Defensive 1, (+1 to melee defense while wielding)), Disorient 3
Damage
4
Critical
3
5
235
40
3/11
Weapons & Armor
Personal Gear
Backpack
Glow Rod
Thermal Cloak
climbing gear
0 stimpak
Datapad (w/map of tunnels)
Assets & Resources
Fusion Lantern
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Amphibious
Age of Rebellion 59
Can breathe underwater without penalty and never suffer movement penalties for traveling through water
Grit (2)
F&D 89
+1 to strain
Keen Eyed (2)
F&D 89
Remove setback per rank from perception and vigilance checks. Decrease time to search a specific area by half
Animal Empathy
F&D 89
When making checks to handle or tame animals, add force die no greater than Force rating to the check. Spend f to add success or advantage to the check
Forager
F&D 89
Remove up to 2 setback from skill checks to find food, water,or shelter. Survival checks to forage take half the time.
Toughened
F&D 89
Gain +2 wound threshold
Swift
F&D89
Does not suffer usual penalties for moving through dificult terrain
Outdoorsman
F&D89
Remove setback per rank from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Force Powers
Force Rating
1
Power
Enhance (F & D 288)
Description
When making an athletics check the force user may roll an Enhance power check as part of the pool. Spend F to gain successor advantage (user's choice) on the check.
Upgrade
Effect
Control
Take force leap action. Make an enhance power check. The user may spend forceto any leap vertically location in short range.
Control
Take force leap action. Make an enhance power check. The user may spend force to jump horizontally to any location in short range.
Control
Can be used with Coordination skill
Control
Can be used with Resilience Skill
Power
Foresee (F&D 290)
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend force die to gain vague hints of events to come, up to a day into his own, personal future
Upgrade
Effect
Control
When making a skill check to determine initiative, the user may roll a Foresee power check as part of the pool. He may spend force die to gain success on the check.
Strength
Spend force die to pick out specific details equal to strength upgrades purchased
Power
Sense
Description
The Force user can sense the Force interacting with the world around them
Upgrade
Effect
may spend f to sense the current emotional state of one living target with whom engaged
sense all living things within short range including sentient and non-sentient beings)
Background
Her family lived on the run for as long as she could remember, but they were eventually captured and forced into slavery making ships. Once the war turned, they were moved to an outer rim settlement before they could be rescued, and are still in slaves. The parents tried to spring the children one night, but only Meekles was able to escape. Now 17, she has lived on her own in a grotto she found ever since, surviving on some supplies her parents smuggled out to her and the land. She has a fondness for animals, and is able to communicate with them - she protects them and they warn her when danger is coming. She has lived this way for at least two years, and constantly fears being caught. She has no idea what happened to her parents after she escaped, as they made her promise not to return until the slavers had gone. She has bravely done as they asked to the the point of being obstinant in her cautiousness, because she has lived in fear of being caught for so long.
Motivation
Morality
Morality 59
Bravery Obstinant
Cautious Fear
Description
Other Notes
Joya and Byto (Calamari girl we saved)
Doc Jendel Wolu