Narri Mejes by Kragar30

Species
Ikotchi
Career
Consular
Specializations
Ascetic, Magus, Seer
System
Force and Destiny

6
Threshold 17
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1

Characteristics

3
2
3
2
5
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 4
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) X 3
Negotiation (Pr) X 1
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 2
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 0
Vigilance (Will) X 3
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 1
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Unleash
Range
Short
Skill
Spend FP to add Ensnare 2/Burn 2.
Damage
5
Critical
4
Shoto Lightsaber
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Sunder, Superior
Damage
6
Critical
2

0
1100
54425
8

Weapons & Armor

Armored Robes (Encum: 4, HP: 0, Soak: +3, Defense: +1, Superior, Threat Monitor [Add AD to Initiative])
Shoto Lightsaber (Encum: 1, HP: 0, Unstable Kyber Crystal, Superior)

Personal Gear

x4 Vision Cubes (Encum: 0, Use with check, if at least 1 uncancelled AD add 1 SU and LS, if at least 1 uncancelled TH add FA and DS.)
x5 Stimpacks

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Precognition 1 Able to see glimpses and flashes of the future, may spend a 3 AD or a TR in an initiative check to perform a free maneuver before combat begins.
Confidence 3 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Grit 3 Gain +1 strain threshold.
Force Protection 2 Perform the Force Protection maneuver; suffer 1 strain and commit FO up to ranks in Force Protection. Increase soak by number of FO committed until beginning of next turn. Suffer 1 strain every turn FO remains committed.
Intense Focus 1 Perform an Intense Focus maneuver, suffer 1 strain and upgrade the ability of next check once.
Mind Bleed 1 (Conflict) When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If he does so, the attacker then suffers a number of wounds equal to the strain suffered by the character.
Iron Soul 1 When carrying items that total 2 encumberance or less, at the end of each encounter, heal all strain the character is suffering.
Empty Soul 1 If the character is carrying items that total 2 encumbrance or less, add LS DS to Force power checks.
Force Rating 3 Increase Force Rating by 1.
Meditative Trance 1 When suffocating, the character suffers 1 strain each round instead of 3. When exposed to vacuum, the character suffers 1 wound each round instead of 3.
Toughened 2 Gain +2 wound threshold.
Healing Trance 1 Commit FO. For every full encounter remains committed, heal 1 wound per rank of Healing Trance.
Secret Lore 1 Remove SE per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1.
Resolve 1 When involuntarily suffering strain, suffer 1 less strain per rank of Resolve, to a minimum of 1.
Transmorgify 1 When making a Crafting check, may add FO no greater than Force rating. Spend FP to add SU and spend 2 FP to add AD to check.
(Improved) Healing Trance 1 When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury.
Willpower Dedication 2 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Willpower)
Uncanny Reactions 2 Add BO per rank of Uncanny Reactions to all Vigilance checks.
Keen Eye 1 Remove SE per rank of Keen Eye from Perception and Vigilance checks. Decrease time to search a specific area by half.
Sense Advantage 1 Once per session, may add 2 SE to 1 NPC's skill check.
The Force Is My Ally 1 Once per session, may suffer 2 strain to perform Force power action as maneuver.

Force Powers

Force Rating
4
Power
Heal/Harm
Description
Heal (Light side force users only): Spend 1 FP to heal a number of wounds equal to intellect from an engaged living creature (including user). (May not be activated multiple times)

Harm: Spend 1 FP to inflict a number of wounds equal to intellect (ignoring soak) to an engaged living target. The user gains 1 conflict. (May not be activated multiple times)
Upgrade Effect
Control A Heal: If no DS generated FP, target heals strain equal to wounds healed.
Harm: If any DS generated FP, user heals strain equal to wounds inflicted.
Magnitude 1 Spend 2 FP to affect 1 additional target within range per rank of Magnitude purchased.
Range 2 Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength 2 Heal: Spend FP to increase wounds healed by 1 per rank of Strength upgrades.
Harm: Spend FP to increase wounds inflicted by 1 per rank of Strength upgrades.
Control C Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine.
Control B Heal: Spend FP to remove 1 status effect from target.
Harm: The user may spend FP to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Mastery Heal: Once per session, spend 4 FP to restore 1 target who died after the end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Power
Protect/Unleash
Description
Protect: The user makes a Protect power check and rolls an Average (2 DI) Discipline check as part of the pool. Spend 2 FP to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per SU. Dark side Force users may only protect themselves.

Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (2 DI) Discipline check for difficulty. If checks succeeds and spends 2 FP, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 conflict.
Upgrade Effect
Range 2 Spend 2 FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude 1 Spend FP to affect 1 additional target within range per rank of Magnitude purchased.
Control A Protect: Spend AD to gain defense equal to AD spent.
Unleash: Spend AD to inflict 1 strain on target.
Strength 4 Spend FP to decrease damage or add damage equal to ranks of Strength purchased.
Duration Protect: If no DS generated FP the power reduces damage of all attacks hitting the target.
Unleash: Spend FP to give the attack Burn 2.
Control B Protect: Spend FP to allow power to protect against all types of attack.
Unleash: Spend FP to give the attack Ensnare 2.
Power
Move
Description
The user may spend FP to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Control A The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Range 1 Spend FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength 1 Spend FP to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control B The Force user can pull objects out of secure mountings or out of an opponent's grasp.

Background

Motivation

Morality

Description

Other Notes

Morality Perk: +10 Starting XP

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