Ellianet Griffiths by vynedane

Species
Zabrak
Career
Mystic
Specializations
Prophet
System
Force and Destiny

3
Threshold 12
Current 0
Threshold 13
Current 2
Ranged 0
Melee 0

Characteristics

2
2
2
2
3
2

Skills

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

Attacks

Lucky Blaster
Range
Medium
Skill
Ranged: Light
When a characters uses a single maneuver with a Lucky Blaster to Aim, they gain [Boost][Boost] on their next combat check. This can only occur once per round, and the PC may not use their second maneuver to aim again.
Damage
5
Critical
4

0
160
0
2/7

Weapons & Armor

Lucky Blaster Encumb 1 500 credits
Heavy Clothing 50 credits

Personal Gear

Stimpack 25 credits
Commlink (Handheld) 25 Credits

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit Core F&D 114 +1 Strain Threshold
Scathing Tirade UP 33 The character may take the Scathing Tirade action by making an Average Coercion Check. For each [success], one enemy within short range suffers one strain. The character an also spend [Advantage]. For each [Advantage] spent, one target already affected suffers 1 additional strain.
Congenial UP 32 When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to strain suffered. This number cannot exceed their ranks in Congenial. When the character is a target of a Charm or Negotiation check, the charracter may suffer a number of strain to upgrade the difficulty of the check a number of times equal to strain suffered. This number cannot exceed their ranks in Congenial.
Plausible Deniability Core F&D 149 The character removes [setback] per rank of Plausible Deniability from his Coercion and Deception checks
Inspiring Rhetoric UP 32 The character may take an Inspiring Rhetoric action, making an Average Leadership check. For each [Success], one ally recovers 1 point of Strain. For each [Advantage], one ally benefiting from Inspiring Rhetoric recovers 1 additional strain.

Force Powers

Force Rating
2
Power
Influence
Description
The most basic form of Influence does not allow the Force user to guide or shape the thoughts of others. He can merely strain their mind, inflicting stress and exhaustion.
The basic power has one effect that can be triggered multiple times on the same or different targets:
• The user spends [Force] to stress the mind of one living target he is engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade Effect
Magnitude The user may spend [Force] to increase the number of minds being affected equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets multiple times.
Control The user gains the ability to enhance his arguments and charisma via the Force. When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the user may roll an Influence power check as part of the pool. He may spend [Force] to gain [Success] or [Advantage] (his choice) per point on the check.
Power
Ebb/Flow
Description
This power can be used to either empower the user or sap strength from the user's foes. The basic power has two ways to spend Force Points.

Ebb: When the force user makes a skill check, he may use an Ebb power check as a part of the roll. The user may spend [Force] to suffer 1 strain, then inflict 1 strain on all other engaged characters. The force user can not activate this multiple times.

Flow: When the force user makes a skill check, he may make a Flow power check as a part of the roll. The user may spend [Force] to heal 1 strain. The force user may not activate this multiple times.
Upgrade Effect
Power
Move
Description
At its most basic, Move allows the Force user to move small objects that are near him. It has one basic effect:
• The user may spend [Force] move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range. The user may not activate this multiple times.
Upgrade Effect
Control The user gains the ability to pull objects off secure mountings or from an opponent’s grasp.
Range Spend [Force] to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time. However, remember the user must still spend Force points to activate the power’s actual effects.
Control The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough [Force] to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Power
Seek
Description
Seek’s basic power allows Force users to find faraway things and to shatter sensory tricks that might hide their quarry. The basic power has two ways to spend Force points:
• The user may spend [Force][Force] to gain insight into the general location or direction of a person or object that he knows about, regardless of its current distance from him. The user may not activate this multiple times.
• The user may make an Average Vigilance check with the power check to see through all sensory misdirections confronting him, whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GM's discretion, but has no direct effect on spoken or written lies.
To successfully see past the deception, the character must spend [Force] to activate the power and must succeed on the Average Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by anotherForce user). If the user succeeds, his supernatural senses pierce the falsehoods, letting him perceive
the truth they conceal.
Upgrade Effect

Background

Motivation

Ambition: Discovery

Morality

Morality: 50

Emotional Strength: Enthusiasm
Emotional Weakness: Recklessness

Description

Other Notes

Zabrak: Add one [Advantage] to all Coercion checks.

SPECIAL RULE When Influence is used to guide and shape thoughts and emotions, checks using [DarkSidePips] to generate [Force] may be used to create negative emotions such as rage, fear, and hatred, but may not be used to evoke positive emotions. Checks using [LightSidePips] to generate [Force] may create positive emotions such as peace, tranquility, and friendliness, but may not be used to generate negative emotions. More neutral emotions such as confusion can be elicited regardless of whether the check used [LightSidePips] or [DarkSidePips] to generate [Force] This rule applies in addition to the rule about using [LightSidePips] or [DarkSidePips] results to generate [Force]. This means that to generate negative emotions, the average player aligned with the light side must first roll [DarkSidePips]. then flip a Destiny Point and suffer strain to use it to generate at least one [Force] to spend.


100xp
+10 from Morality

Presense 1->2 -20xp =90 remaining
-5 Grit=85
-10 Scathing Tirade=75
-5 Congenial=70
-10 Plausible Deniability=60
-10 Inspiring Leadership=50 remaining

-10 Influence Basice Power=40
-5 Magnitude=35
-15 Control=20
-10 Ebb/Flow basic power=10
-10 Ranged (Light)=0

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