
Target struck by a round from the KD-30 suffers one wound, ignoring soak, at the beginning of his turn for the next two rounds
-----------------------------------------------
Wrist Blade (Armor Attchmnt)
Damage: 3 - (Dmg Mod+1)
Range: Engaged
Critical: ωωω
Skill: Melee
Pierce 1, Defensive 1 (Mod)
------------------------------------------------
___________**_ARMOR_**_________
Adverse Environmental Gear
HP: 1 / Price: 750 / Rrty: 1
Categories: Full Body, Light
Soak: 1
Features:
Wearer may ignore ■ imposed by the environment
Attchmnts:
Retractable Wrist Blades (Armor incorporates a wrist blade that can be readied as an incidental., 1 Quality (Defensive 1) Mod for Wrist Blade)
------------------------------------------------
Heavy Robes
Price: 150
Rarity: 2
Categories: Full Body
Melee Def: 1
Ranged Def:1

Personal Gear

MILITARY BELT POUCH
(Can hold two items of Enc 0.)
--(2) Stimpack
------------------------
SURVEYOR'S BAG (+2 ENC)
--Comlink (handheld)
------------------------
BACKPACK (+4 ENC)
--(2)Med-aid patch

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Sense Emotions 1 Passive Force talent. The character adds a boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.

Force Powers

Force Rating
1
Power
INFLUENCE
Description
The most basic and arguably crudest ability of the Influence Force Power allows the user to inflict strain on a living target, stressing their mind until they pass out or are otherwise incapacitated. However, numerous control abilities allow Influence to perform much more subtle and impressive feats.
Upgrade Effect
Basic Basic Power: When Influence is used to guide and shape thoughts and emotions, may only generate points used to create negative emotions such as rage, fear, and hatred. may only generate Force points used to create positive emotions such as peace, tranquillity, and friendliness. Other emotions such as confusion can be generated with either or .

This rule is in addition to the rule about using or results. This means that to generate negative emotions, the average player must first roll , then flip a Destiny Point and suffer Strain to use them.
Magnitude x1 Spend w/b to increase targets affected equal to magnitude upgrades purchased.
Control (Skills) When making a coercion, charm, deception, leadership, or negotiation the user may roll an influence power check as part of the dice pool. The user may spend w/b for successes or advantages (users choice) on the check.

Background

Motivation

Ambition (Wealth)
Secrets (Revelations / Preservation)

Obligations

Description

Other Notes

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