Spark Nolu by bengalninja

Species
Human
Career
Jedi
Specializations
Padawan, Knight, Teacher, Master
System
Force and Destiny

9
Threshold 15
Current 0
Threshold 18
Current 4
Ranged 4
Melee 4

Placeholder Image

Characteristics

6
4
2
2
5
2

Skills

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

Attacks

Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Bringer of Serenity (Solari)
Range
Engaged
Skill
Lightsaber
Linked 1, Unwieldy 3, Defensive 3, Sunder, Breach 1, Reduce strain taken when using the Reflect incidental by 1, can be split into two seperate blades as a maneuver but loses the linked and unwieldy qualities.
Damage
8
Critical
2
ASP-9 "Vrelt" Autopistol
Range
Short
Skill
Ranged: Light
Autofire
Damage
4
Critical
5
Stun Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
Damage
8
Critical
N/A
Stun Gloves
Range
Engaged
Skill
Brawl
Stun Only
Damage
+2
Critical
4
Bringer of Serenity (Varpeline)
Range
Engaged
Skill
Lightsaber
Linked 1, Defensive 2, Unwieldy 3, Vicious 3, Breach 1, Sunder, May spend two critical results to inflict the maimed crit, can be split into two seperate blades as a maneuver but loses the linked and unwieldy qualities.
Damage
9
Critical
3
Claw
Range
Engaged
Skill
Melee
Vicous 5, Pierce 3,
Damage
+3
Critical
1
Krayt's Breath
Range
Long
Skill
Ranged: Light
Vicious 5
Damage
6
Critical
2

30
1030
95
12/12

Weapons & Armor

Heavy Blaster Pistol
Armored Clothing
Bringer of Serenity (Solari Crystal) (Shadowsheath) (Cyclic Crystal Array) (Varpeline Crystal) (Adds an automatic light side pip to any influence checks used to calm emotions.
ASP-9 "Vrelt" Autopistol
Augmentative Armor (Vacuum Sealed) (Cortosis Weave)
Ashla Staff
Laminate Armor
Stun Gloves
Exoglove
Claw
Krayt's Breath

Personal Gear

Stimpack x2
Comm
Datapad
Tool Kit
Scanner Goggles
Training Emitter
Marcan (3 Doses)
Backpack
Cybernetic Arms (+2 Brawn)
Personal Stealth Field
Cyber Disguise (Installed)
Stun Grenade
Flask
Rations (x4)
Mask (Voice Modulator, Indistinguishable Rank x1)
Amulet of Power (Hard to Control)
Precision Tool Discipline (Supreme Craftmanship, Lightweight x7, Compact, Safety Features)
Protective Amulet (Powered by Evil)
Protective Amulet (Powered by Evil)
Neural Charm (Hidden Purpose x4, Cumbersome)
Neural Charm (Hidden Purpose x4, Cumbersome)
Precision Tool Survival (Lightweight x6, Safety Features)
Precision Tool Negotiation (Safety Features)
Jedi Utility Belt
Dolina Ring Seeds
Water of Life (Empowered by Evil)

Assets & Resources

Droideka (BD-1)

GV/3 Series Guardian Droid (G4-RD)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Quick Draw 1 Once per round, draw or holster a weapon as an incidental.
Well Rounded 1 Choose any two skills, they permanately become career skills. (Light Ranged / Perception)
Sense Danger 1 Once per game, remove any two setbacks from any 1 check.
Force Rating 3 Gain +1 Force Rating
Toughened 1 Gain +2 Wound Threshold
Adaptable 1 When resolving a check that uses a skill in which they have no ranks, the character may spend one destiny point to remove one despair or to remove threat equal to their ranks in cool.
Parry 3 When hit by an incoming melee attack, may suffer 3 strain to reduce damage by 2 plus ranks in parry.
Researcher 2 Remove setback per rank of researcher for all knowledge checks. Researching subjects takes half the time.
Sense Emotions 1 Add boost to all charm, coercion, and deception checks unless the target is immune to force powers.
Balance 1 When the character heals strain at the end of the encounter, may add force die per rank of FR. Pip may be used to recover additional strain.
Will of the Force 1 Once per round, after failing a skill check, may convert one dark side destiny point to a light side destiny point
Dedication 2 +2 Willpower
Something to Prove 1 Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, recover 4 strain.
Jump Up 1 Once per round, may jump up from prone as an incidental.
Circle of Shelter 1 May use parry or reflect incidental on a attack against an engaged ally.
Reflect 2 When hit by an incoming ranged attack, may suffer 3 strain to reduce damage by 2 plus ranks in reflect
Improved Reflect 1 When a ranged attack hits you with 3 threat or a despair, may hit one target within medium range with the same damage as the initial attack after the original attack resolves.
Guardian of the Republic 1 After the character uses the reflect or parry incidental on an ally, that ally can not be targeted by combat checks for the rest of the round.
Well Rounded 1 Deception and Coercion become career skills
Encouraging Words 1 After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out-of-turn incidental.
Nobody's Fool 1 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Grit 2 +1 Strain Threshold
Skilled Teacher 1 If an ally has lower skill ranks than the character, may perform a skilled teacher incindental, suffer strain equal to ranks in skilled teacher and add success to that allies skill check
Master Instructor 1 Once per round as an out of turn incidental, may suffer 2 strain to allow an ally to use character's ranks in discipline for the next discipline check the ally makes.
Once a Leaner 1 As an action, suffer 4 strain and let one ally within short range increase their force rating by the characters force rating until the end of the characters next turn.
Now the Master 1 Once per session, choose any force talent or force power that any character in the current encounter posseses. Until the end of the encoutner, gain that talent or force power.
Wise Warrior 1
Grit 1 +1 Strain Threshold
Dedication 1 +1 Willpower
Nobody's Fool 1 May upgrade difficulty of incoming charm, coercion, or deception checks once per rank of nobody's fool.
Nobody's Fool Improved 1
The Force is my Ally 1 Once per session, may suffer 2 strain to perform a force power as a maneuver.
Powerful Ally 1 The character may spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrdae to a power they have.

Force Powers

Force Rating
5
Power
Move
Description
The Force user can move small objects via the power of the Force. User may spend one pip to move an object of silhouette zero to anywhere within short range.
Upgrade Effect
Strength Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased
Range Spend pip to increase power’s range by a number of range bands equal to range upgrades purchased.
Magnitude Spend pip to increase targets
affected equal to magnitude
upgrades purchased.
Strength Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased
Strength Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased
Magnitude Spend pip to increase targets
affected equal to magnitude
upgrades purchased.
Range Spend pip to increase power’s range by a number of range bands equal to range upgrades purchased.
Control The Force user can hurl objects to damage targets, by making a
Discipline check combined with a Move power check, dealing damage equal to ten times the silhouette of the object.
Control The Force user can pull objects out of secure mountings, or out of an opponent’s grasp.
Control The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range.
Strength Can Spend one pip to upgrade the silhouette by the amount of strength upgrades purchased
Magnitude Spend pip to increase targets
affected equal to magnitude
upgrades purchased.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend pip to gain success or advantage (user’s choice) on the check.
Upgrade Effect
Control Can be uses with brawl
Control Can be used with resilience
Control Enhance can be used with
the Coordination skill.
Control May make a Force leap action and spend pip to jump anywhere horizontally within short range.
Control Enhance can be used with the Piloting Space Skill
Control Enhance can be used with the Piloting Planetary Skill
Control May perform Force Leap as a maneuver instead of an action.
Control Can jump vertically as well as horizontally.
Range May spend a pip to increase the range to Medium
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( dark pip / light pip use): When guiding and shaping thoughts, only dark pip may be used to generate negative emotions such as rage, fear, and hatred. Only white pip may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either
pip
The character may spend pip to stress the mind of one living target he is engaged with, inflicting 1 strain
Upgrade Effect
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends light pip
and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend pip to gain success or advantage (user’s choice) on the check.
Power
Foresee
Description
The Force user may spend one pip to gain insight into events in their future.
Upgrade Effect
Strength May pick out one specific detail with one pip.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.The user may spend light pip to sense all living things within short range (including sentient and non-sentient beings). The user may spend light pip to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Effect: Spend light pip The Force user senses the current thoughts of
one living target with whom he is engaged.
Control Commit FR. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once
Sense When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Duration Sense's ongoing effects may be triggered one additional time per round.
Power
Alter
Description
May spend 1 pip to make all terrain within short range difficult / normal terrain until the end of their next turn.
Upgrade Effect
Power
Ebb/Flow
Description
The Force user’s actions empower himself or sap strength from his foes.
Ebb:
When the user makes a skill check, he may roll an
Ebb power check
as part of the roll. The user may spend
F
to suffer 1 strain,
then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow:
When the user makes a skill check, he may roll a
Flow power check
as part of the roll. The user may spend
F
to heal 1 strain.
The user may not activate this multiple times.
Upgrade Effect
Range Spend
FF
to affect all other characters at short range.
Control Ebb:
When making a
combined Ebb power check
, may spend
F
to
add
t
to any checks made by engaged opponents until the end of
next turn.
Flow:
When making a
combined Flow power check
, may spend
F
to
add
a
to any checks using the same skill until the end of next turn.
Control Ebb:
Once per session, if a target suffered at least 5 strain from
this power, add
Despair
to the target’s next chek.
Flow:
Once per session, if the user healed at least 5 strain from
this power, add
Triumph
to the user’s next check.
Strength The Force user may spend
F
to increase the strain
healed or inflicted.
Control Ebb:
When making a
combined Ebb power check
, may spend
F
to
add
f
to any checks made by engaged opponents until the end of
next turn.
Flow:
When making a
combined Flow power check
, may spend
F
to
add
s
to any checks using the same skill until the end of next turn.
Strength The Force user may spend
F
to increase the
f
or
s
added by 1.
Power
Protect/Unleash
Description
Upgrade Effect
Control May spend 1 adv to gain 1 defense

Spend 1 adv to inflict 1 strain on the target

Background

Being one of the few padawans to survive Order 66, Spark had it tough. The only way she survived was through the help of a rebel cell. She had never completed her training, and had barely started it for that matter. When the order was sent out, she was only 13. The rebels taught her how to survive, gave her a home, food, and a family. Then, when she was about 30, they were attacked. Forced to flee, the rebels did everything they could to make sure that Spark was able to escape, convinced that she was important to their future. Spark went straight to the nearest planet, which happened to be Daalang III. She is now 33, attempting to continue the rebel cell on this planet, while keeping her force sensitivity on the down low.

Motivation

Oath (11) – Spark has sworn an oath to continue on as the leader of Moon Squadron. After making contact once more with the Rebellion, her tasks as a Lieutenant Commander may interfere with the mission at hand.

(3) - Alcoholic

(5) - Curiosity about how many other Jedi survived, what all she can learn from them, and what became of her master.

(5) - Mole: Spark has used the Inquisitor cover the Empire so graciously bestowed upon her to infiltrate and destroy Imperial assets. If this obligation gets too high Spark will be outed and the Inquisitor cover made useless.

Duty (0) - Combat Victory
(Specifically Spark feels an obligation to carry on the rebels motives and continue fighting for the rebellion as she feels she owes a debt to them.)

Morality

Bravery – The character’s bravery is quite remarkable, he is always willing to take risks to help others.

Hatred – The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer.

Paragon of Light (100 Morality)

Description

Pale white with red hair that falls to about her chin, usually kept up in a bun or pony tail. She is rather short, but skinny and muscular.

Other Notes

30 XP from server bonus
10 XP from obligation
110 starting XP
35 XP carried over
15 from Down Under
15 from The Acquisition
10 from VR Testers
5 from Guard Job
20 from Pest Problem
15 from Survey Corps
5 from Bantha Job
15 from The Lost
10 from Dinner with the Devil (Saucy!)
10 from If Cacciatore
15 from Iron Fathier
20 from Suspicions
8 from Animal Control
5 from Rollout
5 from Weekly XP Claim
5 from The Pick Up
10 from Spiate out Kiting
20 from Ncil Crossover
5 from Weekly XP Claim
5 from Weekly XP Claim
6 from GM Kickback
5 from Weekly XP Claim
10 from Star Wars Day
20 from Gravediggers
5 from Weekly XP
10 from GM Kickback
10 from The Put Down
15 from Long Forgotten
15 from The Experiment
5 from Weekly XP
15 from Weekly XP
15 from Weekly XP
15 from Weekly XP

Recipes: Draught of Fire x1, Healing Potion x2, Neural Charm, Water of Life

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