Nami Foran by AshleyZorah

Species
Karkarodon
Career
Mystic
Specializations
Seer, Makashi duelist, Padawan, Jedi Knight, Prophet
System
Force and Destiny

1
Threshold 15
Current 18
Threshold 14
Current 7
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
2
1
2
3
4

Skills

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

Attacks

Nami's Double-bladed saber (shorted out)
Range
Engaged
Skill
Lightsaber
Linked 1, breach 1, sunder (Ignite 1 blade at the expense of linked)
Damage
8
Critical
1
Jaws
Range
Engaged
Skill
Melee
Damage
+1
Critical
3
Whipchord thrower
Range
Short
Skill
Melee
Ensnare 2
Damage
+1
Critical
5

0
590
1050
8

Weapons & Armor

Double bladed hilt - linked 1 unwieldy 3 - HP 5 - Ilum crystal +6 damage, +2 critical rating, breach +1, Sunder,
Green Crystal, ______________
- extended hilt damage + 1, rarity 7
- Superior +1 HP Automatic Advantage +1 damage
Encumberance +1

(Padawan Clothing (Defence 2, Soak 0, encumberance 1, 0 hard points)
Basic Armour +1 soak) Gone

Jedi Commander Armour - Nami
Defence 2, Soak 1, Encumberance 6, Hard points 4___________________________
- Portable Plasma shield: Can activate the shield on forearm as an incidental. Cannot wield a two-handed weapon while shield is active. Grants Defensive 1 quality.
- Whipchord thrower: This armour attachment is capable of quickly deploying a decent length of high-tensile-strength cable. This may save a user in case of a free fall, reaching objects that may be out of reach, or ensnaring an opponent.
May be used as climbing gear to assist in climbing a steep vertical surface, reducing difficulty by 1. Supports a weight of up to 200kg.

Activv1 Riot shield - Melee +0 Crit 6 Engaged 5 HP 1 Cumbersome 3, Defensive 2, Deflection 2, Disorient 1
Can fire heavy weapon
- Small shield modification, cumbersome -1, deflection -1 disorient -1, Knockdown +1

Personal Shield gauntlet +1 melee and ranged defence

__________________________________________
All items gone, currently wearing heavy clothing (1 soak 1 defence)

Personal Gear

Comlink
Backpack
Diplomat's clothes, enc 2
Friendship bracelets (From the crew)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Resist Disarm 1 F&D pg82 Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Makashi Technique 1 F&D pg82 When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Amphibious 1 Can breathe underwater without penalty and do not suffer movement penalties travelling through water.
Jaws 1 Brawl attack checks deal +1 Damage with a Critical Rating of 3
Duelist Training 1 F&D pg82 Add blue to Melee and Lightsaber checks when engaged with only one opponent.
Feint 1 F&D pg82 Spend Triumph or three advantages generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.
Parry 4 F&D pg82, Knight, Makashi duelist When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Intense Presence 1 F&D pg 82 Spend 1 destiny point to recover strain equal to Presence
Dedication (Will) 1 F&D pg 82 Add 1 point to any characteristic
Uncanny reactions 2 F&D Pg 83 Add boost die per rank of Uncanny reactions to vigilance checks
Quick Draw 1 Padawan Can draw weapon or accessible item as incidental
Well rounded 1 Padawan Get two non-career skills as career skills. (Melee & Resilience)
Sense Danger 1 Padawan Once per game, remove two setback from any roll
Keen eyes 1 Seer Remove Setback die from perception or vigilance checks, decrease time to search a place by half.
Rapid reaction 2 Seer Suffer Strain to add successes to initiative checks. Strain cannot exceed ranks in Rapid Reaction
Reflect 1 Knight When hit by a ranged attack, spend 3 strain to reduce damage by 2 plus ranks in Reflect
Improved reflect 1 Knight When reflecting a hit which generated a Despair or three threats, may hit one target in medium range once with the same damage as the initial hit, once the original attack resolves.
Jump up 1 Knight Stand from seated or prone as an incidental
Grit 2 Seer, Prophet +1 strain
Forewarning 1 Seer Perform the forewarning action. All allies within medium range increase defence by characters force rating until they act in the encounter.
Congenial 1 prophet May suffer a number of strain to downgrade difficulty of charm or negotiation checks, or upgrade difficulty when targeted. The number of strain received cannot exceed ranks in congenial
Scathing Tirade 1 Prophet Make an average (2p) Coercion check, for each success, make one person suffer one strain. Each advantage can make that 1 person suffer 1 additional strain.
Rapid Recovery 1 Prophet When healing strain after an encounter, recover 1 more strain for each rank in rapid recovery
Inspiring rhetoric 1 Prophet Take inspiring rhetoric action, make a 2 difficulty leadership check. Each success causes 1 character to recover 1 strain. Each advantage heals an extra 1 additional strain.
The force is my ally 1 Seer Once per session, may suffer 2 strain to perform a force power check as an incidental
Incite rebellion 1 Battle Scar (Agitator) Once per game session, the character can take an Incite Rebellion action to make a Hard Coercion check. If successful, a number of beings up to his rank in Coercion become unhappy and try to take action against an organization or authority with power over them until the end of the encounter. This could be due to something the character did or said, or just because the beings were already unhappy with their position.
Force rating 4 Seer, Knight, Padawan +1 force rating

Force Powers

Force Rating
5
Power
Farsight
Description
This force power allows a blinded character to see as if they were not blind. By communing with the force, one may feel the presence of others and see more than the eyes could allow.
Upgrade Effect
Basic User may spend FD to ignore darkness or blindness.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Upgrade Effect
Control The Force user may make an opposed Discipline vs. Discipline check
combined with an Influence power check If the user spends Force Die and succeeds on the check, he can force the target to adopt an emotional state
or believe something untrue, lasting for l round or 5 minutes.
Basic Special Rule (Light/Dark use): When guiding and shaping thoughts, only Dark may be used to generate negative emotions such as rage,
fear, and hatred. Only Light may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either Light or Dark.
The character may spend F to stress the mind of one living target he is engaged with, inflicting 1 strain.
Magnitude (Rank 2) Spend die to increase number of targets by ranks in Magnitude
Control When making a Charm, Coercion, Deception, Leadership, or Negotiation check, make an Influence power roll, spend results to generate successes or advantages (Users choice).
Power
Sense
Description
This force power may be used by an individual to feel what others feel and sense the presence of living beings.
Upgrade Effect
Control The user senses the current thoughts of a target in range
Control When using sense's ongoing effects, upgrade the pool twice instead of once
Control Commit Force Die. Once per round, when an attack targets the force user, they upgrade the difficulty once.
Duration Sense's ongoing effects can be triggered one additional time per round
Range (Rank 3) Spend die to increase range by number of ranks in range
Basic The user may sense the force interacting around her
May spend Dice to sense all living beings around her in short range
May spend Dice to sense the current emotional state of one target with whome she is engaged

Background

Nami was rather independant, even from a young age she never took comfort in the presence of others, outside her family that is (although she did that out of obligation rather than affection). She often felt overwhelmed or confused by the complexities of other people and thought it best to stay away rather than be embarrassed or worse. When her family was approached by the Jedi who told Namuli of her true capabilities, she couldn't have been happier! She treasured the chance to learn and become more than what she was.

Over her years of training, she had to face the hard fact that no matter how hard she tried, she would always be different, somehow wrong. She still struggled to make friends, even in the temple, and seemed to resonate the most with the teachers who had a more calm and collected approach to everything.

While there was difficulty with the more abstract, spiritual side of the force, Nami excelled with the practical aspects, being unpredictable and having unique ways of approaching scenarios. It was only during her late teens when she was told that given the way she solves problems is completely different to those around her, she should embrace her quirks, as they can provide different perspectives and make herself invaluable.

Since then she's being doing her utmost to further her training without compromising her fundamental self, and has been happier due to it.

Nami is quite tidy and takes pride in looking after herself and her equipment.

Her master, Larsa Chak, a tall human in her middle years, was the most positive influence in her life, accommodating her difficulties and encouraging her strengths. Over the years they created a strong bond as they would find the fun in matters where most would be serious. While it infuriated others, Larsa found it most endearing. Nami after a while even began seeing her as a maternal figure. She would often struggle to leave her side and would hang off of every word Larsa spoke.

----------------------------------------10 years later---------------------------------------------

Since the sacking of coruscant, Nami has devoted herself to her training, losing her master has broken the most solid bond she's ever formed, she retreated into herself and became more reclusive. She still kept an eye on the other 5 padawans who she fought with, but failed to integrate into any more groups. She did what she could when on missions, but spent her downtime contemplating the meaning of the force, and how she could use it to defend those who struggle to care for themselves. She has become somewhat abrasive with the masters and council when she talks to them as she feels like it is their fault that we weren't able to stop the assault on coruscant. She still adhere's to jedi beliefs, but feels that more can be done to protect them and the people the jedi swear to serve.

Nami Chose to spent her time opting for the most distant missions, giving her time to contemplate the meanings of past events and how she can prevent things happening again the way they did, and the purpose of the force when it allows such strife to exist. She decided that given the force is so neutral, she may as well utilise it for the greater good.

In secret, Nami has spent several years researching the sith and how her and her friends can combat a clearly looming threat. She learnt some of their customs and beliefs, somethings utterly reprehensible, but necessary to learn to know the enemy.

Motivation

Ambition - To bring kindness and empathy to the worlds

Cause - Protecting those who cannot protect themselves

Faith - The goodness of people

Morality

37 Morality
30 Duty
-10 Duty for 10XP


Morality: Nami is a willful person, she prioritizes her responsibility to help people over the limitations of her jedi beliefs. Because of that, she often finds herself being reprimanded by higher-ups. Rather than changing these aspects of her self, she's learnt to do what she can in secret, as her views on the light side of the force means that she, as a vessel for the force, has a duty to do everything possible, even when it countermands her orders.

Curiosity: The character is driven to learn new things, to seek out and discover new information, and to expand her knowledge and understanding of those things that interest her

Fear: The line between caution and fear is a thin one. Sometimes the character spends too much time concerned about the potential problems of a situation to act in that situation at all. At other times, her caution causes her to flee when danger presents itself, through bolder action might reap real rewards.

Duty: Intelligence - Every conflict is resolved through knowledge of the other party.

Description

She is roughly 5'10" with dark grey scales and white spots. She has green eyes and takes good care of her teeth. Her robes are tan and black, with slots neatly cut and sewn in for her fins. She keeps several utensils on her belt, including basic quality of life tools.

Other Notes

90 xp starting,
-30 on Rank 3 presence
-40 on Rank 4 presence
+10 from Session 1
-5 Purchased Resist disarm
-5 Purchased Rank 1 Lightsaber
+20 from Session 2
-10 Purchased Makashi Technique
-10 Purchased Duelist training
+50 from Time Skip
-30 Purchased force rating 2
-5 Purchased Influence Basic Power
-10 Purchased Rank 2 Charm
-5 Purchased Leadership rank 1
+16 from session 3
-15 Purchased Feint
+15 from session 4
-10 for Lightsaber Rank 2
-5 for negotiation Rank 1
+20 from session 5
-15 for Intense presence
-10 purchased Influence control
+14 from session 6
-5 for Rank 1 Discipline
-15 for two ranks in Knowledge (Lore)
+19 for session 7
-20 for seer
-5 for basic force power Sense
+16 for session 8
-10 for Sense Control
-5 for Sense Range
-5 for quick draw
+16 for session 9
-5 for Influence Magnitude
-10 for Well rounded
+16 for session 10
-10 for Sense danger
-15 for Force rating 3
-5 for Uncanny reactions
+14 for session 11
-10 for Parry (Makashi)
-10 for keen eyed
+13 for session 12
-10 for rapid reaction
+10 xp for session 13
+4 xp for games
-5 xp for Jump up
-10 xp for parry (Knight)
-5 xp for parry (Padawan)
+13 xp for session 14
-10 xp for discipline rank 2
+14 xp for session 15
-20XP for force rating 4 (Seer tree)
-10xp for parry (Knight)
+14XP for bad maths
+3XP for games
-15xp for improved reflect
-10 for uncanny reactions rank 2
-15 for forewarning
+10xp for session 16
-10xp for sense range rank 2
-10xp for sense range rank 3
+10xp for session 17
-10 for Sense control
+10 for session
-5 for grit
+10XP for duty
+10 for session
-30 for Prophet
+7xp
-5 for grit (Prophet)
-5 for Congenial (Prophet)
+8XP
-10 for Scathing tirade
+10XP
-10 for rapid recovery
+10XP
-15 for rank 3 charm
+7 xp for missed session
-10 for sense duration
-10 for sense control
+16 xp for Interlude
-10 for cool rank 2
-10 for leadership rank 2
+50 for Time skip
-20 for Force is my ally (Undone)
-10 for Second wind
-20 for force rating 5
-5 for influence magnitude
-15 for influence control rank 2
Characters possess Padawan as a free specialisation and benefit from the Mentor rule, reducing the cost of all Basic Force Powers by 5xp.

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