Asitah Vassa

Consular, Sage

Description:

Character

Name: Asitah Vassa
Species: Mirialan
Career: Consular
Specialization Trees: Sage, Niman Disciple, Healer

Gender: Female
Age: 26
Height: 1.5 meters
Build: Curvy
Hair: Warm Brown
Eyes: Blue

Notable Features: Asitah has the geometric facial tattoos that are customary for her people..
Other: TBD.

Soak Value Wounds Strain Defense
3 0/13 0/16 0R/0M

Characteristics

Brawn Agility Intellect Cunning Willpower Presence
2 3 3 1 3 3

Skills

General Skills Career? Dice Pool Rank
Astrogation (Int) Y 1
Athletics (Br)
Charm (Pr) Y 1
Coercion (Will)
Computers (Int)
Cool (Pr) Y 1
Coordination (Ag)
Deception (Cun)
Discipline (Will) Y 2
Leadership (Pr) Y
Mechanics (Int)
Medicine (Int) Y 1
Negotiation (Pr) Y 2
Perception (Cun) 1
Piloting – Planetary (Ag)
Piloting – Space (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will) Y
Combat Skills Career? Dice Pool Rank
Brawl (Br) Y
Gunnery (Ag)
Lightsaber (Will) Y 1
Melee (Br)
Ranged – Light (Ag)
Ranged – Heavy (Ag)
Knowledge Skills Career? Dice Pool Rank
Core Worlds (Int)
Education (Int) Y 1
Lore (Int) Y 3
Outer Rim (Int)
Underworld (Int)
Warfare (Int)
Xenology (Int) Y 1

Weapons

Weapon Skill Damage Range Crit Special
Basic Lightsaber Lightsaber 6 Engaged Breach 1, Sunder

Motivations

Motivation Type Description
Ambition Discovery
Cause Knowledge
Faith Goodness of People

Morality

Emotional Strength Emotional Weakness Morality Starting Current Conflict
Curiosity Obsession Light-Side Paragon 71 72 0

Equipment Log

Credits Weapons & Armor Personal Gear Assets & Resources
275 Basic Lightsaber, Concealing Robes Backpack, Comlink (handheld) Val Isa’s Holocron, Suljo Warde’s Holocron

Talents and Special Abilities

Name Rank Page Ability Summary
Grit 3 144 Gain +1 strain threshold.
Kill With Kindness 1 146 Remove per rank of Kill With Kindness from all Charm and Leadership checks.
Researcher 2 150 Remove per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Confidence 1 141 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Knowledge Specialization 2 146 When acquired, choose 1 Knowledge skill. When making that skill check, may spend result to gain additional successes equal to ranks in Knowledge specialization. Skill: Lore
Smooth Talker 1 152 When first acquired, choose 1 skill: Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend result to gain additional equal to ranks in Smooth Talker. Skill: Negotiation
Valuable Facts 153 Once per encounter, perform Valuable Facts action: make a Knowledge check. If successful, add to one ally’s skill check during the encounter.
Force Rating 1 143 Gain +1 Force rating.
Balance 143 When the character recovers strain at the end of the encounter, may add per Force rating. Recover additional strain equal to generated.
The Force Is My Ally 143 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Nobody’s Fool 1 148 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Parry 1 149 When hit by a melee attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect 1 150 When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Niman Technique 148 When making a check using the Lightsaber skill, the character may use Willpower instead of Brawn.
Rapid Reaction 1 150 Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of to initiative checks.
Surgeon 1 153 When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Healing Trance 144 Commit . For every full encounter remains committed, heal 1 wound per rank of Healing Trance.
Physician 1 149 When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.

Force Rating

Rating Committed
2 0

Force Abilities

Power Upgrade Purchased Description
Heal/Harm Heal/Harm Basic Power 1 The Force user bolsters their ally with renewed vigor or saps their foe of vital energy. Heal (light side Force user only): Spend to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Heal/Harm Magnitude 1 Spend to affect 1 additional target within range per rank of Magnitude purchased.
Heal/Harm Control: Strain 1 Heal: If no generated target heals strain equal to wounds healed. Harm: If any were used to generate user heals strain equal to wounds inflicted.
Move Move Basic Power 1 The Force user can move small objects via the power of the Force. The user may spend to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Seek Seek Basic Power 1 The Force user allows the will of the Force to lead the way to something lost or forgotten. The user may spend to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance. The user may spend and succeed at a Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Sense Sense Basic Power 1 The Force User can sense the Force interacting with the world around them. The user may spend to sense all living things within short range (including sentient and non-sentient beings). The user may spend to sense the current emotional state of one living target with whom they are engaged.
Enhance Enhance Basic Power 1 When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend to gain or (user’s choice) on the check.
Influence Influence Basic Power 1 The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Special Rule (/ use): When guiding and shaping thoughts, only may be used to generate negative emotions such as rage, fear, and hatred. Only may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either or . The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.
Foresee Foresee Basic Power 1 The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend to gain vague hints of events to come up to a day into their future.

Experience

Experience Earned Experience Available
605 125
Bio:

Asitah Vassa

Star Wars: Fate of the Force EmmaPharesHurley