Daskalani Vuathulu by DClark

Species
Half-Bothan
Career
Warrior
Specializations
Steel Hand Adept, Ataru Striker, Colossus
System
Force and Destiny

7
Threshold 17
Current 0
Threshold 16
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
5
2
2
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) X 2 -2 Setback (Conditioned)
Charm (Pr) 3
Coercion (Will) 1
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) X 3 -4 Setback (Conditioned, Iron Body)
Deception (Cun) 0
Discipline (Will) 1
Leadership (Pr) 3
Mechanics (Int) X 2
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 2
Piloting: Space (Ag) X 2
Resilience (Br) 0 -2 Setback Dice (Iron Body)
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 1
Survival (Cun) X 0
Vigilance (Will) 0
Brawl (Br) X 3 +1 Boost Dice
Gunnery (Ag) X 1
Lightsaber (Ag) X 4
Melee (Br) X 3
Ranged: Light (Ag) 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 2
Knowledge: Xenology (Int) 0

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
9
Critical
3
Basic Lightsaber x 2
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Linked
Damage
6
Critical
2

5
710
0
0/7

Weapons & Armor

Battle Armor
-Soak: +3
-Melee Defense: +1
-Ranged Defense: +1

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Acklay’s Scything Strike Brawl attacks gain Pierce equal to Force rating.
Ataru Technique When making a check using the Lightsaber skill, Dusk may use Agility instead of Brawn.
Conditioned 1 Remove 1 setback die per rankd from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by ranks.
Dedication 2 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. Bonus Characteristic: Agility +2.
Dodge 2 When targeted by a combat check, Dusk may perform a Dodge incidental to suffer a number of strain no greater than ranks, then upgrade the difficulty of the check by that number.
Ddoge (Improved) After using Dodge, Dusk can make a Move maneuver as an out-of-turn incidental.
Durable 1 May reduce any Critical Injury suffered by 10 per ranks, to a minimum of 1.
Far Strike 1 As an action, Dusk may make a Brawl check as a ranged attack, adding Force dice up to Force rating; increase range of attack by one band for each Force point spent, to a maximum of long.
Feint 1 Spend 1 Triumph or 3 Advantage generated on a missed melee attack to upgrade difficulty of opponent’s next attack targeting her by ranks.
Force Rating 2 Gain +1 Force Rating.
Grit 3 Gain +1 strain threshold.
Hawk Bat Swoop 1 Dusk may take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding Force dice no greater than Force rating. Spend 1 Force point to engage target and spend 1 Force point to add Success to check.
Iron Body 2 Remove 1 setback die per rank from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).
Jump Up Once per round, Dusk may stand from seated or prone as an incidental.
Makashi Technique When making a check using the Lightsaber skill, Dusk may use Presence instead of Brawn.
Martial Grace Once per round, Dusk may suffer 2 strain to add damage equal to ranks to next Brawl check made this turn.
Multiple Opponents Add 1 Boost die to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents.
Parry 8 When hit by a melee attack, Dusk may suffer 3 strain to reduce damage by 2 plus ranks.
Parry (Improved) When parrying a hit that generated 1 Despair or 3 Threat, Dusk may hit her attacker once with Lightsaber, Brawl, or Melee weapon,dealing base damage, after original attack resolves.
Precision Strike When Dusk inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, Dusk may suffer 1 strain to change the result to any Easy (*) Critical Injury result.
Precision Strike (Improved) Once per round, when inflicting a Critical Injury with a Brawl, Melee, or Lightsaber weapon, Dusk may suffer 2 strain to change the result to any Average (**) Critical Injury. Dusk may only choose each Average option once per session.
Quick Draw Once per round, Dusk may draw or holster a weapon or accessible item as an incidental.
Reflect 2 When hit by a ranged attack, Dusk may suffer 3 strain to reduce damage by 2 plus ranks.
Resist Disarm Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Saber Throw Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend 1 Force point to succeed to hit target; spend 1 Force point to have weapon return to hand.
Sapith Sundering May add 1 Force die up to Force rating to Brawl checks; the attack gains the Sunder quality, and Dusk may spend 1 Force point generated on the check as 1 Advantage to activate the Sunder quality.
Sarlacc Sweep Increase difficulty of a Lightsaber check by 1 to perform the Sarlacc Sweep action. May spend 2 Advantage to hit additional engaged targets.
Second Wind 2 Once per encounter, Dusk may use a Second Wind incidental to heal strain equal to ranks.
Sum Djem May spend 1 Triumph or 2 Advantage with a successful Lightsaber check to disarm opponent.
Swift Dusk does not suffer usual penalties for moving through difficult terrain.
Toughened 3 Gain +2 wound threshold.
Unarmed Parry May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1, to a minimum of 1).

Force Powers

Force Rating
2
Power
Enhance
Description
When making an Athletics check, Dusk may roll an Enhance power check as part of the pool. She may use Force points to add Success or Advantage, player’s choice
Upgrade Effect
Control: Force Leap (Vertical) When performing a Force Leap, Dusk can jump vertically in addition to jumping horizontally.
Control: Force Leap (Horizontal) Take a Force Leap action: Make an Enhanced power check. Dusk may use a Force point to jump horizontally to any location within short range.
Power
Move
Description
Dusk can move objects via the power of the Force.

Dusk can spend a Force point to move one object of silhouette 0 that is within short range to within short range.

Dusk can spend a Force point to increase the silhouette able to be targeted up to silhouette 2.

Dusk can spend a Force point to move one additional object
Upgrade Effect
Magnitude 1 Spend Force point to increase targets affected equal to Magnitude rank.
Strength 2 Spend a Force point to increase silhouette able to be targeted to silhouette 2.
Control: Hurl Dusk 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 (silhouette 0 deals 5 damage).
Range 2 Spend a Force point to increase the range to Long
Control: Pull Dusk can pull objects out of secure mountings or out of an opponent’s grasp
Power
Sense
Description
Dusk can sense the Force interacting with the world around her.

She may spend Force points to sense all living things within short range (including sentient and non-sentient beings).

Dusk may spend a Force point to sense the current emotional state of one living target with whom she is engaged.
Upgrade Effect
Control: Upgrade Difficulty Dusk can commit a Force dice. Once per round, when an attack targets her, she upgrades the difficulty of the pool once.
Control: Sense Thoughts Dusk can spend a Force point to sense the current thoughts of one living target with whom she is engaged.
Range 3 Dusk can spend a Force point to increase the power’s range 3 times.

Background

Motivation

Morality

Description

Other Notes

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