"Gundark" Scav-Suit [1][-1]{2}
+1 boost to perception and +1 boost to detection and analysis of tech
~ In Helmet Scanner [1] -1s to dark, see heat signatures
~ CryonCorp Omniscan 3 Integrated Scanner (+1 boost to perception to detect moving objects or hidden enemies) (+1 to perception skill)
Type III Modular Armor [3][-3]{3}
~ Portable Plasma Shield (Defensive 1(2), Deflection 3)
~ In Helmet Scanner [1] -1s to dark, see heat signatures
-9x Med-Aid Patch (adds 1 success and advantage to healing)
-10x Nullicaine (make 1 purple medicine check to take 3 strain and ignore critical injury until end of encounter)
-20x Stimpack
-4x Military Traumapack (can heal critical injuries without penalty)
-Shock Blanket (reduce difficulty to heal critical injuries)
-20x Repair Patch
Assets & Resources
Darkside Spear
Gold Medallion - icon of tree + heart
Remove a Setback Die per rank from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50%
Summon Item
1
As a maneuver, you can summon or dismiss a ritually prepared item
Stimpack Specialization
1
Stimpacks heal 1 additional wound per rank
Ichor Blade
1
Chosen melee weapon gains Cortosis and Pierce 2 and reduces critical by 1
Expert Tracker
1
Remove Setback die to track. Reduce Tracking time by half
Blooded
2
Add 1 advantage die to resist or recover from poisons, toxins, or venoms. Reduce duration of poisons by rank number of rounds
Stim Application
1
As an action, use medical supplies and make an Average (2 difficulty) Medicine check to raise 1 Characteristic by 1 and suffer 4 strain
Improved Ichor Blade
1
Weapon gains Sunder, Defensive 1, and +2 Damage
Ichor Transfusion
1
Heal wounds by suffering strain +1 or heal strain by healing wounds+1
Survivor's Instincts
1
Once per session, spend a destiny point to roll critical injury twice and choose
Force of Will
1
Once per session, use Willpower in place of any other Characteristic for 1 check
Dedication
2
Gain +1 Willpower, +1 Brawn
Improved Blooded
1
As an action, make a ppp resilience check to immediately recover from all poisons and drugs. Reduce difficulty by 1 for every rank of Blooded
Knowledgeable Healing
1
When healing an ally, spend a Destiny Point to heal additional Wounds equal to ranks in Xenology
Force Rating
1
Gain +1 Force Rating
Toughened
1
+2 wound threshold
Identify Ingredients
1
As an incidental, roll Force rating, Spend 2 pips to identify it's composition and effects
Prophecy
1
Once per session make a vigilance check to foretell the future
Force Powers
Force Rating
2
Power
Seek
Description
Spend 2 Pips to gain insight into the general location or direction of a person or object that she knows about
Spend 1 Pip and succeed at a 2 Difficulty Vigilance check to see through illusions.
Upgrade
Effect
Control
Commit 1 force die to upgrade all vigilance and perception checks
Power
Foresee
Description
The Force user may spend 1 pip to gain vague hints of events to come, up to one day into her own personal future
Upgrade
Effect
Strength
Spend 1 pip to pick out specific details equal to Strength upgrades
Power
Enhance
Description
When making an Athletics check, the Force user may spend 1 pip to gain success or advantage (user's choice) on the check
Upgrade
Effect
Control
Commit 1 force rating to Increase Brawn rating by 1
Control, Control, Range, Control
Can leap horizontally or vertically within medium range as a maneuver
Control
Can be used with Brawl
Control
Can be used with coordination
Power
Farsight
Description
May spend 1 pip to ignore the effects of darkness or blindness and see normally up to medium range for 1 round (or one minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day
Upgrade
Effect
Control
Spend 1 pip to make out fine details on a single object within medium range
Control
Spend 1 pip to see through a single object within medium range as if it were transparent
Control
When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend pip to gain success or advantage on the check.
Background
A young Nightsister acolyte off on her Rumspringa to prove herself to the sisterhood. She has dabbled in both alchemy and the spear and has begun to manifest powers of sight from her exposure to the Ichor of Dathomir.
She travels with several jars of Ichor to be used when progressing through the totemic challenges set before her for reinforcing her bound weapon.
Motivation
In order to graduate from acolyte and return to Dathomir, Akara must accomplish the 12 Night Katas of the Sisterhood. Each are a personal goal or mission of the Nightsister's that are solidified by the carving of a totemic representation into her personal weapon.
Kata of Death: Stabbing an eldritch ship to death solo
Kata of Life: Taming Lokarain the Loth Wolf through a life crystal ritual
Kata of Magick:
Kata of Combat: Slaying the Concordance's invisible centipede assassin
Kata of Connection:
Kata of Alchemy:
Body Kata: Outrunning a turbolaser bombardment through a swamp
Mind Kata: Winning the Yaru tournament of beasts in an illusion
Soul Kata: Meditated through hyperspace turbulence to avoid damage
Kata of Sun:
Kata of Stars: Defeating the force ghost Star Weird in hyperspace
Kata of Moon:
Duties
Morality: 66
Nightsisters Duty: 50
The Nightsisters have sent Akara to the Centrality to investigate a potential misuse of stolen Ichor and techniques from Dathomir while she accomplishes her Pilgrimage of Night.
Description
Akara wears wrapped robes of stripped cloth that can be turned and pinned up to display either matte red, dark green, or dyed blue on the each side. Hooks spread around the armor are capable of being attached to leaves to create foliage camouflage with only a few minutes of work.
She carries an old world style carved spear that is dyed so black, you can not make out the grain of the wood. Her shield is polished bronze and often strapped to her back when not in use.
Her skin is pale and ashy but her face is usually covered by a hammered bronze mask. Dark red hair (almost black) reaches just past her shoulders.
Other Notes
Wordle the Hurgle
Br 4 Ag 2 Int 1 Cun 2 Will 3 Pr 1
Soak 9 Wounds 15 MDef 1 RDef 1
Skills: Athletics 2, Brawl 1, Perception 1, Vigilance 1
Brawl Dam 7 Crit 4 Disorient 1
Beast of Burden 6, Domesticable 1, Silhouette 2 (ride-able), Sure-Footed (no penalty from terrain), Sustained by the Force
Padded Armor
Lokarian Loth Wolf
Br 4 Ag 3 Int 2 Cun 3 Will 3 Pr 4
Soak 6 Wounds 6 MDef 1 RDef 1
Skills: Athletics 2, Brawl 2, Coordination 3, Perception 2, Stealth 3, Vigilance 2
Teeth Brawl Dam 8 Crit 3 Ensnare 2, Knockdown, Pierce 1
Force communication, Speech, Blink
Layered Beast Armor
3x Uxibeast Hailfire Platform
Moxie, Roxie, Glen
Br 5 Ag 1 Int 1 Cun 1 Will 3 Pr 2
Soak 10 Wounds 28 M Def 2 R Def 1
Skills: Athletics 1, Brawl 1, Resilience 2
Abilities: Beast of Burden 15 (add 15 to encumbrance threshold), Domesticable 2 (downgrade checks to train by 2), Silhouette 3
Trample Dam 8 Crit 5 Disorient 2, Inaccurate
Hailfire Missile Launcher Dam 8 Crit 3 Blast 6, Breach 1, Guided 2, Limited Ammo 15, Linked 2