Elldust Statbar by DeTerminator77

Species
Umbaran
Career
Mystic
Specializations
Adviser, Magus
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 14
Current 0
Ranged 0
Melee 2

Placeholder Image

Characteristics

2
2
3
2
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 2
Coercion (Will) X 2
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) X 1
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) X 2
Perception (Cun) X 1
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) X 1
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) 0
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 2
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Lightfoil Walking Stick Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Defense 2
Damage
5
Critical
2
Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
9
Critical
3

12
267
17527
4

Weapons & Armor

Type:
Adverse Environment Gear
Defense:
0
Soak:
1
Encumbrance:
2
Hardpoints:
1
Rarity:
1

Light Blaster Pistol:
Skill:
Ranged-light
Dam:
5
Crit:
4
Range:
Med
Encum:
1
HP:
2
Special:
Stun Setting

Walking Stick Hilt Disguise:
Some of the more elderly members of the Jedi Order constructed their lightsabers into their walking aids.

Price HP Required Rarity
2500 1 6
This can be applied to any lightsaber.
Base Modifier: Unless ignited, this weapon is completely indistinguishable from a regular walking stick, requiring a formidable (5 difficulty) Perception or Vigilance check to notice. This weapon gains Inaccurate +1.

Mod Options: 1x "Inaccurate -1"
(Upgrade currently installed.)

Personal Gear

Med Pack:
Adds 1 boost dye to Med check
1 stem pack per encounter

Tool Kit :)

Data Pad :) From Fella Guy in the Apartment who had a heart attack

Stimpacks:
x3

Assets & Resources

Critical Injuries & Conditions

Fearsome Wound. +1 purple to any prers. or willpower checks until the end of the encounter.

Talents

Name Rank Book & Page Description
Confidence 1 May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. (Mystic Magus Tree.)
Kill with Kindness 1 Remove Black Dice per rank of Kill With Kindness from all Charm and Leadership Checks. (Mystic Advisor Tree.)
Nobody's Fool 1 May upgrade difficulty of any incoming Charm, Coersion, or Discipline Checks once per rank of Nobody's Fool. (Mystic Advisor Tree.)
Plausible Deniability 1 Remove Black Dice per rank of Plausible Deniability from all Coercion and Deception checks. (Mystic Advisor Tree.)
Channel Agony 1 (DARK) After rolling White Pip, may suffer wounds up to twice rank in Channel Agony to add automatic Black Pip for every two wounds suffered to the results. (Mystic Magus Tree.)
Smooth Talker 1 When first acquired choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend (triumph) to gain additional (success) equal to ranks in Smooth Talker. (Mystic Advisor Tree.)
Contingency Plan 1 Spend 1 Destiny Point to recover strain equal to Cunning rating. (Mystic Advisor Tree.)
Force Rating 2 Gain +1 Force Rating. (Base) (Mystic Advisor Tree)
Resolve 1 When Individually taking strain, suffer 1 less strain per rank of Resolve, to a minimum of 1. (Mystic Magus Tree)
Toughened 1 Gain +2 wound threshold (Mystic Magus Tree)
Transmogrify 1 When making a Crafting check, may add pip no greater than Force Rating. Spend Light or Dark to add success and spend 2 light or dark to add advantage to check.

Force Powers

Force Rating
3
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (O '# use): When guiding and shaping thoughts, only 3 generated from # may be used to generate negative emotions such as rage, fear,
and hatred. Only 3 generated from O may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as
confusion can be created from 3 generated from either O or •
The character may spend 3 to stress the mind of one living target he is engaged with, inflicting I strain.
Upgrade Effect
Control The Force user may make an opposed Discipline vs. Discipline check
combined with an Influence power check If the user spends 3 and succeeds on the check, he can force the target to adopt an emotional state
or believe something untrue, lasting for l round or 5 minutes.
Strength When stressing the mind of a
target, the character inflicts
2 strain.
Power
Misdirect
Description
The force user creates illusions to fool those around him. The user may spend (White/Black) to make a target at up to a short-range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Power
Warde's Foresight
Description
The Force User can feel the Force Flowing around another specific individual to gain insight into what that person might do.

The user may spend (Light or Dark) to gain hints about what another individual within short range is likely to do in the near future.
Upgrade Effect

Background

Privileged Few


Pragmatic Power


Ultimate Abilities

Motivation

Free Enterprise: Free and unimpeded trade between cultures can create opportunity, innovation, and understanding.
Governments cannot be permitted to impede such interactions, and the character seeks to do what he can to support this.

Morality

Emotional Strength: Ambition

Emotional Weakness: Cruelty

Morality: 84 (1.9.2021)
(Strain +1)

Bonus: +1 destiny per game

Description

Gender: Male
Age: 24
Height: 5'11
Build: Strong
Hair: Bald
Eyes: Blue
Notable Features: Dark

Other Notes

Special Abilities: Deception +1

Entrancing Gaze: Add 1 boost dice to Charm, Deception & Negotiation checks.

Shadow Dwellers: Remove up to 2 setback dice imposed due to darkness. Add 1 setback dice to all checks made in bright natural light (such as direct sunlight).
(NOTE: Adverse Environment Gear Negates setback.)

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