Vharta Zarriah by Bjorn

Species
Mandolorian
Career
Mystic
Specializations
Makashi Duelist / Executioner/ Advocate
System
Force and Destiny

6
Threshold 19
Current 0
Threshold 26
Current 0
Ranged 2
Melee 4

Placeholder Image

Characteristics

3
2
2
5
4
6

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) X 4
Coercion (Will) X 3
Computers (Int) 0
Cool (Pr) X 4
Coordination (Ag) X 0
Deception (Cun) X 4
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 3
Perception (Cun) X 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) X 2
Stealth (Ag) 0
Streetwise (Cun) X 2
Survival (Cun) X 2
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Pr) X 5
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) X 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

30
1280
12700
2/11

Weapons & Armor

• Jedi Battle Armour l 1 defense l 2 soak "2/7" HP
-Superior Armour Customization
-Custom Fit (modded) - remove 2 K from Athletics and Stealth checks while wearing this Armour Mod.
Armour Spikes (modded) - 6 dmg for 1 despair or x3 threat on any melee, brawl, or lightsaber attack. 1 intimidate
-Threat Monitor modded - Add3 adv to intiative rolls.
- Integrated Holster modded - holster 2 weapons with Enc 3 or lower, add x2 K to notice weapons stored in armour.
- corotsis - ingnore breach and pierce from weapons

•Lightsaber Main HP - "3/8"
Ghost fire crystal - 8 Dmg Crit 2 - spend x4 adv or x1 triumph to ignore parry, +2 Dmg Defensive 2 modded
-Extended hilt - +1 dmg, +1 Vicious modded
-Paired Weapon
-Curved Hilt modded - add automatic adv when engaged with a single target Defensive +1
-Blade Drain modded -
-Thisspiasian Stabilizing Coils - remove 1 set back
-Dual-Phase Modification - May change length of blade once per encounter as an incidental. The next attack that turn made by the character using this weapon ignores the targets melee defence
-Tholothian Heart Wood Hilt -

•Shoto hilt lightsaber HP - "2/6"
Ilum Crystal - 10 Dmg Crit 1 - Vicous +2 , Personlized Design adds auto success, Fine Tuned Emitter adds auto adv, In built superior +1 Dmg auto adv
-Extended hilt - Dmg +1 Vicious 1 modded
-Paired Weapon
-Curved Hilt modded - add automatic adv when engaged with a single target Defensive +1
-Dual-Phase Modification - May change length of blade once per encounter as an incidental. The next attack that turn made by the character using this weapon ignores the targets melee defence
-Thisspiasian Stabilizing Coils - remove 1 k
-Reflex grip modded - When a character uses the Parry or Reflect incidentals with a lightsaber that has a reflex grip installed the character suffers 1 additional Strain but counts their ranks in Parry and Reflect as 1 higher. Defensive and Deflection +1
- Tholothian Heart Wood Hilt -

Personal Gear

• Cybernetic Arms Mod V +1 Brawn

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit x14 Makashi / Executioner / Advocate Gain +1 to Strain
Resist Disarm Makashi Suffer 2 Strain to avoid being disarmed or having the character's weapon be damaged or destroyed
Makashi Technique Makashi When making a check with the Lightsaber skill, the character may use Presence instead of Brawn
Parry x5 Makashi If weilding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Duelist's Training Makashi Add [boost] to all Lightsaber and Melee combat checks when Engaged with only one opponent
Feint x2 Makashi Spend [T] or x3 adv. generated on a missed melee attack to upgrade difficulty of opponents next attack targeting the character by ranks in Feint
Intense Presence Makashi May spend a Destiny Point to recover Strain equal to Presence Rating
Improved Parry Makashi When parrying a hit that generated [D] or x3 threat, may hit attacker once with Lightsaber, Melee, or Brawl weapon, dealing base damage, after the original attack resolves
Sum Jem Makashi May Spend [T] or x2 adv with a successful Lightsaber attack to disarm opponent.
Dedication Makashi Cunning
Defensive Training Makashi When weilding a Lightsaber, Melee, or Brawl weapon, that weapon gains the Defensive quality with a rating equal to ranks in Defensive Training
Makashi Flourish Makashi Once per encounter, take the Makashi Flourish action; make a x2 diff Presence - Lightsaber check. Once engaged opponent suffers strain equal to success, and character heals an equal amount of strain
Makashi Finish Makashi Take the Makashi Finish action, make a Presence - Lightsaber combat check against an Engaged target, adding force no greater than Force rating. Spend pips to add +10 to any resulting Critical Injury rolls.
Toughened x2 Executioner Gain +2 wound threshold
Quickstrike x4 Executioner /. Threat monitor / integrated holsters Add [B] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
Quick Draw Executioner Once Per round, draw or holster a weapon or item as an incidental
Lethal Blows x2 Executioner Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents
Precis Aim x2 Executioner Once per round, may preform a Precise Aim Maneuver, Suffer Strain up to ranks in Precis Aim and reduce targets Melee and Ranged Defense by that number
Death Blow Executioner After making a successful attack with a non-starship/vehicle weapon, may spend a Destiny Point to add damage equal to his Willpower to one hit of the successful attack
Marked For Death Executioner Perform a Marked Ford Death maneuver, committing FD add x2 adv to combat checks against target while FD remains committed. Cannot use this talent again until original target is incapacitated
Terrifying Kill Executioner {Dark Talent} May spend a Destiny Point to perform a Terrifying Kill maneuver after Incapacitating or inflicting a Critical Injury, Roll FD no greater than Force rating, and spend pips to inflict 1 Strain on each person within Short Range of the target.
Essential Kill Executioner When making a non-Gunnery combat check, may add FD no greater than Force Rating. May spend pips to add adv, or x3 pips to add [T] (choose one) to the result, adv cannot be used to recover Strain.
Force Rating Executioner Add +1 to FR
Dedication Executioner Presence
Plausible Deniability x3 Advocate Remove[S] per rank of PLausible Deniability from all Coercion and Deception checks
Nobodys Fool Advocate May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobodys fool
Discredit Advocate Once per encounter, may take a Discredit action; make a x3 diff Deception check to upgrade the difficulty of a targets social checks once plus once for every x2 adv until the end of the encounter
Twisted Words Advocate When targeted by a social check, may spend [despair] or x2 threat and suffer 1 strain as an out-of-turn incidental to inflict strain equal to ranks in Coercion onto the speaker
Improved Plausible Deniability Advoacate May take an improved Plausible deniability action; make a x3 Coercion check to convince one bystander per rank of plausible Deniability to depart quickly
BlackMail Advocate When an NPC exceeds his Strain Threshold, may spend a Destiny Point to convince that NPC to perform a single task of choice instead
Dedication Advocate Cun
Physical Training Ascetic Add [b] per rank of Physical Training to all Athletics and Resilience to all Athletics and Resilience checks
Go without Ascetic Once per session, the character counts as having the right tools for the job when making a skill check
Intense Focus Ascetic Perform Intense Focuse Maneuver suffer 1 strain and upgrade the ability of the next skill check once
Force protection Ascetic Perform a Force Protection manuever; suffer 1 strain and commit FD up to ranks of Force Protection. Increase Soak by the number of committed FD until the beginning of the next turn. Suffer 1 Strain every round while FD commited
Iron Soul Ascetic When carrying items that total 2 Enc or less, at the end of each encounter, heal all Strain the character is suffering
Force Rating Ascetic +1 to Force Rating
Slippery Mind Ascetic If under the effects of a Force Power, may take the Slippery Minded Action; make x3 diff Deception check to immediatley end the effects of the power
Mind bleed Ascetic When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the atack. If he does so, the attacker then suffers a number of Wounds equal to the Strain suffered by the character
Confidence Ascetic May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence
Dedication Ascetic Cunn
Sleight of Mind Shadow Add [B] per rank of Sleight of Mind to all Stealth checks unless the opposition is immune to Force powers
Well Rounded Shadow Choose any two skill. They permanently become career skills. (Underworld, Education)
Shroud Shadow May spend a Destiny Point to become undetectable via Force powers and make own powers go unnoticed for the remainder of the encounter
Reflect x4 Shien If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Reflect Shien When reflecting a hit that generated [D] or x3 threat, may hit one target in Meduim range with the same damage as the initial hit, after the original attack resolves.
Supreme Shien If the user did not take a combat check during the pevious turn, may suffer 1 strain to use Reflect instead of 3.
Djem so reflection Shien After a Reflect may spend a Destiny Point to use a move maneuver as an out-of-turn incidental to close the distance with, or engage the opponent.

Force Powers

Force Rating
5
Power
Suppress
Description
Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies

The user may spend pip to add automatic failures to Force power checks made against him or any ally within Short range
Upgrade Effect
Control May spend DP to use Suppress as an out-of-turn incidental once per session
Strength x2 Spend pips to add additional automatic failures equal to Strength upgrades purchased to hostile force power checks
Control Commit one or more FD; when an opponent targets the user with a Force power, after the opponent generates pip, reduce to pip generated by one per FD committed, to a minimum of 0
Duration Ongoing effect; Commit FD to sustain ongoing effects effects of the power on each affected target while within range.
Mastery The user may make a suppress power check along with an opposed Discipline vs. Discipline check targeting another Force user within short range. If the user spends x2 pip and succeeds on the check, the target force user to immediately uncmmits all FD and ends all ongoing effects of Force powers and Force talents that required comminted FD
Range x3 Spend pip to increase range by a number of range bands equal to Range upgrades purchased
Power
Sense
Description
Force user can sense the Force interacting with the world around him

The user may spend pip to sense all living things within Short range (including sentient and non-sentient beings)

The user may spend pip to sense the current emotional state of one living target with whom he is Engaged
Upgrade Effect
Duration Sense's ongoing effects may be triggered one additional time per round
Control Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once
Control Once per round, when making a combat check, he upgrades the ability of that check once
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once
Power
Influence
Description
Force User may attempt to guide, shape, and even twist the thoughts and feelings of others.

User may spend pips to stress the mind of one living target he is Engaged with, Inflicting 1 Strain.

Special rule; when guiding and shaping thoughts, only pips generated from dark pip may be used to generate negative emotions such as rage, fear, and hatred. Only pips generated from Light may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from pip generated from either.
Upgrade Effect
Control The User may make an opposed Discipline vs. Discipline check combined with an influence power check. If the user spends pip and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for one round or five minutes
Range x3 Spend pip to increase powers range by a number of range bands equal to Range upgrades purchased
Control When making a coercion, charm, deception, leadership, or negotiation check, the user may roll an influence power check as part of his dice pool. He may spend pip to gain success or adv on the check
Duration x4 Spend pip to increase duration by number of rounds (or minutes) equal to duration upgrades purchased
Strength When stressing the mind of a target, the character inflicts 2 strain

Background

Growing up as an Orphan she was found by a young man no older than 25 years old. Her wore a black cloak, and small saber hilts. He made her feel safe and welcomed. He brought her to different planet and started training her. Trained her to hate the lore of the Sith and see the ignorance and hypocrisy within the Jedi Order. She walks on the darker side of the path and does not have any qualms with drinking from the darker fountain. She believes that the rule of 2 the current Sith follow and has started paving her own legacy. She wishes to bring a new era to the world, a Sith Order. An order that pins the emotions and Competitive nature of dark side users against each other to harden and train together. They would make an unrivaled force together. With her Master in hiding, he has trained a new Padawan that ran, she finds him weak. Yet she followed him back to his friends and believes it's time to get to meet them, and soon.

Motivation

Chess Game - As she watches the other two play their game and watches in preparation. She watches every move with a cold calculation. She watches and plans every move that she would make gaining knowledge and experience against a foe that doesn't even know that she is in the game.

Morality

Strength l Weakness : Cruelty, Caution l Obsession, Arrogance

Cruelty - Vharta revels in others pain that she causes, wether mental or physical. It strengthens her connection to the Dark side. It bolsters her strength and brings her joy to see people writhe under he control. She uses her social skills boosted by force in order to cause chaos, as she travels the galaxy she targets independent systems in order stay under the Republics and Separatist's radar.

Caution - As she travels trying to bring other force sensitives into her cause she has to show caution in order to keep their presence hidden to the stronger forces within the Sith and Jedi. She has to make slow calculated moves in order to keep their existence quiet.

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Obsession - As cautious as she is she can sometimes leave caution to the wind while striving to build her cause. She has an issue making too large of a step too quickly in order to build her school and her cause. She has made a promise to a very important person to her and plans on making the promise come to fruition. Sometimes she loses herself in this promise and will make mistakes, she has to strive to keep her calm and be slow and methodical.

Arrogance - As slow and methodical as she is, she has yet to be caught or even suspected and that has gone to her head. She has taken very well to the Clones on the 11th and has even been within a breath away from them without knowing. She has started to grow a big head and it may lead to her down fall.

Description

Other Notes

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