Sarlam Haar (Sar) by Kuma007

Species
Iktotchi
Career
Mystic
Specializations
Alchemist
System
Force and Destiny

2
Threshold 12
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Characteristics

2
2
3
2
3
1

Skills

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

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Combat Knife
Range
Engaged
Skill
Melee
Damage
Brawn +1
Critical
3

60
180
1268
3/7

Weapons & Armor

Blaster Pistol (1 E, 0/3 HP)
Cargo Clothing (3 items of 1 E become 0 E, 0/1 HP)
Combat Knife (1 E, 0 HP)

Personal Gear

Booster Blue x8 (0 E)
Physician's Kit (2 E)
Stimpack x9 (0 E)
Blood Scanner (1 E)
Antidote Set (1 E)
Canteen (1 E)
Backpack (-4 E)
Field Rations x2 (0 E)
Earbud Commlink (0 E)

Assets & Resources

Poison Recipe x1 (Current Difficulty: Simple (-))
Crafted Poison x2 (no special modifiers)
Crafted Poison x1, Virulent 1(upgrade the difficulty of check to resist), draining 2 (Target suffers 2 strain)(Vile Smell: characters add a boost die to any checks made to notice it in food, drink, or applied to a weapon)
Crafted Draught of Fire x1 (Foul Taste x2 (suffer 4 strain for drinking)
Crafted Fetish of Fear (Hidden Purpose x1 (setback die on determining function), Cumbersome x2 (2 E))
Crafted Protective Amulet (Hidden Purpose x2 (2 setback dice on determining function), Cumbersome x1 (1 E))
120 Alchemy scrap

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Precognition 1 Ikototchi occasionally see glimpses of the future, letting them predict certain events even before they occur. In addition to seeing flashes of the future at the GM's discretion, an Ikototchi may spend a triumph on a check to determine Initiative to perform a free maneuver before the encounter begins or to have an ally in short range perform a free maneuver before the encounter begins.
Stimpack Specialization 1 Stimpacks heal 1 additional wound per rank of Stimpack Specialization (still limited to 5 stimpacks a day).
Stim Application 1 Take the Stim Application Action, make an Average (2p) Medicine check. If successful, 1 engaged ally (including yourself) increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain. Each individual characteristic for a given character can only be boosted by this effect once in a scene.
Alchemical Arts 1 After making a check to craft a potion or talisman, may suffer strain up to twice in ranks in Alchemical Arts. For every two strain, add a light or dark pip to the results.
Researcher 1 Remove a setback die per rank from all knowledge checks. Researching a subject takes half the time
Blooded 2 Add a boost die per rank of blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of blooded, to a min of 1
Improved Blooded 1 As an action, make a hard 3p resilience check to immediately recover from all poisons and side effects of drugs. reduce difficulty once per rank of blooded

Force Powers

Force Rating
1
Power
Heal/Harm
Description
Heal: (Light side only) Spend a pip to heal a number of wounds equal to Intellect from an engaged living creature (including user). This counts towards stimpack usages.

Harm: Spend a pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Control Heal: If no dark pips spent, target heals strain equal to wounds healed.

Harm: If any dark pips were spent, user heals strain equal to wounds inflicted.
Control Heal: Spend a pip to remove one status effect from target.

Harm: The user may spend a pip to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. This counts towards stimpack usages.
Power
Seek
Description
The user may spend 2 pips 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 a pip and succeed at an Average (2p) Vigilance Check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect

Background

Motivation

Expertise: She wants to excel in her work, constantly practicing
Knowledge: She promotes the discovery and dissemination of all knowledge
Science and Reason: She believe in reason, knowledge, and scientific understanding. Every has a logical explanation and works according to certain rules, even if they aren't currently understood.

Morality

Morality (23) - Strength: Ambition, Weakness: Greed.

Description

Poison: When affected by this poison, the target must immediately make an Average difficulty Resilience check. If they fail, they suffer 5 wounds plus 1 strain per threat result.
Draught of fire: Once consumed, the user's body is covered with flames. They do not harm the user and the user ignores any fire- or flame-related damage. Their unarmed attacks gain the Burn 4 quality, or add +1 to that quality if it was already possessed. This effect lasts 1 round, or 30 minutes if used in narrative time.
Fetish of Fear: The user may choose to have an enemy character attempting to move into engaged range with them to first make an Average difficulty Fear check as an out of turn incidental. If the character succeeds, they can move as desired. If the character fails, they cannot perform the desired maneuver but can still perform another maneuver instead.
Protective amulet: While active, the talisman allows the user to ignore environmental effects such as fire, acid, and corrosive atmospheres. They always act as if in a standard gravity field and may breathe normally even underwater and in a vacuum. Weapons with the Burn quality do not count as having that quality when used as part of an attack against the user.

Other Notes

-Booster Blue: Additional qualities: A character under the effects of booster blue may upgrade the ability of any Agility, Intellect, or Cunning-related check he undertakes once, reflecting his improved concentration and mental acuity. however, this artificial focus takes a toll on the mind. A character under the effects of booster blue may not remove strain at the end of any scenes or encounters from the remainder of the session. Booster blue's beneficial effects last for one scene or combat encounter.
Restrictions: Booster blue is illegal on most worlds.
-Stimpack: Additional qualities: Using a stimpack requires one maneuver, which covers the simple act of a character using the auto-hypo on himself or one other person immediately healing a number of wounds.
-Blood Scanner: Additional qualities: As an action, a character with a blood scanner may make an Easy Medicine check to identify foreign elements (including poisons) in a blood sample. In addition to allowing the character too treat any present toxins with the proper antidote, the extensive information about the patient's health adds an automatic 2 Advantage to the next Medicine check the character makes to treat the patient.
-Physician's Kit: Additional qualities: A physician's kit allows a user to perform relatively complex medical procedures in the field. Like emergency medpacs, physician's kits allow a character to use the Medicine skill without penalty, and in addition grants a Boost to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add an automatic Advantage to successful Medicine checks made while using the kit.
-Antidote: Additional qualities: A character using an antidote set reduces the difficulty of any check to resist a poison by two (to a minimum of Easy). If he does not know which poison was used, he must make a Hard Knowledge (Underworld) check to make an educated guess at the poison based on the region, the poison's qualities, and other evidence at their disposal to benefit from this item.
-Canteen: Additional qualities: The military issue canteen holds 1.5 liters of liquid and features an integrated filtration system that can purify water.
-Field rations: Additional qualities: Field rations allow a soldier to survive on a single ration for up to one week.
-Earbud Comlink: Additional qualities: Earbud comlinks have a usable range of long. Noticing that an individual is wearing an earbud comlink requires a Hard Perception check.

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