Maly Marr by Druanq

Species
Miraluka
Career
Mystic
Specializations
Magus
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
4
2
4
2

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) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 2
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 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) 1
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Cortosis Gauntlets
Range
Engaged
Skill
Brawl
Cortosis
Damage
+1
Critical
4

0
440
500000

Weapons & Armor

Cortosis Gauntlets (gold ornamental)- While in combat with a lightsaber wielder, may spend 3 disadvantage results/1 critical failure from an opponent's combat roll targeting them to short out the lightsaber. Alternatively, may spend 3 advantage results/1 triumph from own combat check to short out the opponent's lightsaber. May be activated as an incidental, but it may not be reactivated until after the last initiative slot during the next round.

Concealing Robe (white Miralukan traditional) - Once used by most Jedi Knights, this heavy set of cloth robes is useful to avoid identification by others. Add 1 setback die to an opponent attempting to identify the wearer.

Ceremonial Eye Wrapping (white with gold lace trim) - adds one blue to checks done in high society or religious engagements.

Jedi Utility Belt (gold ornamental)- This is designed to sustain a Jedi's needs while in the fields, containing rations and all sorts of pockets and tools. Contains 3 days of food, an emergency medpac, lightsaber maintenance kit, glow rod, comlink and aquata rebreather. Increases encumbrance threshold by 1.

Lightsaber Hilt (gold decorational)- has a multihued silver blade that Borth snuck a Dantari crystal into the saber

Personal Gear

Comm Link.

Sound Dampeners - adds one black die to checks for sounds when active.

Stimpack (4).

Bioscan (Xeno-medicine) - It is important for a healer to properly recognize anomalies in a variety of species. The bioscan is capable of identifying species, age, and detecting problems within a patient's biology, disruptions to anatomy from injuries or diseases, as well as deliberate (e.g. cybernetics) or cosmetic modifications. Remove 2 setback dice from any Medicine checks the character makes.

CAPC ECM-598 Medical Backpack - This medpack is produced for military and field-rescue groups, containing anything one would need for an emergency. It also contains a set of tutorials and instructions for dealing with emergency situations. May make Medicine checks to heal others without penalty. Add 1 boost dice to all Medicine checks. Decrease difficulty of checks to heal a critical injury by 1 (to a minimum of 1).

TranLang Holo V A/V (New Republic) Translator - This handheld device uses a similar software package to the TranLang III communicator installed in 3PO-series protocol droids, but is more versatile - capable of analysing an unknown scripture or audio to determine an appropriate basic translation. Add 1 boost dice to Lore or Intellect checks made to decipher or translate an unknown language.

Assets & Resources

Broken Jedi Holocron - still has some active force flowing through it but I failed the roll.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Healing Trance 2 Commit a force die for every full encounter (or 12 hours). The force die remains c ommitted, heal 1 wound per rank of Healing Trance.
Toughened 1 Gain +2 wound threshold.
Confidence 2 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Resolve 1 When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.
Improved Healing Trance 1 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.

Force Powers

Force Rating
2
Power
Farsight
Description
The user may spend light or dark side to ignore the effects of darkness or blindness and see normally up to medium range for one minute.
Upgrade Effect
Control Spend force a force point to see through a single object at medium range as though it were transparent.
Control When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend a force point to gain a success or advantage on the check.
Control Spend 2 force points to see in every direction simultaneously, noticing and observing things in a full 360-degree arc.
Duration Spend a force point to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Mastery Spend two force points. The User now can see as though from a spot within close range (planetary scale) of the users’ body.
Control Spend a force point to make out fine details on a single object within medium range.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
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 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
Strength Spend two force points to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
Control The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Duration Commit two force die to sustain this power while the beguiled target remains in range.
Range Spend a force point to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control May use this power to force the target to perceive a single illusory person or object.
Power
Suppress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend force points to add automatic failures to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend one force point to add one automatic success 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 a dark force point to generate the force point, reduce each target’s Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Range Spend a force point 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.
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 force points
to heal a number of wound 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.
Upgrade Effect
Magnitude Spend 2 force points to affect 1 additional target within range per rank of Magnitude purchased.
Strength Heal: Spend one force point to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend one force point to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Mastery Heal: Once per session, spend 4 force points to restore 1 target, who died after end of user’s last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict.
Magnitude Spend 2 force points to affect 1 additional target within range per rank of Magnitude purchased.

Background

Maly is a wealthy descendant of the Miralukan Visas Marr. Her home planet was oppressed by a Moff of the Empire after the Emperor's death. She went to advanced school for medicine and healing as a teenager, and the family compound was built on a Force vergence, so she was able to practice using the Force at home to reach mastery in healing. Because she is blind, she has mastered Farsight. One day she chose to use the Force at school after a training accident that had killed her best friend. She brought her back from the dead and was reported to the local imperial garrison. Luke Skywalker, having already been contacted by her family about her advanced abilities in healing through the Force, was already on his way to rescue her for training. He saved her from the Moff and his forces and brought her to train at his new Jedi Academy.

Motivation

Oppression

Morality

Compassion/Sorrow

75
-2, checked altar
-2, used harm on elevator guy
-5, used 3 dark side points plus 7 light side destiny points to be able to see into the battle bus of the padawans travelling to Ilum

Description

Other Notes

2 gladiator star destroyers, 2 interdictor star destroyers, one super star destroyer in orbit around Ilum, on the ground of Ilum there are multiple force users ranging in mortality

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