Space Isabella by metaaa99

Species
human
Career
Mystic
Specializations
Seer, Niman Disciple, Senator
System
Force and Destiny

4
Threshold 14
Current 0
Threshold 17
Current 0
Ranged 1
Melee 1

Characteristics

2
3
3
2
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 1
Charm (Pr) X 1
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) X 1
Discipline (Will) X 4
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) X 1
Negotiation (Pr) X 1
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 2
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 3
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 3
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
Stun Setting, When a characters uses a single maneuver with a Lucky Blaster to Aim, they gain (blue, blue) 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
A280-CFE Convertible Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
A maneuver may change the CFE from pistol to rifle mode (or vice-versa). While it is in rifle mode, range becomes Long, gains Accurate 1 and Pierce 1, but must be fired with Ranged (Heavy) skill.
Damage
8
Critical
3
Dantari Lightsaber (pink)
Range
Engaged
Skill
Lightsaber
Breach +1, Defensive +1, Sunder +1. Advantage +1. May spend force points when making a force power roll, to regain 2 strain.
Damage
9
Critical
1
Lightfoil
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 2, Sunder
Damage
5
Critical
2

0
865
497700
5/11

Weapons & Armor

Resplendent Robes - When purposely drawing attention to self, allies in medium range gain 1 boost die to Perception, Skulduggery, and Stealth checks.

Jedi Battle Armor:
https://star-wars-rpg-ffg.fandom.com/wiki/Jedi_Battle_Armour
Soak: 2
Defense: 1

Segmented Armor:
Encumbrance: 6
Hard Points: 4
Rarity: 6 (R)
Price: 3,625
Categories: Full Body, Hard, Hard Full Body, Heavy, Resistant, Sealable
Soak: 2
Defense: 1

Personal Gear

Backpack (+4 encumbrance)
Rat Poison (x3)
Stimpack (x5)
Adrenaline Shot (x5)
Disguise Kit
Night Vision Goggles

Stuff from Val Isa:

Ilum Talisman
It can help a force user calm himself or herself and use his or her abilities. This talisman has no price associated with it. Force users may find it priceless, but most people see it as a curio. However, when a force sensitive character wears it, once per session, you may add a force point to any one check.

Jedi Holocron - Discipline and Medicine career skills, +3 ranks in Knowledge: Lore

Assets & Resources

BD Droid (Marshal) purchased from Tatooine:
- Adrenaline Shot (x2)
- Stimpack (x1)

Mobquet S-5 "Flashfury" Swoop:
https://star-wars-rpg-ffg.fandom.com/wiki/Mobquet_S-5_%22Flashfury%22_Swoop

Jetpack: https://star-wars-rpg-ffg.fandom.com/wiki/Jet_Pack

Baudo-class Star Yacht

TIE Fighter miniature

Nightsinger Orb

Rhaegar: leadership
Oberyn: negotiation
Margaery: good at talking
Leanna: good at hiding and persuasive

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Nobody's Fool 1 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Uncanny Reactions 1 Add □ per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed 1 Remove ■ per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Rapid Reaction 1 Suffer a number of strain to add an equal number of (success) to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Parry 3 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Sense Danger 1 Once per game, remove ■■ from any 1 check.
Reflect 3 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Sense Advantage 1 Once per session, may add ■ ■ to 1 NPC’s skill check.
The Force is my Ally 1 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Natural Mystic 1 Once per session, may reroll any 1 Force power check.
Sense Emotions 1 Add □ to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Defensive Training 2 When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training
Draw Closer 1 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 (light, dark) to move target one range band closer or to add (success) to check.
Expert Tracker 1 Remove ■ per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Sum Djem 1 May spend (triumph) or (advantage, advantage) with successful Lightsaber check to disarm opponent
Preemptive Avoidance 1 May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental.
Dodge 1 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Force Assault 1 Spend (triumph) o r (3 advantage) on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver.
Center of Being 1 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 1 Suffer 1 strain to perform Center of Being maneuver as an incidental.
Resolve 2 When involuntarily suffering strain, suffer 1 less strain per rank of resolve to a minimum of one.
Respected Delegate 1 Downgrade the difficulty of social skill checks made to interact with government institutions outside of homeworld a number of times equal to ranks in Respected delegate.
Savvy 1 The character adds □ to Charm and Negotiation checks per rank of savvy.

Force Powers

Force Rating
5
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend (light, dark) to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Strength Spend (black, white) to pick out specific details equal to Strength upgrades purchased.
Power
Misdirect
Description
The Force user creates illusions to fool those around him. The user may spend (light, dark) to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of
the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend (light, dark) to immobilize a target within short range until the end of the user’s next turn. If the user used any • to generate (light, dark) , the target also
suffers 1 wound per (light, dark) spent on the check (ignoring soak).
Upgrade Effect
Strength 2 Spend (light, dark) to disorient the target for a number of rounds equal to Strength upgrades purchased.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend (light, dark) to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend (light, dark) to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend (light, dark) to 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
Control The Force user can hurl objects to damage targets, by making a Discipline check combined with a Move power check, dealing damage equal to 10 times silhouette.
Range 3 Spend (light, dark) to increase power’s range by a number of range bands equal to range
upgrades purchased.
Strength 3 Spend (light, dark) to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control 2 The Force user can pull objects out of secure mountings, or out of an
opponent’s grasp.
Magnitude 2 Spend (light, dark) to increase targets affected equal to magnitude upgrades purchased.
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend (light, dark) to add one automatic & to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any (dark) to generate (light, dark), reduce each target’s Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Strength Spend (light, dark) (light, dark) to add one additional automatic (success) to affected characters checks.
Range 1 Spend (light, dark) to increase power's range by a number of range bands equal to Range upgrades purchased.
Control When making a Battle Meditation power check, the user may make an Easy ( ) Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of the power.
Magnitude 1 Spend (light, dark) to affect a number of additional targets equal to Presence per rank of Magnitude purchased.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( light/dark use): When guiding and shaping thoughts, only dark may be used to generate negative emotions such as rage, fear, and hatred. Only light may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either light or dark.
The character may spend light to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Magnitude Spend light to increase targets affected equal to magnitude upgrades purchased.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend light to gain success or advantage (user’s choice) on the check.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend (2) to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend (2) and succeed at an Average ( ) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.

Upgrade Effect
Magnitude Spend to gain one additional detail per Magnitude upgrade
purchased.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend (light/dark) 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
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend (light) to gain or (user’s choice) on the check.
Upgrade Effect
Control 2 When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control Take a Force Leap action: make a Enhance power check. The user
may spend (light) to jump horizontally to any location in short range.
Range Spend (light) to increase power’s range by a number of range bands equal to Range upgrades purchased.

Background

Cultural Background: The Privileged Few
Experiencing the Force: The Duty to Tradition
Heading the Call: Fleeing the Empire
Homeworld: Procopia

Motivation

Survival

Morality

Strength: Caution
Weakness: Fear
Morality: 55
Conflict: 2
Obligation: 45
Duty: 10
Contribution Rank: 3

Special Duty: Rebel base

Description

Other Notes

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