Minerva Nightmoor by CidDiyoko

Species
Dathomirian
Career
Seeker
Specializations
Hunter, Nightsister
System
Force and Destiny

4
Threshold 17
Current 0
Threshold 16
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
4
2
2
2
2

Skills

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

Attacks

Single-Hilt Lightsaber - Tainted Nightsister Crystal
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Disorient 4, Vicious 4, add HP 1 to Hilt
Damage
7
Critical
2
Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1; Grants b to all Survival checks.
Damage
+1
Critical
3
Nightsister Energy Bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2
Damage
8
Critical
2

0
490
6300
9/9

Weapons & Armor

Single-Hilt Lightsaber
Explorer's Knife
Nightsister Energy Bow
Armored Clothing

Personal Gear

Scanner Goggles
Jedi Utility Belt
Comlink (Handheld)
Military Belt Pouch
Emergency Medpack
Lightsaber Maintenance Kit
A99 Aquata Breather
3x Field Rations
Glow Rod
Electrobinoculars
Concealed Escape Kit
Riding Tack

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Outdoorsman (Rank 1) A-CRB:154, E-CRB:141, F-CRB:149 The character removes a Setback Die (Black Die) per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with multiple ranks of Outdoorsman).
Toughened (Rank 2) A-CRB:158, E-CRB:135, F-CRB:153 Gain +2 wound threshold
Grit (Rank 1) A-CRB:148, E-CRB:136, F-CRB:142 Gain +1 strain threshold
Intimidating (Rank 1) A-CRB:150, E-CRB:136, F-CRB:145 When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating.
Witchcraft Character adds 1 to Force Rating
Rapid Recovery (Rank 1) A-CRB:154, E-CRB:141, F-CRB:150
Hunter (Rank 1) E-CRB:137, F-CRB:145 Add b per rank of Hunter to all checks when interacting with beasts or animals (including combat). Add +10 to Critical Injury results against beasts or animals per rank of Hunter
Expert Tracker (Rank 1) A-CRB:146, E-CRB:135, F-CRB:142 Remove s per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Keen Eyed F-CRB:146 Remove s per rank of Keen Eyed from Perception and Vigilance checks. Decrease the time to search a specific area by half.
Natural Hunter A-CRB:153, E-CRB:139, F-CRB:105 Once per session, may re-roll any 1 Perception or Vigilance check.

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 Force to heal a number of wounds equal to Intellect from an engaged living creature (including the user). The user may not activate this multiple times.
Harm: Spend Force to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged target. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade Effect
Magnitude Rank 2 Spend FF to affect 1 additional target within range per rank of Magnitude
Control: Critical Heal: May make a Heal power check combined with a ddd Medicine check. If check succeeds, one target who heals wounds also heals 1 Critical Injury.

Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers 1 Critical Injury (adding +10 to the roll per aa).
Strength Heal: Spend F to increase wounds healed by 1 per rank of Strength upgrades purchased.

Harm: Spend F to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Mastery Heal: Once per session, spend FFFF to restore 1 target who died after 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.

Background

Primitive Backwater, Duty to Tradition, Wanderer

Within the Outer Rim and the Unknown Regions, there remain worlds and civilizations isolated from the greater galaxy. Even among those that are aware of other worlds and cultures, many have only limited access to technologies.

On one of these such worlds, Minerva grew up as a light-sided Dathomiri Witch, following the teachings from the Book of Law; a book written by their original founder, a Jedi Knight that went by the name of Allya, who was expelled from the Jedi Order and exiled to a penal colony on Dathomir many many years ago for being seduced by the "dark side" of the Force.

Some Hunters feel an urge to move across the galaxy as irresistible as the migratory instincts of beasts or other target they pursue. Others simply reason that they can't practice their craft by staying in one place when their targets are in motion. Whether driven by some spiritual bond with their targets, only by the need to outmaneuver or outwit them. Hunters often find themselves on the prowl for new prey against, which they can prove themselves. As was the case for Minerva as she grew out of her roots and wanted to go off-world to learn more. She would eventually find herself with the Jedi Order, the very same organization that had expelled the founder of her culture many years ago.

Notes:
Rival - Spider Nightsister Clan
Home - Frenzied River Clan

Motivation

Survival: In a galaxy where simply being a Force user can be a death sentence, the character's primary concern is survival. She's willing to do what it takes to make sure she lives another day.

DUTY
Ground Superiority (85): No matter how good air support might be. battles are eventually decided on the ground. This PC knows that taking out enemy infantry and armor in combat from turrets, armored walkers and speeders, mechanized cavalry, and even traditional, mounted cavalry is what holds the line and wins the day. This PC is always on the lookout for key enemy ground assets to disable and destroy.

Morality

Strength: Caution – The character possesses commendable prudence, willing to always look before she leaps into a new situation

Weakness: Mercilessness - The quest for justice can turn the character away from concepts of pity or remorse. The character is concerned only with laws or a personal code; no matter the situation or mitigating factors.

Total: 100

Description

Other Notes

Duty Totals:
Surveying the Enemy (20)
Ground Superiority (85)

Operation Downed Convor: 25XP, 20 Duty, 1000 Credits, +7 Morality, 24hrs
Operation Enraged Eopie, Part I: 10XP, 15 Duty, 1000 Credits, +5 Morality, 24 hrs
Operation: Galled Gizka, Part I : 20 XP, 20 Duty, 1000 Credits, +5 Morality, 24 hrs
Operation: Which Witch: 20 XP, 10 Duty, 0 Credits, +8 Morality, 0 hrs - Tainted Nightsister Crystal
Operation: Dumb and Dumber Part I: 25 XP, 10 Duty, 1000 Credits, +8 Morality, 24 hrs
Operation: Dumb and Dumber Part II: 30 XP, 15 Duty, 1000 Credits, +1 Morality, 24 hrs
Operation: Second Wave - 25 XP, 10 Duty, 0 Credits, 0 Morality, 0 Hrs. - Ghostfire Crystal
Operation: Irritated Ikopi - 25XP, 15 Duty, 1000 Credits, 24 hrs. - Trigger CR1 Rewards

CR Rewards:
CR1- Nexu "Clawdia" (Beast) - R4
CR1- Varactyl "Lizzie" (Beast) - R4

Hours Spent:
114 Hours - 15 XP

Return to Top