Talis Yrmag by mrdollar11

Species
Dathomirian
Career
NPC
Specializations
System
Force and Destiny

5
Threshold 17
Current 0
Threshold 17
Current 3
Ranged 3
Melee 3

Characteristics

3
4
2
3
4
3

Skills

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

Attacks

Nightsister Energy Bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2
Damage
8
Critical
2
Duskblade
Range
Engaged
Skill
Melee
Cortosis, Defensive 1, Pierce 2, Sunder, Superior
Damage
+5
Critical
2

Weapons & Armor

Mandalorian Armor- Def1/Soak2

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Survivalist 1 Remove 1 setback from checks to move through terrain or to manage environemental effects. Decrease overland travel times by 50%.
Summon Item As a maneuver, may summon or dismiss an item of encumb 4 or less from their hand to the depths of Dathomir.
Ichor Blade Choose a Melee or Brawl weapon, gains cortosis, pierce 2, and -1 crit.
Improved Ichor Blade Also gains Sunder, Defensive 1, and +2 damage.
Sixth Sense +1 Ranged Defense.
Survivor's Instincts Once per session when being crit, may spend 1 DP to roll two crits and choose one.
Ichor Transfusion Once per encounter, may use this as a maneuver to regain strain or wounds by losing that number+1 of the other.
Armor Master Armor gives +1 Soak.
Improved Armor Master Armor with 2+ soak increases defense by 1.
Jump Up Once per round, may stand as an incidental.
To The Death Once per session, suffer strain up to Willpower and add +10 per strain suffered to Crits suffered and inflicted for the rest of the encounter.

Force Powers

Force Rating
2
Power
Conjure
Description
May spend 1 fp to create a facsimile of a Brawl of Melee weapon anywhere within Engaged range. At the end of the user's next turn, this item dissipates. Can instead conjure a simple tool or other useful low-tech item with an encumbrance of 1 or less.
Upgrade Effect
Duration Commit FD to sustain one conjuration.
Magnitude Spend 1 fp to increase the maximum encumbrance of the facsimile that can be conjured by 2.
Power
Enhance
Description
When making an Athletics check, the force user may roll an Enhance power check as part of the pool. The user may spend fp to gain success or advantage on the check.
Upgrade Effect
Control: Coordination May use Enhance for Coordination
Range May spend fp to increase power's range by one range band.
Control: Force Leap Take a Force leap maneuver: make an enhance power check. The user may spend fp to jump to any location in short range.

Background

Motivation

Morality

Description

Other Notes

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