Star Wars: Fate of the Force
Name: Sahna Nadaash
Specialization Trees: Seer, Niman Disciple
Height: 1.73 meters
Notable Features: TBD.
Soak Value Wounds Strain Defense 2 0/15 0/17 0R/0M
Brawn Agility Intellect Cunning Willpower Presence 1 2 2 3 4 3
General Skills Career? Dice Pool Rank Astrogation (Int) Athletics (Br) 1 Charm (Pr) Y 1 Coercion (Will) Computers (Int) Cool (Pr) Coordination (Ag) Deception (Cun) Discipline (Will) Y 3 Leadership (Pr) Y Mechanics (Int) Medicine (Int) Y Negotiation (Pr) Y 1 Perception (Cun) Y 2 Piloting – Planetary (Ag) Piloting – Space (Ag) Resilience (Br) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Y 1 Vigilance (Will) Y 2
Combat Skills Career? Dice Pool Rank Brawl (Br) Y Gunnery (Ag) Lightsaber (Will) Y 2 Melee (Br) Ranged – Light (Ag) Ranged – Heavy (Ag)
Knowledge Skills Career? Dice Pool Rank Core Worlds (Int) Education (Int) Lore (Int) Y 2 Outer Rim (Int) Y 1 Underworld (Int) Warfare (Int) Xenology (Int)
Weapon Skill Damage Range Crit Special Basic Lightsaber Lightsaber 6 Engaged Breach 1, Sunder
Motivation Type Description Faith The Cosmic Force
Emotional Strength Emotional Weakness Morality Starting Current Conflict Caution Fear Light-Side Force User 50 51 0
Credits Weapons & Armor Personal Gear Assets & Resources 300 Basic Lightsaber, Concealing Robes Utility Belt, Comlink (handheld) Val Isa’s Holocron, Suljo Warde’s Holocron
Talents and Special Abilities
Name Rank Page Ability Summary Expert Tracker 1 142 Remove per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. Grit 3 144 Gain +1 strain threshold. Keen Eyed 1 146 Remove per rank of Keen Eyed from Perception and Vigilance checks to find tracks or track targets. Decrease the time to search a specific area by half. Niman Technique — 148 When making a check using the Lightsaber skill, the character may use Willpower instead of Brawn. Nobody’s Fool 1 148 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. Rapid Reaction 1 150 Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of to initiative checks. Uncanny Reactions 2 153 Add per rank of Uncanny Reactions to all Vigilance checks. Sense Danger — 151 Once per session, remove from any 1 check. Force Rating 2 143 Gain +1 Force rating. Reflect 2 149 When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. Sense Emotions — 151 Add to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers. Toughened 2 153 Gain +2 wound threshold. Forewarning — 143 As an action, give all allies within medium range an increase in defense equal to the character’s Force rating until they act in the encounter. Preemptive Avoidance — 149 May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental. The Force Is My Ally — 143 Once per session, may suffer 2 strain to perform Force power action as maneuver. Parry 1 149 When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry. Sense Advantage — 151 Once per session, may add to 1 NPC’s skill check. Natural Mystic — 148 Once per session, may reroll any 1 Force power check. Defensive Training 1 141 When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Rating Committed 3 0
Power Upgrade Purchased Description 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. Foresee Control: Initiative Success 1 When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. They may spend to gain per point on the check. Foresee Strength 1 Spend to pick out specific details equal to Strength upgrades purchased. Foresee Duration 1 Spend to increase days into the future the user may see equal to Duration upgrades purchased. Foresee Magnitude 2 Spend to increase targets affected equal to Magnitude upgrades purchased. Foresee Control: Defense 1 Affected targets increase their ranged and melee defense by 2 for the first round of combat. Foresee Range 1 Spend to increase power’s range by a number of range bands equal to Range upgrades purchased. 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. Sense Control: Sense Thoughts 1 Effect: Spend . The Force user senses the current thoughts of one living target with whom they are engaged. Sense Range 1 Spend to increase power’s range by a number of range bands equal to Range upgrades purchased. Sense Magnitude 1 Spend to increase number of targets affected by power equal to Magnitude upgrades purchased. Warde’s Foresight Warde’s Foresight Basic Power 1 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 to gain hints about what another individual within short range is likely to do in the near future. Warde’s Foresight Control 1 When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power check as part of the pool. The user may spend to add automatic on his first check this encounter. 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. 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. 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.
Experience Earned Experience Available 610 0