Earbud Comlink (Earbud comlinks have a usable range of long. Noticing that an individual is wearing an earbud comlink requires a Hard Perception check.)
Holo-Messenger
Protective Amulet (relatively cheap-looking "good luck" necklace pendant under clothing; +1 Setback to recognize true purpose)
Mk III Modular Backpack:
*Blood Scanner (Easy Medicine check as Action to add +2 Advantage to next Medicine check to treat patient)
*Infrabinoculars (long range)
*personal supplies
*extra clothing/footwear
*tea (loose leaf) and travel tea set
*(2) Restraining Bolt
*(2) Binders
*(5) Stimpacks
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
4
FaD CRB 149
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before damage is applied, so immediately after step 3 of Perform a Combat Check) she may take a Parry incidental. The character suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus her ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Parry (Improved)
FaD CRB 149
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check and uses the Parry incidental to reduce teh damage from that hit, after the attack is resolved, the character may spend a Despair or three threat to automatically hit the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon's base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character.
Reflect
4
FaD CRB 150
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check), she may take the Reflect incidental. They suffer three strain and reduce the damage dealt by that hit by a number equal to 2 plus her ranks in Reflect. This talent may only be used once per hit, and when the character is wielding a Lightsaber weapon.
Reflect (Improved)
FaD CRB 150
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend a Despair or three Threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack's hit must be one that is able to be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character.
Circle of Shelter
FaD CRB 140
When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though he is not the target of the combat check).
Researcher
2
FaD CRB 150
The character removes Setback per rank of Researcher from her Knowledge checks. Researching takes 50% less time (this does not decrease with additional ranks of Researcher).
Niman Technique
FaD CRB 148
When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Draw Closer
FaD CRB 142
The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of Force dice no greater than Force rating to the check. The character may spend a Force point before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). She may also spend Force points to add Success to the combat check. If the character cannot move her target to engage her, the combat check automatically misses.
Sum Dejm
FaD CRB 152
When the character makes a successful Lightsaber combat check, she may spend Triumph or 2 Advantage to disarm her opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice).
Resist Disarm
FaD CRB 151
If the character would be disarmed or her weapon would be destroyed, she may choose to suffer 2 strain to ignore the effect.
Quick Draw
FaD CRB 149
Once per round on the character's turn, she may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Force Powers
Force Rating
5
Power
Enhance
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend Force points to gain Success or Advantage (her choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Upgrade
Effect
Control
The user only needs to use a maneuver to perform a Force Leap, instead of an action.
Range
Spend a Force point to increase the maximum range the user can jump by the number of Range upgrades purchased. The user may not activate this multiple times. Remember that the user must still spend Force points to activate the power's actual effects.
Control
When taking a Force Leap action, the user can leap to any location in range vertically as well as horizontally.
Control
Enhance can be used with the Coordination skill.
Control
The user can take a Force Leap action to make an Enhance power check. He may spend a Force point to jump horizontally to any location within short range. He can use this to leap over obstacles or impassable terrain but cannot leap directly vertically. The user may not activate this multiple times.
Power
Heal
Description
The user may spend a Force Point to heal a number of wounds equal to her Intellect on one engaged living creature (including herself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period, and his uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.
Upgrade
Effect
Control
If the user used no Dark Side pips to generate Force points on the check, the target of Heal also heals an amount of strain equal to the wounds he recovered.
Control
The user increases the number of wounds healed by this power by her ranks in Medicine.
Control
The user may spend a Force point to immediately remove the staggered, immobilized, or disoriented condition from one target of the power. The user may activate this upgrade multiple times.
Mastery
The user may spend four Force points to resuscitate one target of the power who died since the end of the Force user's last turn. Immediately remove the Critical Injury or other effect that killed the target. The Force user can only activate this once per session. Note that in this case, the user is pulling the target back from the brink of death, not actually bringing him back to life.
Strength (2)
The user may spend a Force point to heal 1 additional wound on the target per rank of Strength purchased. The user may activate this multiple times, increasing the number of wounds healed by this number each time.
Control
When the user is making a Heal power check, she may also roll a Hard Medicine check as part of the pool. If she heals one or more wounds on a target and succeeds on the Medicine check, she may also heal one Critical Injury that target is suffering.
Range (2)
Spend a Force point to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Magnitude (3)
Spend 2 Force points to increase the number of targets affected by an amount equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time.
Power
Harm
Description
The user may spend a Force Point to inflict a number of wounds (ignoring Soak) equal to the Force user's Intellect on one engaged living creature. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Control
The user may spend a Force point to heal a number of wounds on an engaged living creature (including herself) equal to the damage he infliced on one target. This counts as a use of a stimpack on the target of the healing. The character healed this way gains 1 Conflict. The user may activate this upgrade multiple times, but must select a different target to be healed each time.
Control
The user increases the number of wounds inflicted by this power by her ranks in Medicine.
Control
If the user used any Dark Side pips to generate Force points on the check, the user heals an amount of strain equal to the wounds he inflicted on one target.
Control
When the Force user is making a Harm power check, he may also roll an opposed Medicine versus Resilience check (if the check was not already opposed) as part of the pool. If he inflicts one or more wounds on a target and succeeds on the Medicine check, he may also inflict one Critical Injury on the target and may spend 2 Advantage to add +10 to the roll (he may spend 2 Advantage to increase the roll multiple times).
Magnitude (3)
Spend 2 Force points to increase the number of targets affected by an amount equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time.
Mastery
When this power kills a sentient living target, the user may restore to life an engaged character who died this encounter. Immediately remove the Critical Injury or other effect that killed the target. The user and the character revived this way each gain 7 Conflict. Note that this Conflict gain is only for the perversion of nature that is returning a soul to its body after its time has come, and not for any associated acts of evil, such as killing an innocent to do it, which may generate additional Conflict. The user may only activate this once per session.
Range (2)
Spend a Force point to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Strength (2)
The user may spend a Force point to inflict 1 additional wound per rank of Strength purchased. The user may activate this multiple times, increasing the number of wounds inflicted by this number each time.
Power
Influence
Description
The user spends one Force point to stress the mind of one living target he is engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade
Effect
Range
The user may spend a Force point to increase the range at which she can touch minds by a number of range bands equal to the number of Range upgrades purchased. the user may activate this multiple times, increasing the range by this number each time.
Control
The user gains the ability to enhance his arguments and charisma via the Force. When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the user may roll an Influence power check as part of the pool. He may spend Force points to gain Success or Advantage (his choice) per point on the check.
Power
Protect
Description
The user chooses herself or one ally she is currently engaged with and makes a Protect power check, rolling an Average Discipline check as part of the pool. To raise this Force barrier, she must spend 2 Force points to activate the power and she must succeed on the Discipline check. Once the power is activated, if the target of the power suffers a hit from a blaster shot, Force power, lightsaber, or other energy attack before the beginning of the user's next turn, the character may reduce damage by an amount equal to his Willpower characteristic plus the number of Success scored on the Discipline check. The power may only reduce damage from one hit during its duration. Dark side Force users may only protect themselves with Protect. The user may not activate this multiple times.
Upgrade
Effect
Strength (3)
Spend a Force point to increase the damage reduced by Protect by 1 per Strength upgrade for this use. The user may activate this multiple times.
Duration
If no Dark Side pips were used to generate Force points, the Force barrier protecting the user's target shields against all attacks the target otherwise suffer before the beginning of the user's next turn (instead of just the next energy attack).
Range (3)
Spend 2 Force points to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Ranged upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control
The user may spend a Force point to have the barrier protect against all types of attacks instead of only protecting against energy attacks. The user may not activate this multiple times.
Control
The user may spend Advantage to gain ranged and melee defense equal to the Advantage spent until the beginning of her next turn.
Control
If he is a light side Force user, then once per game session, the user may spend a Destiny Point to use Protect as an out-of-turn incidental.
Magnitude (3)
The user may spend a Force point to increase the number of targets affected by the power by an amount equal to the number of Magnitude upgrades purchased. The Force user may still only reduce damage from one hit among all affected targets. The user may activate this multiple times, increasing the number of targets by this number each time.
Mastery
This upgrade represents gaining the clarity of mind required to let energy and aggression flow harmlessly through the Force user and back to his attackers. A Light side Force user may spend 2 Force pips to reflect all attacks that would be reduced to 0 damage (before soak) by this power back upon their sources. Each attack reflected this way hits the attacker for the amount of damage it would have dealt to the user (before the reduction for Protect).
Power
Unleash
Description
The Force user makes an Unleash power check and rolls a ranged attack as part of the pool. The attack uses an Average Discipline check instead of the normal difficulty for ranged attacks, and only succeeds if the user also spends 2 Force points. The attack has a range of short, a base damage equal to the user's Willpower, and a critical rating of 4. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade
Effect
Control
The user may spend an Advantage on his Discipline check to inflict 1 strain on the target (ignoring soak).
Magnitude (3)
The user may spend a Force point to inflict one additional hit on a number of targets engaged with the original target equal to the number of Magnitude upgrades purchased. These hits deal the same damage as the initial hit. The user may activate this multiple times, increasing the number of additional hits by this number each time. Each target may only be hit once.
Mastery
This upgrade represents mastering the ultimate Dark side technique, the dreaded Force lightning. If the user is a Dark side Force user, he may spend a Force point to reduce the attack's critical rating to 1.
Control
The user may spend a Force point to have the attack gain the Ensnare 2 quality. The user may not activate this multiple times.
Duration
The user may spend a Force point to give the attack the Burn 2 quality. The user may not activate this multiple times.
Range (3)
Spend 2 Force points to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Ranged upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control
If he is a Dark side Force user, then once per game session, the Force user may spend a Destiny Point to use Unleash as a maneuver.
Strength (3)
Spend a Force point to add 1 damage per Strength upgrade to the base damage of Unleash for this attack. The user may activate this multiple times.
Power
Sense
Description
The user may spend a Force point to sense all living things within short range of herself (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point to sense the current emotional state of one living target with whom he is engaged. The user may not activate this multiple times.
Upgrade
Effect
Control
The user gains the ability to detect the surface thoughts of the target. This power gains the effect: Spend a Force point. The user senses the current throughs of one living target with whom she is engaged. The user may activate this multiple times.
Control
The user gains the ability to sense danger the moment before it strikes, allowing her to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once. The user may not activate this multiple times.
Duration
Sense's ongoing effects may be triggered one additional time per round.
Strength
When using Sense's ongoing effects, the user may upgrade one additional die.
Power
Peerless Interception
Description
Once per session as an out-of-turn incidental, the character may spend 2 Destiny Points to activate Peerless Interception. Until the end of the character's second turn after activating Peerless Interception, when she uses Parry or Reflect to reduce the damage of a hit, she reduces the damage by an additional amount equal to her current Force rating.
Upgrade
Effect
Increase Frequency
The character may activate Peerless Interception one additional time per game session.
Activate Quality
When the character uses Improved Parry or Improved Reflect to inflict a hit on an attacker while Peerless Interception is active, she may choose to activate one item quality of the attacker's weapon (if using Reflect) or her own melee weapon (if using Parry). Apply the effects of the item quality as if the character had spent the minimum necessary Advantage to activate it as part of a combat check.
Destiny Upgrade
Peerless Interception costs 1 fewer Destiny Points to activate.
Effortless Counter
Once per round when the character uses Parry or Reflect while Peerless Interception is active, she may use Improved Parry or Improved Reflect to inflict a hit on her attacker without spending Threat or Despair.
Critical Counter
While Peerless Interception is active, when the character spends a Despair to inflict a hit on her attacker using Improved Parry or Improved Reflect, she may choose to also inflict a Critical Injury.
Increase Duration (2)
Peerless Interception lasts for one additional round.
Reduce Strain
While Peerless Interception is active, the character only suffers strain to use Parry or Reflect the first time she uses each talent during a round. Subsequent uses of Parry or Reflect during the same round do not require the character to suffer additional strain.
Background
Beginnings: Comfortable with tech
Attitude towards the Force: One with the Force
Reason for adventure: Academic
She follows an older version of the Jedi Code (this probably indicates that her early years were not spent at the Coruscant Temple; maybe the Corellian Temple, or one of the others instead):
"Emotion, yet Peace.
Ignorance, yet Knowledge.
Passion, yet Serenity.
Chaos, yet Harmony.
Death, yet the Force."
"I am one with the Force, and the Force is with me."
Sunset/death prayer of the Guardians of the Whills in Jedha: “In life there is the Force. In the Force there is life. And the Force is eternal.”
Teacher: Master Gur Bendu (Corellian Jedi, male human).
Current mentor/former boss: Master Vokara Che (Coruscant Temple's Halls of Healing, female twi'lek).
Motivation
Injustice: Slavery
Mireska has always stood against the exploitation of sentient beings, but the Clone Wars have made this far more complicated.
Regardless of their clear use and valuable contribution, Mireska cannot get past the fact that the clones are slaves, born for war with no choice in their path. She does what she can to help them and lift their spirits, hoping that someday she can help them reach freedom.
Ambition: Discovery
The clones are an enigma, from their cloudy origin to their past training. Mireska seeks to gain a better understanding of the clones, so that she can better help them.
Cause: Galactic Peace
Mireska's most immediate concern is the war conflagrating around them, consuming the galaxy. It must be put to an end, for the sake of everyone.
Morality
Morality: 45
Conflict:
War-fighting subtracts 2 from the roll before applying Conflict.
Compassion:
Slaves, both still enslaved and recently-freed
Suffering soldiers
Age: 30
Height: 5'9
Build: Slender
Hair: Black
Eyes: Bright blue
Emerald-green skin with indigo Mirialan tattoos on face (indicating various accomplishments). Small scar in a normally unseen location.
Please note: while the image at the top is a good picture for Mireska, she does not have the lower half of the single lines leading diagonally up from the corners of her mouth. (Also, her eyes are blue, not green.)
Normally dressed in her teal-colored working Jedi Healer's uniform (dress version is white, like the picture at the top of this page).