Asta Vadin by vidityavoleti

Species
Vurk
Career
Mystic
Specializations
Advisor
System
Force and Destiny

3
Threshold 13
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Characteristics

1
2
2
1
3
4

Skills

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

Attacks

Variable holdout blaster
Range
Short
Skill
Ranged: Light
Limited 12. +K for Perception checks to notice it. Must choose 1-7 for damage.
Damage
1-7
Critical
4

65

Weapons & Armor

Heavy Clothing

Hydraulic Leg Brace

Personal Gear

Macrobinoculars

Assets & Resources

Various trinkets and chachkies from around the galaxy

Critical Injuries & Conditions

129 PPPP - Gruesome Injury: -1 Brawn

Talents

Name Rank Book & Page Description
Know Somebody 1 Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
Grit 1 +1 strain
Knowledge is Power 1 Once per session, when making a check, count Force rating as being equal to ranks in Knowledge (Outrim). *changed from Lore
Kill With Kindness 1 Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
Nobody's Fool 1 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Plausible Deniability 1 Remove b per rank of Plausible Deniability from all Coercion and Deception checks.
Smooth Talker 1 When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.
Sense Emotions 1 Add b to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Contingency Plan 1 May spend 1 Destiny Point to recover Strain equal to ranks in Cunning

Force Powers

Force Rating
2
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (W/B use): When guiding and shaping thoughts, only B may be used to generate negative emotions such as rage,
fear, and hatred. Only W may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either W or B.
The character may spend F to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Range Spend F to increase power's range by a number of range bands equal to Range upgrades purchased
Control (Power) The Force user may make an opposed Discipline vs Discipline
check combined with an Influence Power check. If the user
spends F 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 (Skills) 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 F to gain s or a
(user’s choice) on the check.
Magnitude x2 Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Power
Conjure
Description
The Force user calls forth a spectral object to their hand which lasts for a short time
The user may spend F to create a facsimile of a Brawl or Melee weapon anywhere within Engaged range. At the end of the user's next turn, this item dissipates. At the GM's discretion, the user can instead conjure a simple tool or other useful low-tech items with an Encumbrance no greater than [3].
Upgrade Effect
Magnitude x2 Spend F to increase maximum encumbrance of conjured thing by 2 per Magnitude
Number Spend FF to create additional, identical conjurations equal to purchases in Number
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The user may spend F to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend F F to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. (May not be activated multiple times.)
The user may spend F and succeed at a PP Cool check (or opposed Cool v Discipline check) to see through illusions
Upgrade Effect
Control Commit Force Die: Upgrade the ability of Vigilance and Perception checks once
Power
Suppress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend F to add automatic Despair to Force power checks made against him or any ally within Short range until the end of his next turn. (May not be activated multiple times.)
Upgrade Effect
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

HEAL: Spend F to heal a number of wounds equal to Intellect from an engaged living creature (including user)
HARM: Spend F to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The User gains 1 Conflict.
Upgrade Effect
Magnitude x2 spend FF to affect 1 additional Target within range per rank of Magnitude

Background

Motivation

Morality

Description

Other Notes

Return to Top