Ruin 'Ru' by Wyrd

Species
Zabrak
Career
Mystic
Specializations
Seer/Alchemist
System
Force and Destiny

5
Threshold 13
Current 0
Threshold 16
Current 0
Ranged 0
Melee 1

Placeholder Image

Characteristics

3
2
2
2
4
1

Skills

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

Attacks

Ichor Claws
Range
Engaged
Skill
Brawl
Cortosis
Damage
7
Critical
3

0
340
1000
6/8

Weapons & Armor

Armored Robes: +2 Soak, +5 Enc, +1 Defense

Personal Gear

Protective Amulet: Invigoration, Carefully Measured 150c
Fetish of Fear: Draining, Growing Power, Invigorating 300c
1x Healing Potion: Carefully Measured, Reviving
Neural Charm: Hidden Purpose 1200c
8x Stimpack 25c
1x Protective Amulets
1x Stimulant, Regular
2x Stimulant, Heal 6 Strain
2x Amulet of Power, Hidden Purpose 1
1x Amulet of Power, Noticeable

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Blooded Ultimate Power Pg 27 Add a Boost dice per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by I round per rank of Blooded, lo a minimum of 1 •
Grit Ultimate Power Pg 27 Gain +1 Threshold
Transmogrify Ultimate Power Pg 27 When making a crafting check. may add Force dice no greater than Force rating. Spend a Light or Dark side force points to add a success and spend two Light or Dark side force points to add an advantage to check.
Alchemical Arts II Ultimate Power Pg 27 After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add Light or Dark side force points to results.
Uncanny Reactions I Force and Destiny Pg 83 Add 1 Boost die per rank of Uncanny Reactions to all Vigilance checks
Keen Eyed Force and Destiny Pg 83 Remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half
Grit I Force and Destiny Pg 83 Gain +1 strain threshold
Sense Danger Force and Destiny Pg 83 Once per game remove 2 setback dice from any 1 check.
Force Rating +1 Force and Destiny Pg 83 Gain +1 Force Rating

Force Powers

Force Rating
2
Power
Conjure
Description
The Force user may spend Light or Dark Side force points to create a facsimile of a Brawl or Melee weapon with the following profile: (Brawl or Melee; Damage + 3; Critical 3: Range [Engaged]: Cortosis. This item appears anywhere within short range of the user. The item functions as normal. but at the end of the user's next turn. the item dissipates. If the item is moved beyond short range From the Force user, it also immediately dissipates. At the GM's discretion, the user can also conjure a simple tool or other useful low-tech item that has an encumbrance of no greater than one this way. The user may not activate this multiple times.
Upgrade Effect
Duration Commit Force die to sustain 1 conjuration per Duration upgrade purchased while it remains at medium range.
Magnitude Spend a Light or Dark side Force Point to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased.
Number II Spend two Light or Dark side Force Points to create additional, identical conjurations equal to ranks in Number upgrade purchased
Mastery Spend three Light or Dark Side Force Points to summon the facsimile of a creature of silhouette 1 or smaller instead of an object, This creature is bound to the user's Will, and mindlessly follows that character's commands until the end of the Force user's next turn, If the user has the corpse of the creature being conjured to Imbue with false life, this facsimile persists until the end of the encounter Instead, but the user gains 7 conflict for doing so.
Power
Enhance
Description
Enhance allows Force users to perform athletic feats beyond the original scope of their natural abilities. The basic power has one way of spending Force points:

• When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend Light or Dark Side Force Points to gain a success or a advantage (his choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Upgrade Effect
Control Enhance can be used with the Resilience skill.
Control Enhance can be used with the Brawl skill.

Background

Motivation

Favor: Athana, First of the Nightsisters taught you the secrets of Alchemy. You owe her for her Wisdom.
Curiosity: Things are always interesting.

Morality

Description

Other Notes

Special Abilities: Zabrak begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation.

Fearsome Countenance: Zabrak add automatic advantage to all Coercion checks they make

Improved Alchemical Recipes

Stimulant II
Amulet of Power II

Ancient Knowledge
Mantle of the Nightbrothers: Grants Flight, Hover actions, 2 Maneuvers to summon
Eye of Insight: A floating eye that allows you to see to Extreme with Clarity. Can be maneuvered as far as medium through cracks and around things
Retractable Knife: A throwing Knife tethered to an ichor rope that can be called back as a maneuver.
Ichor Whip: A whip of ichor and acid
Third Hand: A hand that can maneuver at medium range.
Ichorsaber: By conjuring a crystal through a lightsaber hilt you can summon a base lightsaber. Killing an enemy with the saber absorbs their life force and heals 1 wound

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