Nosuss Trast by samwellfrm

Species
Kel Dor
Career
Consular
Specializations
Niman Disciple
System
Force and Destiny

2
Threshold 11
Current 0
Threshold 15
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

1
2
4
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) 5
Negotiation (Pr) X 1
Perception (Cun) 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 1
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber Pike
Range
Engaged
Skill
Lightsaber
Enc: 3, breach 1, sunder, defensive 1, cumbersome 3, Once per session, add Willpower to damage roll
Damage
6+successes
Critical
2
Ybeline's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Crit 2, Sunder, defensive 1, Light Dagger: Uses one hilt hardpoint. Attacks made with Ybeline's lightsaber against enemies who have not yet acted in the initiative order generate one automatic Advantage.
Damage
9
Critical
2
Ybeline's Lighsaber
Range
Skill
Once per session while making a Force Power check or rolling Force dice as part of a skill check, add one pip to the result. This pip counts as neither Light nor Dark for the purposes of activating special abilities.
Damage
Critical

60
925
6075
4

Weapons & Armor

Lightsaber Pike
Concealing Robes: Defense: 0
Soak: 1
Encumbrance: 1
Hardpoints: 0
Rarity: 2
Price: 150
Special: Add Setback Die to notice or recognize an individual wearing them.
Stimpack (2)

Personal Gear

Darth Nihilus's Cloak: Once per game session, suffer 3 wounds to generate 2 dark side Force pips. The Harm Force power heals you as long as you wear the shroud.
Darth Malady's Holocron
Malachor Lightsaber Emitter
- Once per session, add Willpower to Lightsaber Damage Roll
Sith phylactery: Whenever an enemy dies or falls unconscious within short range, recover 1 wound or 1 strain.

Assets & Resources

Nandi the Hutt - Force-sensitive Jedi enthusiast
Darth Nimphas - My Sith Master
Darth Malady - Sith "biologist"
Dr. Arn Balbo - Rogue Cyberneticist

Victims so far:
Entire Kel Dor cadre
Elkar Trask
The Reluctant Whiphid Gnarl
Ninth Gate Refugees
Adreen! Betrayed Jedi Padawan

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Academic (Racial) Racial Kel Dors begin the game with one rank in Knowledge (Education).
Dark Vision (Racial) Racial When making skill checks, remove up to 2 Setback dice imposed due to darkness
Atmospheric Requirement (Racial) Racial Needs a special mask. Can survive in a vacuum up to 5 minutes
Parry (2) Consular - Niman When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Nobody's Fool Consular - Niman May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique Consular - Niman When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Sense Emotions Consular - Niman Add boost to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Reflect (1) Consular - Niman When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Defensive Training Consular - Niman When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Center of Being (1) Consular - Niman 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.
Improved Center of Being Consular - Niman Suffer 1 strain to perform Center of Being maneuver as an incidental
Force Rating Consular - Niman Gain +1 Force Rating.
Parry (2) Consular - Niman When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Sun Djem Consular - Niman May spend triumph or two advantage with a successful lightsaber attack to disarm an opponent.
Dedication Consular - Niman +1 to a characteristic (intellect)
Kill With Kindness (1) Consular - Sage Remove setback per rank of Kill with Kindness from all Charm and Leadership checks.
Researcher (1) Consular - Sage Removes setbackper rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Smooth Talker (Coercion) Consular - Sage When making checks with that skill, spend triumph to gain additional successes equal to ranks in Smooth Talker.
Grit Consular - Sage Gain +1 Strain threshold
Force Rating Consular - Sage Gain 1 additional Force Die
Uncanny Reactions Mystic - Seer Add boost per rank of Uncanny Reactions to all Vigilance checks,
Keen Eyed (1) Mystic - Seer Remove setback per rank of Keen Eyed from Perception and Vigilance checks. Decrease the time to search a specific area by half.
Rapid Reaction (1) Mystic - Seer Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
Sense Danger Mystic - Seer Once per session, remove two setbacks from any 1 check.
Force Rating

Force Powers

Force Rating
4
Power
Foresee
Description
Basic Power: The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend a Force Pip to gain vague hints of events to come, up to a day into his future.
Upgrade Effect
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 Pips to gain Successes per point on the check.
Magnitude Spend Force Pip to increase targets affected equal to Magnitude upgrades purchased. (initiative)
Control 2 Affected targets increase their ranged and melee defense by 2 for the first round of combat. (Initiative)
Strength Spend a Force Pip to pick out specific details equal to Strength upgrades purchased.
Power
Heal/Harm
Description
Heal or deal damage equal to Intellect to engaged creature.
Upgrade Effect
Strength 1 Heal: Spend Force Pip to increase wounds healed by 1 per rank of Strength upgrades. Harm: Spend Force pip to increase wounds inflicted by 1 per rank of Strength upgrades.
Strength 2 Heal: Spend Force Pip to increase wounds healed by 1 per rank of Strength upgrades. Harm: Spend Force pip to increase wounds inflicted by 1 per rank of Strength upgrades.
Mastery 2 Heal: May make a Heal power check combined with a ddd Medicine check. If check succeeds, one target who heals wounds also heals 1 Critical Injury.
Harm: May make a Harm power check combined with an opposed Medicine vs. Resilience check. If check succeeds, one target who suffers wounds also suffers 1 Critical Injury (adding +10 to the roll per 2 advantage).
Mastery 1 Heal: Once per session, spend 4 pips to restore 1 target who died after end of user’s last turn to life.
Harm: Once per session, when this power kills a target, restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Magnitude 1 Spend 2 Force Pips to affect 1 additional target within range per rank of Magnitude purchased.
Magnitude 2 Spend 2 Force Pips to affect 1 additional target within range per rank of Magnitude purchased
Control 3 Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine.
Control 1 Heal: if no Dark Side Force Pip generated spend a Force Pip, target heals strain equal to wounds healed. Harm: if any Dark Side Force Pips were used to generate, spend a Force Pip, user heals strain equal to wounds inflicted.
Control 2 Heal: Spend force pip to remove 1 status effect from the target. Harm: Spend force pip to heal wounds equal to wounds inflicted. User gains 1 conflict.
Range 1 Spend Force pip to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Plague
Description
The Force user causes disease to flower within the target. The user may spend one pip to disorient a target at engaged range until the end of the user's next turn. If the user used any dark side pips, the target also suffers strain equal to user's Willpower. Once a target has suffered strain this way, it is immune to this secondary effect until the end of the encounter.
Upgrade Effect

Background

Beginnings: Primitive Backwater (Dorin)
Attitude Toward Force: Pragmatic Power
Reason for Adventure: Ultimate Abilities

Motivation

Morality

NEGATIVE 7. Nosuss is a bastard. Conflict: 8

Strength - Curiosity: Seeks the knowledge of creation and the power to change worlds.
Weakness - Obsession: Will disregard all other life to accomplish this goal.

Description

Other Notes

Nosuss Trast was born on his backwater homeworld of Dorin. He grew up like any normal Kel Dor child - he went to school. He eventually became aware of his remarkable luck, and the odd tendency for his dreams to come true. Long story short, he discovered his Force sensitivity, and so did some Baran Do sages who began training him to join their order. They taught him how to hone his foresight until the Jedi discovered the young Force user. They tore him from his family and his people and began his training as a Jedi.
Nosuss had his misgivings about the Jedi order; he believed them to be too restrictive and dogmatic. He read through the lines of their teaching and came to the metaphysical understanding that the Force is just as essential to the universe as the laws of thermodynamics. It is a universal law, like gravity or mass. All things participate with the Force. He realized that the Force is nothing more than a universal variable that can be manipulated. Just like he could use chemical reactions to metabolize energy and cause his body to lean forward and his arm to reach out and pick up a pebble, he could focus on the Force and manipulate it to do the same thing. It was a tool that he was especially gifted at using.
Nosuss Trast scoffed at the Jedi Code and the blind dogma of the Order, and eventually left them. He became obsessed with the destructive and creative power of the Force, and believed that with enough knowledge and training of how to manipulate it, he could change the face of a planet or even the galaxy. He joined the Sith Order, for he admired their enthusiasm for self-determination and empowerment. He believed that the Force could create deities out of people, and the Sith philosophy encouraged breaking all restrictions on the self. It was a good match. Then war broke out.
Nosuss hated war. It was the embodiment of futility and hopelessness. He desired the end to all wars, but acknowledged that as long as there were differences of ideas among people, war would be eternal. He realized that the leaders of the Sith were childish, with low hopes and ambitions. They sought to rule the galaxy. But why rule a broken and war-ridden galaxy when one can destroy it and create a new, perfect existence? Why be a slave to the people you govern, when you can ensure that no difference of opinion, and therefore no war, will ever take place? Only the Force has the destructive and creative powers to accomplish this, and as the Sith Code states: “the Force shall set me free.”
Now Nosuss goes along with the Sith while he learns all that is necessary to see his vision come to reality. He keeps in mind the laws of the universe: that all things and beings follow the same metaphysical rules, and therefore have the same value and can be equally exploited.

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