Zuti by Kazagantheus

Species
Sith Pureblood
Career
Mystic
Specializations
Seer
System
Force and Destiny

3
Threshold 12
Current 0
Threshold 15
Current 0
Ranged 1
Melee 1

Characteristics

2
2
2
2
4
2

Skills

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

Attacks

Zuti's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2

0
285
8
1/7

Weapons & Armor

Basic Lightsaber (1 encumbrance, 2/5 HP used, basic Ilum crystal)
Armored Half-Vest (3/0 encumbrance, +1 Defense & Soak, becomes damaged by 1 step whenever user suffers a critical injury)

Personal Gear

Liquified Life x4
Jian's Crystalized Force Energy x12
Jian's wooden amulet.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Uncanny Reactions 1 Seer (FT) Add 1 Boost Die per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed 1 Seer Remove a Setback Die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit 1 Seer Gain +1 strain threshold per rank.
Sense Advantage 1 Seer Once per session, may add 2 Setback Dice to 1 NPC's skill check.
Force Rating 2 Seer Gain +1 Force Rating per rank.
The Force is My Ally 1 Seer Once per session, may suffer 2 strain to perform a Force power action as a maneuver.
Natural Mystic 1 Seer Once per session, may reroll any 1 Force power check.

Force Powers

Force Rating
3
Power
Move
Description
The user may spend a pip to move one object of silhouette 0 that is within short range up to her maximum range. The default maximum range is short range.
Upgrade Effect
Strength (1) Spend a pip to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range (1) Spend a pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude (1) Spend a pip to increase targets affected equal to Magnitude upgrades purchased.
Control 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.
Power
Influence
Description
The character may spend a pip to stress the mind of one living target she is engaged with, inflicting 1 strain.

When using Influence to guide and shape thoughts, positive and negative emotions can only be made through light and dark pips respectively. Neutral emotions can be made through either.
Upgrade Effect
Control The user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends a pip and succeeds on the check, he can force the target to adopt an emotional state or believe something, lasing for 1 combat round or 5 minutes.
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend pips to gain a success or an advantage (user's choice) on the check.
Upgrade Effect
Power
Ebb/Flow
Description
Ebb: When the user makes a skill check, she may roll an Ebb power check as part of the roll. The user may spend a pip to suffer 1 strain, then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.

Flow: When the user makes a skill check, she may make a Flow power check as part of the roll. The user may spend a pip to heal 1 strain. The user may not activate this multiple times.
Upgrade Effect
Strength The user may spend a pip to increase the strain healed or inflicted by 1.
Power
Heal/Harm
Description
Heal (light side only): Spend a pip to heal a number of wounds equal to Intellect to an engaged living creature (including user).

Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Seek
Description
The user may spend 2 pips to gain insight into the general location or direction of a person or object that she knows about, regardless of current distance.
The user may spend a pip and succeed at an average (2p) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect

Background

Motivation

Morality

Description

Other Notes

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