Verona Dara by Emmaria

Species
Mirialan
Career
Guardian
Specializations
Protector
System
Force and Destiny

6
Threshold 15
Current 10
Threshold 13
Current 4
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
2
2
3
3
1

Skills

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

Attacks

Vibrorapier
Range
Engaged
Skill
Lightsaber
Defensive 1, Pierce 6, Advantage 1
Damage
+3
Critical
1
X-30 Lancer Precision Pistol
Range
Long
Skill
Ranged: Light
Pierce 4, Stun 5, Accurate 2
Damage
7
Critical
4
Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Seeker Crystal (Pink), HP 3
Damage
7
Critical
2

0
300
5740
12

Weapons & Armor

Vibrorapier
(Lightsaber Grip, Mono-Molecular Edge, Superior Weapon Customization)

X-30 Lancer Precision Pistol
(Blaster Actuating Module, Custom Grip, Mandalorian Chamber)

Basic Lightsaber
(Seeker Crystal (Pink), 3HP)

Armored Clothing
(Reflec Shadowskin)

Personal Gear

Vibrorapier (E2)
Basic Lightsaber (E1)
X-30 Lancer Precision Pistol (E1)
Armored Clothing (E3)
Armored Robes (E5)
Comm Link
Datapad (E1)
Binders
Utility Belt
Backpack
Medpac (E2)

Assets & Resources

Ration (6)
Stimpack (4)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Bodyguard 1 Protector Once per round perform bodyguard manuever, to guard engaged character. Suffer strain no more than Bodyguard ranks to upgrade difficulty of combat checks targeting that character
Physician 1 Protector When making medicine checks, heal 1 additional strain per rank.
Parry 1 Protector When hit by a melee attack suffer 3 strain to reduce the damage by 2 + ranks.
Reflect 1 Protector When hit by a ranged attack suffer 3 strain to reduce the damage by 2 + ranks.
Stimpack Specialization 1 Protector Stimpacks heal 1 extra HP per rank.
Dedication 1 Protector +1 Characteristic Point, up to max of 6.
Force Protection 1 Protector Perform the Force Protection maneuver, suffering 1 strain and commiting ❂ up to ranks. Increase soak by ❂ amount committed until next turn, suffer 1 strain per turn ❂ is committed.
Force Rating 1 Protector +1 Force Rating

Force Powers

Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.

Special Rule (〇/⬤ use): When guiding and shaping thoughts:

Only ◑ generated from ⬤ may be used to generate negative emotions such as rage, fear, and hatred.
Only ◑ generated from 〇 may be used to generate positive emotions such as peace, tranquility, and friendliness.
Other emotions such as confusion can be created from ◑ generated with either 〇 or ⬤.

The character may spend ◐ to stress the mind of one living target she is engaged with, inflicting 1 strain.
Upgrade Effect
Magnitude Spend ◑ to increase targets affected equal to Magnitude upgrades purchased.
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends ◑ and succeeds on the check, she can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend ◑ to gain vague hints of events to come, up to a day into his future.
Upgrade Effect
Magnitude Spend ◑ to increase targets affected equal to Magnitude 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 ◑ to gain △ per point on the check.
Strength Spend ◑ to pick out specific details equal to Strength upgrades purchased.
Power
Move
Description
The Force User may move small objects via the power of the Force.

The User may spend ◑ to move one object of silhouette 0 that is within short range up to her maximum range. The default max range is short.
Upgrade Effect
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.
Range Spend ◑ to increase the powers range by a number of range bands equal to range upgrades purchased
Control The Force User can pull objects out of secure mountings or an opponent's grasp.
Magnetude x2 Spend ◑ to increase targets affected equal to Magnitude upgrades purchased.
Power
Ward's Foresight
Description
The user may spend a Force point (◑) to gain hints about what an individual within short range is likely to do in the near future. In structured gameplay, this knowledge does not typically extend beyond the end of the current encounter.
Upgrade Effect
Control When making a skill check to determine Initiative, the Force user may roll a Warde's Foresight power check as part of the pool. [They] may spend a Force point (◑) to add an automatic success result to the first check [they] make this encounter (after the Initiative check). The user may activate this multiple times, adding additional automatic success results to the check each time.
Range Spend a Force point (◑) to increase the power's range 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.
Strength Spend two Force points (◑◑) to gain a boost die equal to Strength upgrades purchased on the user's next check against the target (or directly involving the target, in the case of a non-combat check). The user may not activate this multiple times.

Background

Motivation

Morality

∘∘∘∘∘∘∘∘∘∘∘∘∘∘∘∘∘⬤ ≤ -30 < ◑ < +30 ≤ 〇∘∘∘∘∘∘∘∘∘∘∘∘∘∘∘

‗-30‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗Path to the Dark Side‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗0
...▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱...

‗‗0‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗Path to the Light Side‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗30
...▰▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱▱...


Description

〇 = Light Side Points
⬤ = Dark Side Points
◑ = Force Points
△ = Success
▼ = Failure
❀ = Advantage
✿ = Threat
✧ = Triumph
✦ = Despair
□ = Blue Die
■ = Black Die
◊ = Purple Die
⎔ = Red Die
❂= Force Die

Other Notes

Encumbrance 5 + 4 + 1 + 4 = 14

Medpac: Standard medpacs allow a user to perform relatively complex medical procedures in the field. Like emergency medpacs, they allow a character to use the Medicine skill without penalty. They also gran a boost die to all Medicine checks. Thanks to their stock of stim applicators, medpacs grant a group the equivalent of one stimpack per scene, at the GM's discretion.

Seeker Crystal: Installing this crystal changes a lightsaber's base damage to 7, its critical rating to 2, and the lightsaber gains the Breach 1 and Sunder item qualities. Force-sensitive characters making a Perception or Vigilance check may add two advantage results to the check for purposes of detecting whether a hidden being is present within short range. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modification Options: 1 Damage +1 Mod, 1 Increase check range to medium Mod.

Mono-Molecular Edge: Critical Rating -1 (to minimum of 1) Pierce +1

Superior Weapon Customization: Gains the Superior quality. (Superior Weapons increase their damage by 1 and produce 1 bonus "Advantage" on die rolls involving their use.)

Custom Grip: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it. Accurate +1

Mandalorian Chamber: Grants Stun 5 quality, Stun is triggered by spending 2 advantage
Mod Options (Diff 6): 3x "Disorient +1"

Blaster Actuating Module: Damage +2, Add 1 setback dice to all checks made when using this weapon. Pierce +2

Reflec Shadowskin: Add 1 advantage result to Stealth (Ag) checks. "Add 2 setback dice to Perception (Cun) checks to find wearer."

Portable Plasma Shield: The small plasma-shield generator attached to the armor's forearm armor and can be activated or deactivated as an incidental. When the shield is active, the user cannot wield a two-handed weapon. The plasma shield cannot be used to attack but grants the Defensive 1 item quality.

Defensive X: Increases Melee Defense by X.//////////Pierce X: Ignores X Soak.//////////Vicious X: increased Crit rating by 10(X).
Accurate X: Adds □ per X.//////////Inaccurate X: adds ■ per X.//////////Advantage X: adds ❀ per X to results.
Linked X: may spend 2 ❀ to gain an additional hit, up to X.//////////Stun X: may spend 2 ❀ to deal X strain, ignoring soak.

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