Voze Ilosir by Konrad13

Species
Mirialan
Career
Consular
Specializations
Sage, Niman Disciple
System
Force and Destiny

2
Threshold 15
Current 15
Threshold 18
Current 18
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
3
2
4
2

Skills

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

Attacks

Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2

265
1100
2325
8/11

Weapons & Armor

Basic Lightsaber
Armored Clothing

Personal Gear

Backpack
Stimpacks x4
Long Range Comlink
Handscanner
Datapad
Climbing Gear
Thermal Cloak

Assets & Resources

HT-2200 Medium Freighter "Starskipper"

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 4 F&D CB 144 Gain +1 Strain Threshold
Kill with Kindness 1 F&D CB 146 Remove ■ per rank of Kill with Kindness from all Charm and Leadership checks
Researcher 2 F&D CB 150 Remove ■ per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Confidence 1 F&D CB 141 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Smooth Talker 2 F&D CB 152 When making checks with Negotiation, spend (Triumph) to gain additional (Successes) equal to ranks in Smooth Talker
Knowledge Specialization 3 F&D CB 146 When making that Knowledge (Lore) check, may spend (Triumph) result to gain additional successes equal to ranks in Knowledge Specialization.
Valuable Facts 1 F&D CB 153 Once per encounter, perform Valuable Facts action; make an Average ♦♦ Knowledge check. If successful, add (Triumph) to one ally's skill check during the encounter.
One With the Universe 1 F&D CB 149 Once per session, meditate, then perform One with the Universe action; make Average ♦♦ Astrogation check. If successful, add O to all Force power checks in next encounter. If successful with (Threat) add • instead.
Preemptive Avoidance 1 F&D CB 149 May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.
Force Rating 2 F&D CB 143 Gain +1 Force Rating.
Natural Negotiator 1 F&D CB 148 Once per session, may reroll any 1 Cool or Negotiation check.
The Force is My Ally 1 F&D CB 153 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Balance 1 F&D CB 139 When the character recovers strain at the end of the encounter, he may roll Force Dice no greater than than his Force rating. He recovers additional strain equal to (Force Points) generated.
Much to Learn Base Ability 1 F&D DoH 34 Once per game session, the character may spend 2 Destiny Points and make a Hard ♦♦♦ Knowledge (Education) check, then choose one talent that the character possesses. For the remainder of the current encounter, one allied character within medium range counts as having that talent. If that talent is ranked, the allied character counts as having as many ranks in the talent as the character with this signature ability does.
Destiny 1 F&D DoH 34 Much to Learn costs 1 Destiny Point instead of 2.
Increase Number 2 F&D DoH 34 Increase the number of allies affected by 2 per Increase Number upgrade.
Reduce Difficulty 1 F&D DoH 34 Reduce the difficulty or the skill check to activate Much to Learn to Average ♦♦.
Change Skill 2 F&D DoH 34 May make any Knowledge skill check or Leadership skill check to activate Much to Learn.
Improve Talent 1 F&D DoH 34 If the character possesses the improved version of the chosen talent, allies affected count as possessing it too for the duration of the encounter.
Supreme Talent 1 F&D DoH 34 If the character possesses the supreme version of the chosen talent, allies affected count as possessing it too for the duration of the encounter.
Nobody's Fool 1 F&D CB 148 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique 1 F&D CB 148 When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Parry 2 F&D CB 149 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 1 F&D CB 150 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Toughened 1 F&D CB 153 Gain +2 wound threshold.
Defensive Training 1 F&D CB ### When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Sum Djem 1 F&D CB ### May spend (Triumph) or 2 (Advantages) with successful Lightsaber check to disarm opponent.
Dedication 1 F&D CB ### Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Force Powers

Force Rating
3
Power
Ebb/Flow (F&D DoH 39)
Description
The Force user's actions empower himself or sap strength from his foes.
Ebb: When the Force user makes a skill check. he may roll an Ebb power check as part of roll. The user may spend (Force Point) to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check. he may roll a Flow power check as part of the roll. The user may spend (Force Point) to heal 1 strain. The Force user may not activate this multiple times.
Upgrade Effect
Range The Force user may spend (2 Force Points) to affect all other characters at short range with this power, instead of affecting all other engaged characters.
Strength 1 The Force user may spend (Force Point) to increase the strain healed or inflicted by 1.
Magnitude 1 Spend (Force Point) to exclude number of targets equal to Magnitude upgrades purchased from being affected.
Power
Heal/Harm (F&D CB 292)
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend 3 (Force Points) to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend 3 (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 2 Spend 2 (Force Points) to affect 1 additional target within range per rank of Magnitude purchased.
Range 1 Spend 1 (Force Point) to increase power's range by a number of range
bands equal to Range upgrades purchased.

Background

Knowledge can be a dangerous thing and rogue scholars know this. Emperor Palpatine builds his Galactic Empire on a foundation of ignorance and propaganda. Rogue scholars dedicate themselves to not only finding the truth but, more importantly, revealing it to those who believe the deception and propaganda fed to them by the Empire. The Force guides these characters in their quest for truth, and the truths they find can shed light on even the deepest darkness. However, Consulars acting as rogue scholars cannot simply shine a beacon into the void. That would most likely get them killed. Instead. they pass on these vital truths to those who can use the information in ways Consulars cannot. After planting the seed of knowledge, they patiently watch and sometimes guide, until it blossoms into the fullness of undeniability - a blinding truth that no amount of Imperial deception can diminish.
Sages are, by their very nature, scholars. Knowledge is its own reward, and with it comes understanding. But both are dangerous during these dark times, and Sages who dig deeply into the secrets hidden by the Empire often make targets of themselves. As they grow in wisdom, they are drawn into more danger; to protect themselves, they must become ever more silent and subtle. Secrets become hoarded treasures and rationed commodities to be doled out after much deliberation and consideration. Sages are caught between letting lost knowledge die with them or risking their lives every time they pass on what they have learned to another.

Motivation

The Jedi Order: Many Consulars believe the only way to restore peace and harmony to the galaxy is to rebuild the Jedi Order. This means not only locating and training other Force sensitives. but also convincing those in hiding to do the same. It can also mean helping those fallen to the dark side become Jedi once again. Consulars with this Motivation may wish to spread the ideals of the Jedi Order. even to those who cannot touch the Force.

Morality

MERCY
All creatures deserve a second chance so that they might learn from their mistakes. The character is will to lay down his weapon and offer that chance to former enemies who seek peace and enlightenment.
NAIVETE
The character only sees the good in all beings and can easily be influenced by a cunning foe. This can lead to bitterness, betrayal, and terrible consequences for a seemingly noble act.

Description

Other Notes

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