Sith Lightsaber (uses form 7, in lightsaber checks use force rating in place of cunning). (Krayt Dragon Peal crystal)
Nightsister Lightsaber
Ancient Sword
Energy Bow
Holdout Blaster
Armoured Clothing
Duskblade
Mandalorian Armour with Whipcord Thrower
Water of Life (6)
Draught of Fire (4) (1st batch lets anyone it's used against have a boost die)
Personal Gear
Jedi Utility Belt (3-day supply of food capsules, emergency medpac, lightsaber maintenance kit, a slim glow rod, a comlink, aquata breather, +1 encumbrance threshold)
Breath Mask
Comlink
Backpack
Synthetic Neurotoxin (x2)
Stimpack
Physician's Kit
Assets & Resources
Lancer-Class Pursuit Ship 'The Mother'
Sith Holocron of Darth Zannah
(knowledge education and deception become career skills)
Pet Rancor named Kantkha
The Relle Talisman (plus one boost die - coercion checks) (controls people)
Sith Holocron (adds +1 boost die to certain checks on Sith worlds)
Sith Parchments
The lightsaber of Darth Zannah
Sith Holocron of Darth Caldoth
(reduces the cost of basic force powers by 5)
Jedi Holocron (lightsaber focused holocron, makes mechanics and lightsaber career skills)
Old Republic trinkets/stautes
Old Republic Nightsister Statue
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Witchcraft
2
Nightsister
The character gains Force Rating 1
Summon Item
1
Nightsister
As a maneuver, the character can summon or dismiss a ritually prepared item.
Sense Advantage
1
Nightsister
Once per session may add 2 setback dice to 1 NPC's skill check
Grit
1
Nightsister
Gain +1 strain threshold
Expert Tracker
1
Nightsister
Remove 1 setback per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Outdoorsman
1
Species
The character removes 1 setback per rank of Outdoorsman from his checks, to move through terrain or to manage terrain or environmental effects. Decrease over land travel times by 50% (This does not decrease with additional ranks of Outdoorsman)
Ichor Blade
1
Nightsister
The character chooses 1 melee or brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces its Critical Rating of 1 to a minimum of 1. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon.
Toughened
1
Nightsister
Gain +2 wound threshold
Shien Technique
1
Shien Expert
When making a check using the lightsaber skill, the character may use cunning instead of brawn
Balance
1
Nightsister
When the character recovers strain at the end of the encounter, they may add one force die per force rating. They recover additional strain equal to force points generated.
Coven
1
Nightsister
May take the Coven maneuver. On the character's next force power check, they may reroll one force die for each ally with Coven within short range.
Force Rating
1
Nightsister
Gain +1 Force Rating.
Intimidating
1
Juyo
May suffer a number of strain to downgrade difficulty of coercion checks, by an equal number. Strain suffered this way can no exceed ranks in intimidating.
Lethal Blows
1
Juyo
Add +10 per rank of lethal blows to any critical injury results inflicted on opponents.
Intimidating
1
Nightsister
May suffer a number of strain to downgrade difficulty of coercion checks, by an equal number. Strain suffered this way can no exceed ranks in intimidating.
Sixth Sense
1
Nightsister
Gain +1 ranged defense.
Embrace Your Hate
1
Juyo
May spend 1 Destiney Point and then suffer Conflict equal to dark side Destiny Points in pool to add equal damage to melee attack. May use this ability once per encounter per rank.
Toughened
1
Juyo
Gain +2 wound threshold.
Grit
1
Juyo
Gain +1 strain threshold.
Grit
1
Nightsister
Gain +1 strain threshold.
Improved Ichor Blade
1
Nightsister
The chosen weapon also gain the Sunder quality and Defensive 1 quality, and increases its damage by two.
Force Powers
Force Rating
8
Power
Heal/Harm
Description
Upgrade
Effect
Basic Power
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend Force Points to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend Force Points to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Power
Enhance
Description
Upgrade
Effect
Control - 1
Enhance can be used with the resilience skill
Basic Power
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend Force Points to gain Success or Advantage (user’s choice) on the check.
Power
Protect/Unleash
Description
Upgrade
Effect
Basic Power
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 Force Points to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per Success . Dark side Force users may only protect themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls an Average Discipline check for difficulty. If check succeeds and spends 2 Force Points, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Strength - 1
Spend one force point to decrease damage or add damage equal to ranks of Strengths purchased.
Range - 1
Spend two force points to increase power's range by a number of range bands equal to Range upgrades purchased
Power
Sense
Description
Upgrade
Effect
Basic Power
The Force user can sense the Force interacting with the world around him.
The user may spend Force Points to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force Points to sense the current emotional state of one living target with whom he is engaged.
Power
Influence
Description
Upgrade
Effect
Basic Power
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule: When guiding and shaping thoughts, only dark side force points may be used to generate negative emotions such as rage, fear, and hatred. Only light side force points may be used to generate positive emotions such as peace, tranquillity, and friendliness. Other emotions such as confusion can be created from any force points.
The character may spend force points to stress the mind of one living target they are engaged with, inflicting one strain.
Power
Misdirect
Description
Upgrade
Effect
Basic Power
The force user creates illusions to fool those around them.
The user may spend force points to make a target at up to short range unable to perceive a chosen person or object of silhouette one or smaller. Until the beginning of the user's next turn, the target can not see or sense the hidden person or object.
Power
Bind
Description
Upgrade
Effect
Basic Power
The Force user restrains an enemy, preventing the target from acting.
The user may spend a Force Point to immobilize a target within short-range until the end of the user's next turn. If the user uses any dark side Force Points the target also suffers one 1 wound per force point spent on the check (ignoring soak).
Power
Move
Description
Upgrade
Effect
Basic Power
The Force User can move small objects with the Force
The user may spend 1 force point to move 1 object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Power
Conjure
Description
Upgrade
Effect
Basic Power
The Force user calls forth a spectral object to their hand, which lasts for a short time.
The user may spend one force point to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.
Duration - 1
Commit a force die to sustain 1 conjuration per Duration upgrade purchased while it remains at short range.
Power
Alter
Description
Upgrade
Effect
Range - 1
Spend two force points to increase power’s range by a number of range bands equal to Range upgrades purchased.
Basic Power
The force user can tap into the living force of their surroundings, manipulating the nearby environs.
The force user may spend one force point to make all terrain currently within short-range difficult terrain until their next turn.
The force user may spend one force point to make all terrain currently within short-range normal terrain until their next turn.
Power
Suppress
Description
Upgrade
Effect
Strength - 1
Spend one force point to add additional automatic fail equal to Strength upgrades purchased to hostile Force power checks.
Duration - 1
Ongoing effect: Commit one force die to sustain ongoing effects of the power on each affected target while within range.
Basic Power
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies. The user may spend one force point to add an automatic fail to Force Power checks made against them or any ally within short-range until the end of their next turn.
Background
A Nightsister of Dathomir, Daughter of Mother Talzin, sibling to a dead sister, Darth Maul, Savage Opress, and Feral. Karia Trance once travelled to the ancient Valley of the Dark Lords on Korriban, where she stole a crimson-bladed lightsaber and a mysterious Sith Holocron belonging to the long-dead Darth Zannah. Now, Karia travels the Clone Wars divided Galaxy in her trusty ship, the Mother. With her Nightbrother ally/bestie Ruul, astromech droid R2-R2 and protocol droid 2J-3PO, Trance now adventures throughout the Galaxy helping who she can. She has also convinced an Ex Padawan, Kai, future lover, to join her team. She has a pet Rancor named Kantkha, aka mommy's little monster. She speaks Huttese.
Motivation
being a bad bitch
kicking ass
making people scared of her
Morality
30
Description
Other Notes
Has pissed off the separatists and the republic, yet is also their ally and has worked with Obi-Wan and Anakin.
Has business with Karvo the Hutt (they're actually besties)
Defeated one of Dooku's Acolytes and killed two other of his Acolytes