The character removes a setback dice per rank of Researcher from [their] Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher).
Kaminoans add a setback die to all Charm checks they make. Other characters add a setback die to all Social skill checks they make when targeting Kaminoans.
The character removes a setback dice per rank of Expert Tracker from [their] checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).
The character removes a setback dice per rank of Planet Mapper from their Streetwise or Survival checks used to navigate on a world. In addition, such checks take 50% less time (this does not decrease with additional ranks of Planet Mapper).
The character removes a setback die per rank of Galaxy Mapper from [their] Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper).
Force Powers
Force Rating
1
Power
Seek
Description
Mirja casts out with her mind's eye, searching for something or someone lost, concealed, or forgotten.
Upgrade
Effect
https://star-wars-rpg-ffg.fandom.com/wiki/Seek
Control (XP 10)
Mirja is attuned to the subtle cues in the world around her and is capable of sharpening her mind-senses to cut through all distractions that might conceal important details. By committing a Force die, she upgrades the ability of all Perception and Vigilance checks she makes once. She may not activate this multiple times.
Strength (XP 10)
Spend [FP] to eliminate 1 Force-based illusion per Strength upgrade purchased
Magnitude (XP 5)
Spend [FP] to gain one additional detail per Magnitude purchased
Magnitude (XP 5)
Spend [FP] to gain one additional detail per Magnitude purchased
Power
Heal/Harm
Description
Mirja's capacity to manipulate the living energy in things around her.
Upgrade
Effect
HARM
Harm: If the user used any Dark points to generate a Force point (◑) the check, the user heals of an amount of strain equal to the wounds [they] inflicted on one target.
--- CONTROL (XP 20) ---
--- This Control upgrade has different effects for Heal and for Harm. ---
HEAL
If the user used no Dark points to generate a Force point (◑) on the check, the target of Heal also heals an amount of strain equal to the wounds [they] recovered.
HARM
The basic power for Harm lets a character drain the very life from a target with a touch. The basic power has one way to spend Force points:
The user may spend a Force point (◑) to inflict a number of wounds (ignoring soak) equal to the Force user's Intellect on one engaged living creature. The user gains 1 Conflict. The user may not activate this multiple times.
HEAL
The basic power for Heal lets a character mend wounds with a simple touch. Heal can only be used by light side Force-sensitive characters. The basic power has one way to spend Force points:
The user may spend a Force point (◑) to heal a number of wounds equal to [their] Intellect on one engaged living creature (including themself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period and [their] uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.
Power
Ebb/Flow
Description
Used either to empower the user or to sap strength from the user's foes.
Upgrade
Effect
Flow
When the Force user makes a skill check, [they] may roll a Flow power check as part of the roll. The user may spend a Force point to heal 1 strain. The Force user may not activate this multiple times.
Ebb
When the Force user makes a skill check, [they] may roll an Ebb power check as part of the roll. The user may spend a Force point to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Background
ONE W ITH THE FORCE
DESIRE FOR UNDERSTANDING
Obligations:
wanted by the Empire as a Kaminoan (10)
previously captured and escaped = assigned inquisitor (5)
Motivation
Morality
MORALITY: 56
CONFLICT: 1
Emotional Strength: Curiosity
- The character is driven to learn new things, to
seek out and discover new information, and to expand
his knowledge and understanding of those things that
interest him.
Emotional Weakness: Obsession
- Sometimes, interest in something can turn to
obsession if not tempered with reason. The character can
slip into an obsessive state about his need to discover
information, accomplish a goal, or even defeat a rival,
and he may ignore all else until success is his.
Boon: 5 XP & 1K Credits
Description
Other Notes
Wound Threshold: 9 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Special Abilities: Kaminoans begin the game with one rank in Medicine. They still may not train Medicine above rank 2 during character creation. They also start the game with one rank in the Researcher talent.
Expressionless: Kaminoans add a setback die to all Charm checks they make. Other characters add a setback die to all Social skill checks they make when targeting Kaminoans.
Kaminoan Trait: Add Boost to all Perception and Vigilance checks
Kaminoan Trait: Starts with 1 rank in Medicine
https://star-wars-rpg-ffg.fandom.com/wiki/Seek