Ifa Kell by deithmomma

Species
Human
Career
Mystic-Seer
Specializations
Force Adherant
System
Force and Destiny

6
Threshold 12
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
5
2
3
2

Skills

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

Attacks

Light bow
Range
Long
Skill
Ranged: Heavy
blast 4 (knockdown); pierce 3; slowfiring 1
Damage
11
Critical
3
Cortosis Staff (Refined)
Range
Engaged
Skill
Melee
Cortosis. Special rules for rolls against lightsabers.
Damage
Success + 3 + brawn
Critical
5
Cortosis Gauntlets (Refined)
Range
Engaged
Skill
Brawl
Cortosis. When a character armed with a lightsbr combat checks vs gauntlets, 3 threats or one failure shorts out saber. When I roll against an opp with Lsaber, I can trade 3 successes or 1 triumph to disable LSaber
Damage
+1
Critical
4
Cortosis Staff upgrade-Stun Pulse
Range
Engaged
Skill
Melee
Disables opp without killing them
Damage
+1 (Stun plus 2)
Critical
Cortosis Staff upgrade - Weighted Head
Range
Engaged
Skill
Melee
Increases weight to end of staff to increase damage.
Damage
Damage +1
Critical
Lightsaber Pike
Range
Engaged
Skill
Lightsaber
Encumbrance 3, Breach 1, Defense 1, Sunder
Damage
6
Critical
2
Lightbow-Superior Weapon Customization
Range
Skill
Every lightbow use adds 1 advantage per roll
Damage
+1
Critical
Blaster pistol
Range
Medium
Skill
Ranged: Light
Enc 1, HP 3, Stun setting
Damage
6
Critical
3

0
6875
9

Weapons & Armor

Concealing Robes
Ancient Battle Armour (Encum 2, HP 1)
Cortosis Staff (Refined)-Stun Pulse and Weighted Head
Cortosis Gauntlets (Refined)
Lightsaber Pike
Lightbow-Superior Weapon Customization

Personal Gear

Thermal Cloak
Backpack (minus 4 Encum)
Physician's Kit (2 Encum)
Respirator
Spacesuit

Assets & Resources

Bacta Tank x2- Enc 12
Stimpak x 25
Synthskin x 10
Synthetic Anesthetic x 10
Bear Sloth anti-venom x 5

Holochron

Critical Injuries & Conditions

Conflict - 6

Talents

Name Rank Book & Page Description
Uncanny Reaction 2 Mystic-Seer Add 2 blue die to Vigilence checks
Keen Eyed 1 Mystic-Seer Remove 1 black dice from Perception/Vigilence checks; decrease time to search a specific area by half
Forewarning 1 Mystic-Seer All allies within medium range increase defense by character's Force Rating until they act in the encounter.
Wisdom of the Whills 1 Wisdom of the Whills Once per session, when the character rolls DARK on force powers check, the character may use it as LIGHT without flipping a destiny point (this still generates conflict)
One with the Force 1 Wisdom of the Whills The character may commit 4 LIGHT to increase strain threshold by 4.
The Force is with Me 1 Wisdom of the Whills The character may commit 4 LIGHT to increase wound threshold by 4.
The Force is My Ally 1 Mystic-Seer Once per session, may suffer 2 Strain to perform Force Power action as manoever
A Joining of Minds 1 Wisdom of the Whills May commit 2 lightside points to target a willing or unconscious engaged creature. While in contact with this creature, the character may transfer thoughts and emotions with the engaged creature in either direction. This is not limitied by language. Take 4 points strain per use.
A Guided Hand 1 Wisdom of the Whills The character may commit 1 LS point and select one creature within medium range (which may be themselves). The selected creature gains +2 blue dice on all combat checks whilst the die is committed. Take 4 strain per turn this is active.
Coercive Emotion 1 Wisdom of the Whills The character may choose to overwhelm an opponent with emotion choosing to add +2 black dice instead of blue. Gain access to Juyo Beserker specialization. Medium range
Beyond Shadows 1 Wisdom of the Whills The details of this power are unclear, but it has something to do with your mind becoming briefly untethered from your body. This is the power the Mother was teaching her students. This will require 3 force points to activate

Force Powers

Force Rating
3
Power
Force Adherant
Description
Upgrade Effect
Power
Ebb and Flow
Description
Upgrade Effect
Range Spend 2 light/dark side points to affect all other characters at short range.
Basic This force power allows one to either sap the stamina from their opponents, or empower themselves.
The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend F 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, he may roll a Flow power check as part of the roll. The user may spend F to heal 1 strain.
The user may not activate this multiple times.
Strength The Force user may spend light/dark side points to increase the strain healed or inflicted
Power
Sense
Description
Upgrade Effect
Basic This force power may be used by an individual to feel what others feel and sense the presence of living beings.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Range Spend F to increase power’s range by a number of range bands equal to range upgrades purchased.
Control Effect: Spend F. The Force user senses the current thoughts
of one living target with whom he is engaged.
Power
Foresee
Description
Upgrade Effect
Basic-Strength Spend L/D to pick out specific details equal to Strength upgrades purchased.
Basic-Duration Spend L/D to increase days into the future the user may see equal to Duration upgrades purchased.
Control When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend one light/dark to gain one success per point on the check.
Basic The Force user can feel the Force flowing around everything, feeling what is and what will be. The user may use one light/dark side point to gain vague hints of events up to come up to one day in his future.
Power
Influence
Description
Upgrade Effect
Basic The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( L/D use): When guiding and shaping thoughts, only D may be used to generate negative emotions such as rage, fear, and hatred. Only L may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either L or D.
The character may spend F to stress the mind of one living target he is engaged with, giving 1 strain.
Control The Force user may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the user spends F and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Warde's Foresight
Description
Suljo Warde was particularly skilled at prognostication,
and he refined this ability considerably over the course of
his life, gaining the capacity to predict how people would re-
act before they had even made up their own minds. Though
Warde is long gone from the galactic stage, the PCs can un-
lock the secrets of this power by training with the holocron
he left behind.
For all the might it offers, however, this power can be a
double-edged blade. While it grants insight, it does not re-
veal the one, certain truth. The future is mercurial and ever-
changing.
Upgrade Effect
Basic 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 L/D to gain hints about what another individual within short range is likely to do in the near future.

Background

Ifa Kell was abandoned at the Kyber Temple as a toddler, her hair already white. Her actual age is unknown. She always watched, wide eyed, at what went on around her, not speaking until her early teens. She has no recollection of her life before the temple, but her hyper vigilence indicates traumatic events in her past. The monks recognized her force sensitivity when she was quite young and encouraged Ifa to embrace her gifting, to use it to be a blessing, to use it to defend the innocent and the good, and, if needed, to use it as a weapon. As part of her physical training, she drilled daily with the staff and the lightbow. She has never left Jedha, devoting her life to fiercely protecting the temple, the monks who embraced her as a child, and the force itself. Her study of the Jedi religion and the history of the Whills has been a lifelong passion.

Motivation

The Force, the history and protection of the Jedi order the Temple of Kyber/the Whills Guardians. The only reason she would consider travelling off world is if she felt any of these things were in great jeopardy and she could contribute more if she physically left Jedah.

Morality

Ifa is highly moral, seeing things in more defined black and white terms than shades of grey. She can be difficult when compromise is required, not wanting to put her own sense of right and wrong aside. But she is fiercely loyal to those she adopts as family and will do what she can to ensure they are safe.

Emotional Strength: Caution. She is brave for others and cautious for herself.
Emotional Weakness: Coldness.

100 Morality

Description

Ifa is a slightly built human, a mix of Caucasian and Oriental ancestry, standing just under 5' tall. She is older, approximately 60, with pale blue eyes and pure white hair that has never been cut. It is braided and coiled, held in place by bands of torn blue fabric. She wears traditional Whills robes with her climbing boots at the ready, always prepared to disappear into the shadows if needed. Ifa tends to stay in the background, rarely bringing attention to herself. She is a survivor who was well trained by the monks to fight and protect herself and others. She is a watcher of people, an assessor of character, speaking little, but observing everything. When she does speak, it is important and often bluntly presented. She is highly sensitive to the resonance of the force in people and the world around her. Occasionally, Ifa must mentally retreat to refocus and heal from the noise of the energy around her.

Other Notes

After opening the holochron, Ifa discovers a few details of her life before Jedah. She was born on Jabiim, a planet in the Outer Rim controlled by the Sith and their Inquisitors. Because of Anakin Skywalker's perceived betrayal of the Jabii people, force sensitives were suspect, mistrusted and hunted. Her parents were killed smuggling Ifa off-world as her abilities began to develop, hoping the Guardians would protect her on Jedah.

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