Feso Nastota (Darth Ajak-kaar) by TheLastRoman

Species
Cosian
Career
Explorer
Specializations
Archeologist /Scholar/Magus/Soresu Defender
System
Force and Destiny

3
Threshold 21
Current 0
Threshold 19
Current 0
Ranged 3
Melee 3

Placeholder Image

Characteristics

1
2
5
4
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) X 4
Discipline (Will) X 4
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) X 1
Perception (Cun) X 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Int) X 3
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 6
Knowledge: Outer Rim (Int) X 2
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

Basic Lightsaber (Purple)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Superior, Defensive 2, Deflection 2
Damage
8
Critical
2

710

Weapons & Armor

Smuggler Trenchcoat,

Basic Lightsaber (Purple)
-Reverse Engineering
-Superior Hilt Customization
-Hilt Masking Kit
--Adds ▼▼▼▼ to any attempt to find or identify the lightsaber as a lightsaber.
-Shadowsheat
--Increases the difficulty of any checks made to detect the sheath or the weapon it holds by two
-Weapon Signature Reduction
--Increase the difficulty checks using scanners to search for this weapon by 2. Add ■ to all Mechanics checks to perform maintenance on this weapon.
-Lorrdian Gemstone

Personal Gear

Assets & Resources

A-24 SLEUTH-CLASS SCOUT SHIP

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dedication 4 +1 Willpower, +2 Cunning, +1 Intellect
Toughened 5 +10 wounds
Grit 4 +4 Strain
Enduring 1 +1 Soak
Well Rounded 2 Underworld, deception, vigilance, negotiation Choose any 2 skills. They permanently become career skills.
Resolve 5 When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
Researcher 2 Remove ■ per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.
Durable 1 May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Knowledge Specialization 4 Lore, Education, Outer Rim, Underworld When acquired, choose 1 knowledge skill. May spend (*) when rolling that skill to gain * equal to ranks in Knowledge Specialization.
Hard Headed 2 When staggered or disoriented, perform the Hard Headed action to make a (◆◆◆) Discipline check to remove the status. Difficulty reduced by 1 per rank.
Natural Scholar Once per session, may re-roll any 1 Knowledge skill check.
Confidence 4 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Mental Fortress Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
Stroke Of Genius Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
Intense Focus Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
Channel Agony 2 After rolling a Force dice, may suffer wounds up to twice ranks in Channel Agony to add automatic ● for every two wounds suffered to the result.
Mind Over Matter The character may spend one Destiny Point to recover strain equal to Willpower rating
Transmogrify When making a Crafting check, may add a Force Dice no greater than Force rating. Spend o/● to add 1 success and spend 2 o/● to add 1 advantage to check.
Power of Darkness Once per session, may perform the Power of Darkness maneuver. Increase wound threshold and strain threshold by 1 per Dark Side destiny point currently in the Destiny pool until the end of the encounter.
Secret Lore 2 Remove ■. per rank o f Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (lore) checks by 1.
Healing Trance 3 Commit a Force dice. For every full encounter the Force dice remains committed. Heal 1 wound per Rank of healing trance.
Improved Healing Trance When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury.
Knowledge is Power Once per session, when making a check count Force rating as being equal to ranks in Knowledge (Lore)
Parry 4 When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 3 When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Soresu Technique When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Improved Parry When parrying a hit that generated (Y) or ###, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage), after original attack resolves.
Improved Reflect When reflecting a hit that generated (Y) or ###, may hit one attacker in medium range with the same damage as the initial hit, after original attack resolves.
Supreme Parry If the user did not make a combat check during previous turn, may suffer 1 strain to use Parry.
Defensive Stance 2 Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
Force Rating 2 +2 Force Rating
Ancient Knowledge Special +2 Force Rating

Force Powers

Force Rating
4
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend o/● to gain vague hints of events to come up to a day into his future.
Upgrade Effect
Control Affected targets increase their ranged and melee defense by 2 for the first round of combat.
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 o/● to gain * per point on the check.
Duration II Spend o/● to increase days into the future the user may see equal to Duration upgrades purchased.
Strength II Spend o/● 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 o/● 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 turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Magnitude II Spend o/● to affect additional targets equal to Presence per rank of Magnitude purchased.
Mastery Spend 2 o/● to obscure additional objects or create illusions equal to Cunning plus Deception
Duration Commit o/● to sustain this power while the beguiled target remains in range.
Control II The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Strength IV Spend 2 o/● to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
Range III Spend o/● to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend o/● 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
Range III Spend o/● to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude IV Spend o/● to increase targets affected equal to Magnitude upgrades purchased.
Strength IV Spend o/● to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control The Force user can pull objects out of secure mountings or out of an opponent’s grasp.
Control The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette.
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend o/● to sense all living things within short range (including sentient and non-sentient beings).
The user may spend o/● to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Range III Spend o/● to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude III Spend o/● to increase number of targets affected by power equal to Magnitude upgrades purchased.
Control Effect: Spend o/●. The Force user senses the current thoughts of one living target with whom he is engaged.
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 2o/● 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 o/● and succeed at a (◆◆) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions
Upgrade Effect
Control Ongoing effect: Commit o/●. Upgrade the ability of Vigilance and Perception checks once.
Magnitude Spend o/● to gain one additional detail per Magnitude upgrade purchased.

Background

Motivation

Morality

Description

Other Notes

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