Akara by mortimerlee

Species
Dathomirian
Career
Mystic
Specializations
Alchemist/Nightsister
System
Age of Rebellion

6
Threshold 17
Current 2
Threshold 15
Current 4
Ranged 3
Melee 3

Placeholder Image

Characteristics

5
2
2
2
4
2

Skills

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

Attacks

Ichor Voss Warspear (ritual)
Range
Engaged
Skill
Melee
Cortosis, Sunder, Pierce 2, Defensive 2, Accurate 1, +1 advantage
Damage
+5
Critical
3
Spear Throw
Range
Short
Skill
Ranged: Light
Cortosis, Sunder, Pierce 2, Accurate 1
Damage
+5
Critical
3
Shield
Range
Engaged
Skill
Melee
Cumbersome 3, Defensive 2, Deflection 2, Disorient 3, Defensive stance
Damage
+0
Critical
6
Plasma Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Limited Ammo 1
Damage
12
Critical
3
Concussion Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Concussive 2, Disorient 5, Limited Ammo 1
Damage
10
Critical
5
Knockout Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Limited Ammo 1, Stun Damage
Damage
12
Critical
-

0
366
50
8

Weapons & Armor

Cybernetic Arm (+1 Brawn)

Voss Warspear [4] {2}
~ Custom Grip (-1 setback) (Accurate mod)
~ Superior (+1 damage, +1 advantage)

Activv1 Riot Shield [5] {1}
~ Shield Discharge Pack (mod: disorient +2, innate defensive stance)

Protective Amulet

Chameleon Cloak
+1 upgrade to stealth

"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

Mountaineer Armor [3][-3]{2}
+2 climbing/repelling
~ Foliage
~ Integrated Ascension Gear

Personal Gear

Military Backpack [+6]
- Survival Kit [5]
- Med-Aid Patch [1]
- Disguise Kit

Surveyor's Pack [+2]
- Medpack [2]
- Synthskin x2

Wizard's Pouch [+1]
- Toxin Detector [1]

Utility Belt [+1]
- Foamcast [1]
- Calming Salve
- CorChemCo Fire x2
- Mess Kit
- Goggles

Belt Pouch
- Stimpack x2

Load Bearing Gear [+3]
- Plasma Grenade x0
- Knockout Grenade x0
- Concussion Grenade [1]

-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

Hurghol [Enc 19]
~ Saddlebags
~ Riding Tack

Fusion Cutter [2]
Repulsor Clamp [3]
Foamcast [1]
Camouflage Netting [4] (+2 fail to find)
Instamist Generator [5] (10 charges)
Med-Aid Patch [1]
Trauma Patch [1]
Portable Veterinary Kit [2]

Ichor

Critical Injuries & Conditions

Temporarily Lame

Talents

Name Rank Book & Page Description
Outdoorsman 1 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

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