Belandi Feearr by Kaleladin

Species
Mirialan
Career
Consular
Specializations
Healer, Medic, Niman Disciple
System
Force and Destiny

5
Threshold 17
Current 0
Threshold 20
Current 0
Ranged 1
Melee 3

Placeholder Image

Characteristics

2
3
4
1
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) X 4
Negotiation (Pr) X 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 3
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) X 0

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3
Fists
Range
Engaged
Skill
Brawl
Damage
3
Critical
5
Double-Bladed Lightsaber
Range
Engaged
Skill
Lightsaber
Stun Damage, Defensive 2, Linked 1, Unwieldy 3
Damage
6
Critical

60
1060
100
6/7

Weapons & Armor

Blaster pistol
Double-bladed lightsaber w/ training emitter (2/4 HP available) (yellow blade)
Deflective armor w/ lightweight and extra soak (1 encumbrance) (1/1 HP available)

Personal Gear

Comlink
Physician's kit

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Surgeon 4 Healer (2); Medic (2) When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon
Healing Trance 3 Healer Commit 1 FD. For every full encounter 1 FD remains committed, heal 1 wound per rank of Healing Trance.
Rapid Recovery 2 Healer When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery
Physician 3 Healer When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Grit 5 Healer (2); Medic (2); Niman Disciple (1) Gain +1 strain threshold.
Knowledgeable Healing 1 Healer When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology),
Improved Healing Trance 1 Healer 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.
Calming Aura 1 Healer When an opponent targets character with a Force power, reduce FP generated by 1.
Toughened 2 Healer (1); Niman Disciple (1) Gain +2 wound threshold.
Dedication 1 Healer Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Natural Doctor 1 Healer Once per session, may reroll any 1 Medicine check.
Force Rating 1 Healer Gain +1 Force Rating.
[MANEUVER] Improved Calming Aura 1 Healer Spend a maneuver and suffer 2 strain to extend Calming Aura's effects to allies equal to Willpower at short range until start of next turn.
Stimpack Specialization 2 Medic Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Bacta Specialist 1 Medic Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care.
[ACTION] Stim Application 1 Medic Take the Stim Application action: make an Average Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.
Master Doctor 1 Medic Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
[REACTION] Reflect 2 Niman Disciple When hit by a ranged attack, suffer 3 strain to reduce damage taken by 2 plus ranks in Reflect.
[REACTION] Parry 3 Niman Disciple When hit by a melee attack, suffer 3 strain to reduce damage taken by 2 plus ranks in Parry.
Nobody's Fool 1 Niman Disciple May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Niman Technique 1 Niman Disciple When making a Lightsaber skill check, may use Willpower instead of Brawn.
Defensive Training 2 Niman Disciple When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Improved Stim Application 1 Medic When performing Stim Application action, may increase difficulty of check to Hard and target suffers only 1 strain.
It's Not That Bad 1 Medic Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a Hard Medicine check to stop the ally from gaining the Critical Injury.
Dedication 1 Medic Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Sum Djem 1 Niman Disciple May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent.
[MANEUVER] Center of Being 1 Niman Disciple Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Dedication 1 Niman Disciple Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Force Assault 1 Niman Disciple Spend 1 Triumph or 3 Advantage on a missed Lightsaber (Willpower) check to immediately perform Move Force power action as a maneuver.
Improved Center of Being 1 Niman Disciple Suffer 1 strain to perform Center of Being maneuver as incidental.

Force Powers

Force Rating
2
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light Side Force user only): Spend 1 FP to heal a number of wounds equal to Intellect from one engaged character (including user).
Harm: Spend 1 FP to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Magnitude 3 Spend 2 FP to affect 1 additional target within range per rank of Magnitude purchased.
Range 2 Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Heal: May make a Heal power check combined with a Hard Medicine check. If the check succeeds, one target who heals wounds also heals one Critical Injury.
Harm: May combine a Harm power check combined with an opposed Medicine vs. Resilience check. If the check succeeds, one target that suffers wounds also suffers one Critical Injury (adding +10 to the roll per 2 Advantage).
Control Heal: Heal additional wounds equal to ranks in Medicine.
Strength Heal: Spend 1 FP to increase wounds healed by 1 per rank of Strength upgrades purchased.
Power
Move
Description
The Force user can move small objects with the power of the Force.
The user may spend 1 FP to move one object of silhouette 0 that is within short range up to their maximum range. The default maximum range is short range.
Upgrade Effect
Range 2 Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength 1 Spend 1 FP to increase silhouette able to be targeted equal to Strength upgrades purchased.
Magnitude 2 Spend 1 FP to increase targets affected equal to Magnitude upgrades purchased.

Background

Belandi Feearr was a member of a Mirialan religious order on a Mirialan
colony world in the Outer Rim, dwelling in a temple complex that dominated her home city and serving as a healer in the community. Belandi was a member of a movement within her order that called itself the Pacifists, preaching peace and mercy above all other virtues (as opposed to the Benedictors, the Revelers, and the Contemplators, among others, who each held their own interpretations of the Creed).

When the Empire claimed control of her home planet, Belandi joined the
rest of the Pacifists in counseling non-interference with the political ebb
and flow of the galaxy. The Benedictors objected, staged a protest of the
new Imperial governor, and were exterminated by stormtroopers. It was the beginning of a long period of oppression and division among the followers of the Creed, some of whom continued to preach political non-involvement and others who objected to the Empire’s policy. Those who objected vanished one by one. Some were publicly arrested or killed. Others simply disappeared, with no explanation.

After almost two years of Imperial rule, Belandi was called upon to heal the chief of the local security forces: the governor’s enforcer, the one responsible for the death or disappearance of many of Belandi’s colleagues and friends. The woman was dying of an infected wound, a stubborn ailment easily mended by Belandi’s arts but resistant to more traditional therapies. Belandi could have easily saved the woman’s life. Instead, she let her die.

Wanted for murder on her home world and racked with guilt over her
decision, Belandi was smuggled off the planet by Rahm Kota, an old of her order who had several times visited her temple’s libraries. Belandi became a recluse, meditating on the past and vowing to never again give in to fear, hatred, or revenge. When Rahm Kota came to her and offered to teach her how to further harness her Force abilities, she accompanied him to Spintir.

Motivation

Morality

97

Emotional Strength - Mercy: Belandi Feearr is invested in the wellbeing of everyone around her. Her connection to the Force has led her to a greater connection to other people, and she always tries to act to bring about the greatest possible good—even for those who might consider themselves her enemies. At her best, Belandi Feearr is a staunch advocate for harmony and peace.

Emotional Weakness - Apathy: While universal peace is a noble goal, there are always those who refuse to cooperate with it. Belandi Feearr tries to see the best in people, but some people don’t have much best to see, and try to use her kindness against her. Even when confronted with the worst in sapient life, Belandi is hesitant to harm another—even if it would ultimately protect more people than it hurt. At her worst, Belandi can be unwilling to confront evil, even if no other option seems available.

Description

Green skin, blue eyes, dark brown hair
34 years old

Other Notes

Belandi looks at the Jedi and appreciates the ideal over the reality. To her, the Jedi should be people of nonviolence, keeping the peace by actually being peaceful. She understands that sometimes, a person needs to defend themselves, but she believes that should not involve causing harm to the attacker.

Truthwatcher

Conflict -

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