Keras Nune by ruroken77

Species
Miraluka
Career
Jedi
Specializations
Padawan | Knight | Niman Disciple | Master
System
Force and Destiny

3
Threshold 19
Current 0
Threshold 18
Current 0
Ranged 1
Melee 3

Characteristics

3
2
3
3
3
3

Skills

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

Attacks

Keras's lightsaber pike
Range
Engaged
Skill
Lightsaber
Breach 1, Concussive 1, Cumbersome 3, Defensive 2, Disorient 2, Sunder
Damage
8
Critical
3

0
1375
59
4/13

Weapons & Armor

Keras's robes (heavy robes), Keras's lightsaber pike (lightsaber pike w/ modded dragite gem)

Personal Gear

Consolidated Learning Systems transliterator, 5 field ration packs, backpack, Jedi utility belt

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Force Sight 0 20 (ORCG) Though blind, Miraluka use the Force to perceive the world. This allows a Miraluka to remove up to 2 setback dice imposed due to darkness. This added insight also adds an automatic advantage on Perception checks.
Parry 6 27 (RotS); 26 (RotS); 70 (F&D) When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 3 27 (RotS); 70 (F&D) Gain +2 wound threshold.
Quick Draw 0 27 (RotS) Once per round, draw or holster a weapon or accessible item as an incidental.
Grit 5 27 (RotS); 26 (RotS); 70 (F&D) Gain +1 strain threshold.
Reflect 7 27 (RotS); 26 (RotS); 70 (F&D) When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Well Rounded 1 27 (RotS) Choose any 2 skills. They permanently become career skills.
Sense Danger 0 27 (RotS) Once per session, remove 2 setback dice from any 1 check.
Learning Opportunity 0 27 (RotS) Once per round, the character may spend 3 advantages from a check they fail to upgrade the ability of their next check once.
Valuable Facts 0 27 (RotS) Once per encounter perform a Valuable Facts action; make an Average Knowledge check. If successful, add 1 triumph to one ally’s skill check during the encounter.
Force Rating 2 27 (RotS); 26 (RotS) Gain +1 Force Rating.
Adaptable 0 27 (RotS) When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove 1 despair or to remove threats equal to their ranks in Cool.
Something to Prove 0 27 (RotS) Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.
Beginner's Luck 0 27 (RotS) Once per session when the character makes a check, may add successes equal to the number of light side Destiny Points in the Destiny pool to the result.
Temple Training 0 27 (RotS) Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore).
Sincerest Flattery 0 27 (RotS) Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add 2 boost dice.
Dedication 3 27 (RotS); 26 (RotS); 70 (F&D) Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Jump Up 0 26 (RotS) Once per round, may stand from seated or prone as an incidental.
Researcher 3 26 (RotS); 27 (CotR) Remove 1 setback die per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Sense Emotions 0 26 (RotS) Add 1 boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Improved Reflect 0 26 (RotS) When reflecting a hit that generated 1 despair or 3 threats, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Improved Parry 0 26 (RotS) When parrying a hit that generated 1 despair or 3 threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Balance 0 26 (RotS) When the character heals strain at the end of the encounter, he may add 1 Force die per Force Rating. He regains additional strain equal to Force points generated.
Circle of Shelter 0 26 (RotS) When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Side by Side 0 26 (RotS) While the character and one or more engaged allies are wielding lightsabers, add to all combat checks that target the character or those allies.
Will of the Force 0 26 (RotS) Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.
Guardian of the Republic 0 26 (RotS) After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.
Nobody's Fool 2 70 (F&D); 27 (CotR) May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique 0 70 (F&D) When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Defensive Training 2 70 (F&D) When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Sum Djem 0 70 (F&D) May spend 1 triumph or 2 advantages with successful Lightsaber check to disarm opponent.
Draw Closer 0 70 (F&D) Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding Force dice no greater than Force rating to check. Spend 1 Force point to move target one range band closer or to add 1 success to check.
Center of Being 3 70 (F&D); 27 (CotR) Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Force Assault 0 70 (F&D) Spend 1 triumph or 3 advantages on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver.
Improved Center of Being 0 70 (F&D) Suffer 1 strain to perform Center of Being maneuver as an incidental.
Confidence 1 27 (CotR) May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Improved Confidence 0 27 (CotR) May spend 1 triumph on fear checks to give allies in short range additional successes on the same fear check.
Improved Nobody's Fool 0 27 (CotR) May spend 1 despair or 2 threats from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool.
Improved Researcher 0 27 (CotR) On a successful Knowledge check, character and allies gain automatic 1 advantage per rank of Researcher on checks to act on those facts until the end of character's next turn.

Force Powers

Force Rating
3
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend 3to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase targets affected equal to Magnitude upgrades purchased.
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Strength Spend 1 Force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range 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
Sense
Description
The user may spend 1 Force point to sense all living things within short range (including sentient and non-sentient beings).
The user may spend 1 Force point to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Ongoing effect: Commit 1 Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration Sense’s ongoing effects may be triggered one additional time per round.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control Effect: Spend 1 Force point. The Force user senses the current thoughts of one living target with whom he is engaged.
Range Spend 1 Force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 1 Force point to increase number of targets affected by power equal to Magnitude upgrades purchased.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend 1 Force point to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade Effect
Control Spend 1 Force point to see microscopic details of a single object within engaged range.
Control Spend 1 Force point to see through a single object at medium range as though it were transparent.
Control Spend to make out fine details on a single object within medium range.
Duration Spend 1 Force point to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Range Spend 1 Force point to increase power’s range by one range band for each Range upgrade purchased.
Duration Spend 1 Force point to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Control Spend 2 Force points to see in every direction simultaneously, noticing and observing things in a full 360-degree arc.
Control When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend 1 Force pont to gain 1 success or 1 advantage on the check.
Control This power gains the ongoing effect: Commit 1 Force die after successfully activating the Farsight power to increase ranks in Perception by 1.
Range Spend 1 Force point to increase power’s range by one range band for each Range upgrade purchased.

Background

Newly-Minted Master

Motivation

Growth (Community)

Morality

71/0; Compassion/Hatred

Description

With tanned brown skin, long white hair in a low ponytail, empty eyesockets hidden behind a leatheris mask, and an otherwise-human appearance appearance, Keras is easily recognized as a Miraluka by those who have encountered her kind and know that she's not otherwise-human.

Other Notes

While Keras can use the Force to see, she's unable to see colors, lights, or holograms. In situations where she won't be able to use the Force to see, and through her enhanced hearing, she would be able to recognize someone's voice, especially through audio in a holovid or on a holocall.

Return to Top