Astara Lumi by Rylee624

Species
Twi'lek
Career
Jedi/Mystic
Specializations
Padawan/Knight/Seer/Prophet/Sage/Colossus
System
Force and Destiny

4
Threshold 21
Current 0
Threshold 24
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
4
3
4
3
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2
Athletics (Br) X 5
Charm (Pr) X 4
Coercion (Will) X 3
Computers (Int) 0
Cool (Pr) X 4
Coordination (Ag) X 4
Deception (Cun) 4
Discipline (Will) X 3
Leadership (Pr) X 4
Mechanics (Int) X 1
Medicine (Int) 3
Negotiation (Pr) X 4
Perception (Cun) X 6
Piloting: Planetary (Ag) 2
Piloting: Space (Ag) X 2
Resilience (Br) 4
Skulduggery (Cun) 3
Stealth (Ag) 4
Streetwise (Cun) 4
Survival (Cun) X 4
Vigilance (Will) X 5
Brawl (Br) 2
Gunnery (Ag) 2
Lightsaber (Pr) X 8
Melee (Br) 2
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 5
Knowledge: Core Worlds (Int) 2
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) X 3
Knowledge: Underworld (Int) 2
Knowledge: Warfare (Int) 2
Knowledge: Xenology (Int) 3

Attacks

Double-Bladed Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Linked 1, Sunder, Unwieldy 3, Vicious 1
Damage
11
Critical
1
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Contained Energy Axe
Range
Engaged
Skill
Melee
Breach 1, Cumbersome 3, Sunder
Damage
6
Critical
2
Energy Bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2
Damage
8
Critical
2
Semblan Obsidian Dagger
Range
Engaged
Skill
Melee
Damage
4
Critical
1

30
250
106370
11/12

Weapons & Armor

- Double-Bladed Lightsaber (Can be split into two singular lightsabers as a manoeuvre; dual phase modification - once per encounter, may change blade length, negating the enemy's melee defence for next attack) (Mephite Crystal)
- Heavy Robes (or Heavy Clothes)
- Heavy Blaster Pistol
- Thermal Cloak
- Contained Energy Axe
- Longsight Poison (5 doses)
- Energy Bow
- Semblan Obsidian Dagger
- Sith Pain Harness (suffer one wound as an incidental to add automatic success to the next discipline check made).

Personal Gear

Jedi Utility Belt (3-day supply of food capsules, emergency medpac, lightsaber maintenance kit, a slim glow rod, a comlink, aquata breather, +1 encumbrance threshold)
Backpack
Binders

Assets & Resources

- Pet Loth-cat named Vorcuban
- Jedi holocron (adds a boost die for astrogation checks to force sensitive worlds).
- Sith Holocron (adds a boost die to all knowledge lore and education for sith knowledge).
- Fetish of Fear (make enemy do average fear check as an out-of-turn incidental, if they fail they can not do what they wanted).
- Protective amulet (ignores environmental effects, can allow breathing underwater or other similar places, takes away burn quality of weapons).
- Shield Amulet (attacks in or enhanced by the force have a reduced damage, by half. Only use once per session).
- Talisman of Fate (when GM would use Destiny Point to upgrade the difficulty of a check, can downgrade the check once without flipping a DP. Dissolves after one use).

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 2 Padawan Gain +4 Wound Threshold
Grit 2 Padawan Gain +1 Strain Threshold
Quick Draw 1 Padawan Once per round, draw or holster a weapon or accessible item as an incidental
Parry 4 Padawan/Knight When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry
Reflect 4 Padawan/Knight When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect
Sense Danger 2 Padawan/Seer Twice per game, remove two setbacks from any 1 check.
Makashi Technique 1 Makashi Technique When making a check using the lightsaber skill, the character may use Presence instead of Brawn.
Uncanny Reactions 2 Seer Add one boost die per rank of Uncanny Reactions to all Vigilance Checks.
Force Rating 1 Padawan +1 Force Rating
Keen Eyed 1 Seer Remove a setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit 1 Seer Gain +1 strain threshold
Learning Opportunity 1 Padawan Once per round, the character may spend three advantage from a check they fail to upgrade the ability of their next check once.
Valuable Facts 1 Padawan Once per encounter, perform Valuable Facts action: make an Average Knowledge check. If successful, add one triumph to one ally's skill check during the encounter.
Forewarning 1 Seer Perform the Forewarning action. All allies within medium range increase defense by character's Force Rating until they act in the encounter.
Temple Training 1 Padawan Before making a lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore).
Expert Tracker 1 Seer Remove a setback die per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Toughened 1 Seer Gain +2 wound threshold.
Something to Prove 1 Padawan Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.
Adaptable 1 Padawan When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove Despair or Threat equal to their ranks in Cool.
The Force is my Ally 1 Seer Once per session, may suffer 2 strain to perform Force power action as maneuver.
Natural Mystic 1 Seer Once per session, may reroll any 1 Force power check.
Beginner's Luck 1 Padawan Once per session when the character makes a check, add success equal to the number of light side Destiny Points in the Destiny pool to the results.
Dedication 2 Padawan/Knight Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Force Rating 1 Seer Gain +1 Force Rating.
Sincerest Flattery 1 Padawan Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add two boost die.
Grit 2 Knight Gain +1 strain threshold.
Sense Advantage 1 Seer Once per session, may add two setback die to 1 NPC's skill check.
Force Rating 1 Seer Gain +1 Force Rating.
Forager 1 Seer Remove up to two setback die from skill checks to find food, water, or shelter. Survival checks to forage take half this time.
Jump Up 1 Knight Once per round, may stand from seated or prone as an incidental.
Grit 1 Seer Gain +1 strain threshold.
Rapid Reaction 2 Seer Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Preemptive Avoidance 2 Seer/Sage May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental.
Researcher 4 Knight/Sage Remove a setback die per rank of Researcher from Knowledge checks. Researching a subject takes half the time.
Sense Emotions 1 Knight Add a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Toughened 2 Seer/Colossus Gain +2 wound threshold.
Dodge 1 Seer When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Overwhelming Aura 2 Prophet Commit a force die. Add advantage to social checks equal to force die committed. Add threat equal to force die committed to enemy social checks in short range.
Congenial 2 Prophet May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
Kill with Kindness 1 Sage Remove a setback die per rank of Kill with Kindness from all Charm and Leadership checks.
Confidence 1 Sage May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Well Rounded 1 Padawan Choose any 2 skills. They permanently become career skills.
Balance 1 Knight When the character heals strain at the end of the encounter, they may add a fore die per force rating. They recover additional strain equal to force points generated.
Knowledge Specialization 3 Sage When making a Knowledge Lore check, may spend one triumph result to gain additional successes equal to ranks in Knowledge Specialization.
Rapid Recovery 3 Prophet When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
Inspiring Rhetoric 1 Prophet Take the Inspiring Rhetoric action, make an Average Leadership check. Each success causes 1 ally in close range to recover 1 strain. Spend advantage to cause 1 affected ally to recover 1 additional strain.
Will of the Force 1 Knight Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.
Grit 1 Prophet Gain +1 strain threshold.
Force Rating 1 Knight Gain +1 Force Rating
Improved Inspiring Rhetoric 1 Prophet Each ally affected by Inspiring Rhetoric gains a boost die on all skill checks for a number of rounds equal to ranks in Leadership.
Grit 2 Prophet Gain +1 strain threshold.
Grit 2 Sage Gain +1 strain threshold.
Plausible Deniability 1 Prophet Remove one setback per rank of Plausible Deniability from all Coercion and Deception checks.
Smooth Talker 1 Sage When making Charm checks, spend a triumph to gain additional successes equal to ranks in Smooth Talker.
Scathing Tirade 1 Prophet Take a Scathing Trade action; make an Average Coercion check. Each success causes one enemy in short range to suffer one strain. Spend advantage to cause one affected enemy to suffer one additional strain.
Improved Parry 1 Knight When parrying a hit that generated a despair or 3 threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Improved Reflect 1 Knight When reflecting a hit that generated one despair or 3 threat, may hit one target in medium range with the same damage as the initial hit after original attack resolves.
Circle of Shelter 1 Knight When an engaged ally suffers a hit, may use parry or reflect incidental against the hit.
Side by Side 1 Knight While the character and one or more engaged allies are wielding lightsabers add a threat to all combat checks that target that character or those allies
Guardian of the Republic 1 Knight After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.
Saber Throw 1 Knight Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium distance range, adding Force Die no greater than Force rating. Must spend Force Points and succeed to hit target; spend Force Points to have weapon return to hand.
Force Rating 1 Prophet Gain +1 force rating.
Font of Power 1 Prophet Once per session, may take the Font of Power action. Until the end of the encounter, characters within medium range add automatic light or dark side force points to checks based on alignments.
Twisted Words 1 Prophet When targeted by a social check, may spend a despair or two threat and suffer 1 strain as an incidental to inflict strain equal to ranks in coercion on speaker.
Improved Overwhelming Aura 1 Prophet Characters affected by Overwhelming Aura add automatic failure to fear checks the character causes and automatic successes to fear checks not caused by the character.
Fearsome 1 Prophet When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to character's ranks in fearsome.
Prophecy Base Ability 1 Prophecy Once per session, the character may spend 1 destiny point and make a hard vigilance check to utter a prophecy. If they succeed, they foretell one single event, the focus of which is centered around themself. At any time before the end of the game session, they may spend 1 destiny point, at which point the foretold event transpires. The GM should interpret the prophecy to fit the scene, possibly revealing truths the character did not foresee in the process.
Durable 1 Colossus May reduce any critical injury suffered by 10 per rank of Durable, to a minimum of 1

Force Powers

Force Rating
7
Power
Foresee
Description
Upgrade Effect
Basic Power Force user can feel the Force flowing around everything, seeing what is and what will be.
User may spend 1 Force Point to gain vague hints of events to come, up to a day in their own personal future.
Control When making a skill check to determine initiative, the user may roll a foresee power check as part of the pool. They may spend 1 Force Point to gain 1 success in the check.
Duration - 2 Spend 1 Force Point to increase days into the future the user may see equal to Duration upgrades purchased.
Control Affected targets increase their ranged and melee defense by 2 for the first round of combat.
Range - 3 Spend 1 Force Point to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude - 2 Spend 1 Force Point to increase targets affected equal to Magnitude upgrades purchased.
Strength - 2 Spend 1 Force Point to pick out specific details equal to Strength upgrades
purchased.
Control When performing a Foresee power check as part of an initiative check, the Force user may spend 1 Force Point to allow all affected targets to take one free maneuver before the first round of combat begins.
Power
Sense
Description
Upgrade Effect
Duration Sense’s ongoing effects may be triggered one additional time per round.
Control Ongoing effect: Commit 1 Force Die. Once per round, when an attack targets the Force user, they upgrades the difficulty of the pool once.
Magnitude - 3 Spend 1 Force Point to increase number of targets affected by power equal to Magnitude upgrades purchased.
Range - 3 Spend 1 Force Point to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control Effect: Spend 1 Force Point. The Force user senses the current thoughts of one living target with whom he is engaged.
Control Ongoing effect: Commit 1 Force Die. Once per round, when making a combat check, they upgrades the ability of that check once.
Strength When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Basic Power The force user can sense the Force interacting with the world around him.
The user may spend 1 force point to sense all living things within short range (including sentient and non-sentient beings).
The user may spend 1 force point to sense the current emotional state of one living target with whom he is engaged.
Power
Move
Description
Upgrade Effect
Control The Force user can hurl objects to damage targets, by making a Discipline ranged combat check combined with a Move Power check, dealing damage equal to 10 times silhouette.
Basic Power The Force User can move small objects with the Force
The user may spend 1 force point to move 1 object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Range - 3 Spend 1 Force Point to increase power’s range by a number of range bands equal to Range upgrades purchased.
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.
Magnitude - 4 Spend 1 Force Point to increase targets affected equal to Magnitude upgrades purchased.
Strength - 4 Spend 1 Force Point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Enhance
Description
Upgrade Effect
Control Enhance can be used with the Piloting (Planetary) skill.
Control When performing a Force Leap, the user can jump vertically in addition to horizontally.
Basic Power When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend Force Points to gain Success or Advantage (user’s choice) on the check.
Control Ongoing effect: Commit a force die. The user increases his Brawn characteristic by 1 (to a maximum of 6).
Control Take a Force leap action; make an Enhance power check. The user may spend 1 Force Point to jump horizontally to any location in short range.
Control Enhance can be used with the Brawl skill.
Control Enhance can be used with the Resilience skill.
Control Enhance can be used with the Coordination skill.
Power
Bind
Description
Upgrade Effect
Basic Power The Force user restrains an enemy, preventing the target from acting.
The user may spend a Force Point to immobilize a target within short-range until the end of the user's next turn. If the user uses any dark side Force Points the target also suffers one 1 wound per force point spent on the check (ignoring soak).
Power
Misdirect
Description
Upgrade Effect
Basic Power The Force User creates illusions to fool those around him.
The user may spend a Force Point to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Power
Heal/Harm
Description
Upgrade Effect
Basic Power The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend Force Points to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend Force Points to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Control Heal: If no dark side force points generated force points, target heals strain equal to wounds healed.
Harm: If any dark side force points are generated force points, the user heals strain equal to wounds inflicted.
Power
Battle Meditation
Description
Upgrade Effect
Range Spend a force point to increase power’s range by a number of range bands equal to Range upgrades purchased.
Basic Power The Force User directs allies in battle, making them more effective as a coordinated unit.
The user may spend one force point to add one automatic success to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any dark side force points to generate force power, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Control When making a Battle Meditation power check, the user may make an Easy Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of the power.
Magnitude Spend a force point to affect a number of additional targets equal to Presence per rank of Magnitude upgrades purchased.
Power
Alter
Description
Upgrade Effect
Control The Force user may spend one force point to give all characters within short range of the user concealment.
Basic Power The Force user can tap into the Living Force of their surroundings, manipulations the nearby environs.
The Force user may spend one force point to make all terrain currently within short-range difficult terrain until the end of their next turn.
The Force user may spend force points to make all terrain currently within short-range normal terrain until the end of their next turn.
Range Spend force points to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Warde's Foresight
Description
Upgrade Effect
Basic Power The Force user can feel the Force flowing around another specific individual to gain insight into what that person might do.
The user may spend one force point to gain hints about what another individual within short range is likely to do in the near future.
Power
Suppress
Description
Upgrade Effect
Basic Power The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend one force point to add automatic fail to Force power checks made against him or any ally within short range until the end of his next turn.
Power
Endure
Description
Upgrade Effect
Basic Power When the character suffers a Critical Injury with a severity no greater than Easy (check) the character may activate Endure as an out-of-tum incidental and commit force die to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while force die remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Power
Influence
Description
Upgrade Effect
Basic Power The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Special Rule: When guiding and shaping thoughts, only dark side force pointsmay be used to generate negative emotions such as rage, fear, and hatred. Only light side force points may be used to generate positive emotions such as peace, tranquillity, and friendliness. Other emotions such as confusion can be generated with either light or dark force points.
The character may spend force points to stress the mind of one living target, he is engaged with, inflicting 1 strain.

Background

Astara was a young child/toddler when she was sold into slavery to Marto the Hutt. She was a slave until age thirteen when she was rescued by Rina and Locke. She was very traumatized after the GM was a cunt and made her blow up her lightsaber after she had just built it. Now she has a double-sided blade that can be separated into two single lightsabers so she doesn't have to go through this bullshit again.
Astara is the padawan of Loreli Hidaa, who is the padawan of Yoda, and the three of them trained after hours when she was a Jedi padawan, which makes them both close familial figures in her life, making a strong connection between them all. Because of this she also uses a form that includes both makashi and ataru.

Motivation

Morality

54

Description

Other Notes

Hero to the Banking Clan
Killed Blaise, an Acolyte of Noctyss.

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