Nawah Masin

Appearance
Nawah is a tall Mirialan, standing around 5’11” inches in height with an athletic build. She has dark purple hair that reaches to her mid-back, though she regularly styles it and rarely wears it completely straight. The woman has dark green skin and bright orange eyes. She generally wears professional-looking clothing, though she tends to wear some form of physical protection under all of that fancy clothing.

To most non-Mirialans, the most distinctive feature of the woman are her tattoos. She has several geometric tattoos covering her face, neck, and even her arms and hands. These are the traditional Mirialan tattoos that tell the story of an individual’s life. Most of the tattoos are circular or triangular in nature.

History
Nawah Masin was born on Mirial approximately 25 years ago. Her mother worked in finance while her father was a member of the planet’s military. Her family supported the Galactic Republic during the war, much like the planet itself. She had a reasonably happy childhood and didn’t want for much. She learned the art of negotiation and finances from her family, as was expected of her. Time passed, and the war dragged onwards. During the war, she lost her father to the war on a military expedition. He had risen high enough to be one of the Republic’s many generals and was something of a hotshot pilot. His ship was destroyed in battle.

When Nawah was six, she began exhibiting signs of Force adeptness. It wasn’t anything major, but it was enough that her parents were planning to send her to the Jedi for training. However, before they could reveal their plans to anybody, they were approached by a woman by the name of Tasra, a member of the Zabrak species. She had received a vision that she would find a young child who would be powerful in the Force and that she was to take the child as her apprentice. Tasra was able to convince Nawah’s parents (perhaps with some subtle use of the Force) that they should let her take Nawah and not tell anybody about this plan. Her parents agreed and spun a tale about Nawah being invited to train in an exclusive school in the Core worlds to cover for her disappearance.

Tasra took Nawah to the desert plant of Jakku, deliberately choosing the planet for its general isolation. Tasra’s training regimen was relentless and incorporated all the usual things: finding crystals and parts for a lightsaber before constructing it, brutal physical training, endless work with the Force to hone her power, and training in various other skills that Nawah may need one day.

Tasra was a Gray Jedi, which to Tasra meant that she saw the Force primarily as a multi-faceted tool and you needed to be strong and capable to wield it to its full potential. The Dark Side could be used by anybody strong enough to avoid its corruption. The ideological differences between the Sith and Jedi were of minimal concern to her as she saw both as extremists. However, she could work with a Jedi but a Sith was not someone who could be trusted to be bargained with. They’d fallen to corruption completely.

As a result of this belief, Nawah’s training was extensive, both in mind and body, so that she could be strong enough to handle either side of the Force. It took her longer to move forward in training as a result. However, that didn’t stop Tasra from putting Nawah through difficult challenges and bringing her with on missions that Tasra deemed important. This was before the Clone Wars, but there were still Force users who had fallen to the Dark Side. The Jedi, the ones who supposedly were best equipped to deal with these threats, didn’t visit the worlds out on the Rim like they promised, not nearly so much as to deal with these threats.

Tasra and her apprentice, however, were more than up for that challenge. Through subtle arts of negotiation and charm, Nawah would assist Tasra in gathering information from locals who had heard rumors or seen these Dark Side users. The two would then go on a search for the rogue Force user. Sometimes it was someone who had abandoned the Jedi Temple. Sometimes it was someone who came into the Force on their own with no master to guide them. Sometimes it was someone who had been obsessed with the tales of the Sith who happened to be able to channel the Force. Whatever the case, the duo would always confront them and offer to help them find balance again. Rehabilitation was important to them. But none of the fallen Force users would ever agree, and the group would fight.

On occasion, the duo would come across a Jedi and their padawan. As the duo was never engaged in any Dark Side activity and neither fell to the Dark Side, the Jedi never had occasion to cause them much trouble. On rare occasions they were hunting the same target and teamed up. On those rare outings, Nawah and Tasra refrained from making use of any of the powers traditionally associated with the Dark Side, just to be safe. They also refrained from ever giving too much information about themselves.

One Jedi they had interactions with was Zernvik Akawoi, who shared similar concerns about the Sith and Dark Side force users. The two sometimes helped him out with information gathering and certain other missions that could make use of their talents. In the future, this would result in Nawah picking up certain negotiation jobs from Zernvik as well, leading her to having a passing familiarity, at the very least, with his padawan, Vesper. Vesper, however, did not know about the past relationship Nawah had or that she’d ever been a Force user. When Zernvik disappeared, she put some of her resources into locating him, with no results that led to determining what happened to him.

About ten years ago, all of these battles came to a head.

Nawah and Tasra had been causing enough of a problem for certain individuals with long-term plans that assassins were eventually dispatched. These weren’t the usual bounty hunters who showed up every so often looking to bag themselves a “Jedi”. Nor were they poorly trained former Padawans or self-taught Force users. These assassins used red lightsabers and were comfortable in using all aspects of the Dark Side of the Force. The women were ambushed as they returned to their cave on Jakku that had served as their base of operations. Tasra was able to block the initial blast of Force Lightning with a powerful use of Protect while Nawah responded by willing the Force to alter the terrain, sprouting thick vines out of the ground. The battle would rage on, with nobody to witness the fight in the Jakku desert as the land was scarred by battle.

Eventually Tasra and one of the assassins slew each other with simultaneous strikes from their lightsabers, the weapons shattering as the two unleashed their last breaths. Meanwhile, Nawah and her foe continued the battle, with her foe having gone on the defensive, focusing on defensive use of the Force. They had managed to get each other’s lightsabers away from the other and were relying on pure use of the Force at that moment. Nawah gathered up the last of her considerable strength and reached out to the Force, lifting the cave she and Tasra had called home, and launching it through the air to drop it on her foe. As she launched it, she felt a sharp pain stabbing throughout her body and soul as her opponent was able to severe her connection to the Force. That wouldn’t be enough to save the assassin, who was promptly crushed by the cave. The sound of the crash could be heard for miles and the impact of the cave was enough on the sand to crush her foe, the bodies of Tasra and the other assassin, and it would take the lightsabers deep underground with the cave as it was swallowed by the sand.

The land around the battle site had been permanently scarred. Black sand, burned so from the various attacks and manipulation of the terrain, stretched out for a quarter of a mile in any direction. What little life had grown in the area was well and truly dead. Residents of Jakku would morbidly refer to it as the Dead Zone over time, but Nawah wouldn’t be there for that. She left Jakku to head to Coruscant to try to begin a new life.

What this new life meant was she helped broker deals between all sorts of parties, ranging from political to financial to personal dealings. She was initially concerned that the few Jedi she had met previously would recognize her, but strangely enough all of them had perished. If it was the same assassins or not, Nawah did not know. Nawah hasn’t found that to be a coincidence but hasn’t been able to dig up any solid leads.

She would find herself being employed by the Jedi on occasion as the Clone Wars ramped up. The Jedi couldn’t always afford to send a Jedi negotiator along on some of the more political missions, and her skills had become well-known enough to be employed in such a manner. She eventually befriended a Twi’Lek Jedi named Firith Mobak who called for her on several such missions. Eventually, he became the first and only person that she trusted with the secret of her past, and he agreed to help her research the topic at the Jedi Temple to see if there was a way to reverse the Severing.

Nawah had earned enough to set herself up well, but a few days ago she returned home to the news of her mother’s disappearance. She would start putting in place plans to return to her home planet to investigate, but those plans would be placed on hold.

PC Connections Prior to Game
Nawah has had a few business dealings on behalf of other clients with Vic Dantor regarding droid parts prior to the Clone Wars.

Nawah has run into Brawln in Firith's office as both have been working for the Jedi.

Nawah has worked for Vesper Syl'tine's mentor prior to his disappearance. She still has a positive relationship with Vesper. This has led to her place being used as a refuge for Vesper, Efnir Kis, and Somi Amersu. She has not yet met Nomi Amersu and does not know about the twins.

The Day of the Game
Nawah returned home from her last meeting, planning to leave the planet in a couple days to meet with the Mirial government. As she walked inside, she would see that the place had been completely vandalized and looted. A note was left on her now-demolished bed threatening her death.

Gathering up what few things she still had that were salvageable, Nawah made her way to try and locate Firith. As she arrived at the Jedi Temple, three fateful words were spoken:

“Execute Order 66”.

Career, Characteristics and Skills
Career (Specialty): Colonist (Entrepreneur)

Second Specialty: Arbiter

Third Specialty: Gadgeteer

Characteristics: Brawn 3, Agility 4, Intellect 2, Cunning 1, Willpower 2, Presence 3

Skills: Charm (Presence) 2, Cool (Presence) 1, Deception (Cunning) 1, Discipline (Willpower) 4, Leadership (Presence) 1, Lightsaber (Brawn) 3, Lore (Intelligence) 1, Mechanics (Intelligence) 1, Negotiation (Presence) 2,

Career Skills: Charm (Presence), Core Worlds (Intelligence), Deception (Cunning), Education (Intelligence), Leadership (Presence), Lore (Intelligence), Negotiation (Presence), Streetwise (Cunning)

Specialization Skills: Brawl (Brawn), Coercion (Willpower), Discipline (Willpower), Education (Intelligence), Lightsaber (Brawn), Mechanics (Intelligence), Negotiation (Presence), Perception (Cunning), Ranged-Light (Agility), Underworld (Intelligence), Xenology (Intelligence)

Derived Stats
Soak: 6

Melee Defense: 3

Ranged Defense: 4

Wound: 17

Strain: 12

Force Points: 2

Morality: 63

Weapons
Basic Lightsaber: 9 Damage. 1 Crit. 1 Encumbrance. Breach 1. Vicious 2. Sunder. 5 Hard Points. Attachment - Pistol Hilt: Must spend 1 maneuver to switch between weapon modes. Weapon Profile listed separately. Crystal modded to reduce Crit rating by 1, Damage +2 and add Vicious 2. Jury Rigged talent applied for +1 Damage.

Lightsaber Pistol Hilt: 6 Damage. 3 Crit. Short Range. Stun Damage.

Pocket Blaster Pistol: 5 Damage. Short Range. 3 Crit. 1 Encumbrance. Stun Setting. Adds 1 setback die to Perception checks to locate weapon.

Ionization Blaster: 10 Damage. Short Range. 5 Crit. 3 Encumbrance. Disorient 5. Ion.

Kyuzo War Shield (Melee): 3 Damage. +1 Damage. 4 Crit. 3 Encumbrance. Cumbersome 3, Defensive 1, Deflection 2, Disorient 1

Kyuzo War Shield (Ranged-Light): 3 Damage. +1 Damage. 4 Crit. 3 Encumbrance. Cumbersome 3, Defensive 1, Deflection 2, Disorient 1, May be thrown using Ranged (Light) up to short range. It gains the limited ammo quality. Rolling 3 Advantage allows the thrower to recover the shield from a ricochet. Typically worn as a hat.

Sap Gloves: 3 Damage. +2 Damage Mod. 5 Crit. 1 Encumbrance. Concussive 1, Disorient 1, Knockdown, Stun Setting. Spotting sap gloves requires Daunting Perception check.

Unarmed: 3 Damage. 5 Crit. Disorient 1, Knockdown, Stun Setting.

Armor
Nawah's Diplomatic Robes: May contain her Armor Insert attachment. Adds 1 boost die to social checks claiming diplomatic authority, accessing classified data, and bypassing normal protocol.

Nawah's Noble Regalia: May contain her Armor Insert attachment. Downgrade difficulty of social checks to interact with nobility or subordinates once.

Cargo Clothing: Carry 3 Item(s) up to Encumbrance 1 Mod. Boring generic worker uniforms.

Armor Insert Attachment: +2 Soak. +2 Defense. Has been modded by Vic from its original +1 Soak +1 Defense. Armor inserts can be noticed by making an Average Perception check. May only be attached to gear with 1 or less soak and 0 Defense. Requires 0 Hard Points.

Communications and Electronics
Handheld Comlink: For communicating.

Earbud Comlink: Noticing an individual is wearing an earbud comlink requires a Hard Perception check

Datapad: Looted from some dead Bith in the first session.

Credits
Personal Credits: 2,675 Credits at end of Session 31.

Medical
Stimpaks (1): Heals 5 wounds.

Plot Items
Master Firith's Robes: RIP

Mysterious Mirrors (3): These were found in Nawah's pack after they boarded their ship for the first time. Left by The Mirror.

Storage
Military Modular Backpack Frame: Storage Mod. +3 Encumbrance. Hidden Compartment Mod.

Utility Belt: +1 Encumbrance.

Vehicles
T-47 Airspeeder: Nawah's new speeder is a T-47 Airspeeder with no weapons (though weapons could be purchased and mounted on it if desired).

Medical
Stimpaks (8) Heals 5 Wounds

Log (started Session 18):

Session 18: Doled out a bunch of stimpacks to the group. I forgot that Nawah already had 2 so she didn't have to take 2, leaving the ship's stores with 4.

Session 25: Rest of ship's stores of 4 were doled out.

Session 26: Nawah purchased 8 stimpacks for the ship.

Contacts
Jedi Temple Receptionist Lady: Gained her as an ally if she somehow survives due to a Triumph roll on a Charm check in Session 1. Beth claims she's dead but I still believe!

Speeder Rental Guy: Negotiated a Preferred Buyer status in Session 2 on Kamparas (though they likely have other locations). Will probably get good deals on rentals.

Lin Vondin: The Mirialan proprietor of the scrapyard on Nar Shaddaa, hit it off with Nawah and Vic and said they can park their ship there for free the next time they come back (3 advantage on Nawah's Negotiation roll)

Unspeaking Toydarian: This is an unspeaking Toydarian who buys stuff legally off Nawah on Nar Shadda.

Arbiter Talents
Sense Emotion: Add 1 Boost Die to all Charm, Coercion, and Deception checks unless the target is immune to the Force.

Savvy Negotiator (2): Remove 1 setback per rank of Savvy Negotiator from all Negotiation and Streetwise checks.

Congenial (1): 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.

Toughened (1): Gain +2 Wound Threshold - The third row, 2nd column Nobody's Fool talent was replaced with this talent.

Crucial Point: Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.

Calming Aura: When an opponent targets character with a Force poower, reduce pips generated by 1.

Dedication: Add one to an existing attribute (Agility).

Force Rating: Gain +1 Force Rating.

Entrepreneur Talents
Sound Investments (2): +100 credits at the start of each session per rank of Sound Investments.

Rapid Recovery (1): When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.

Gadgeteer Talents
Toughened (1): Gain +2 Wound Threshold

Jury Rigged (1): Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use (+1 Damage to Lightsaber).

Armor Master: When wearing armor, increase total soak by 1.

Tinkerer (1): May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once (Undecided).

Deadly Accuracy (Lightsaber): When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

Dedication: Add one to an existing attribute (Brawn).

Conjure
Conjure Basic Power: The Force user may spend pips to create a facsimile of a Brawl or Melee weapon with the profile below. 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 now greater than one this way. The user may not activate this multiple times.

Brawl or Melee Weapon: Damage +3, Critical 3, Range Engaged, Cortosis

Duration (1): The power gains the ongoing effect: Commit a Force Die after successfully activating this power. One conjured facsimile per Duration upgrade purchased remains in existence as long as it stays within short range of the user. If the facsimile moves beyond short range of the user, it ceases to exist.

Influence
Influence Basic Power: The character may attempt to guide, shape and even twist the thoughts and feelings of others. Only pips generated from the Dark Side may be used to generate negative emotions such as rage, fear, and hatred. Only pips generated from the Light Side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated from either Dark or Light Side.

The character may spend pips to stress the mind of one living target they are engaged with, inflicting 1 Strain.

Magnitude (3): Spend pips to increase targets affected equal to Magnitude upgrades purchased.

Range (1): Spend pips to increase power's range by a number of range bands equal to Range upgrades purchased.

Strength: When stressing the mind of a target, the character inflicts 2 strain.

Control (Skills): When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power Check as part of their dice pool. They may spend pips to gain Successes or Advantages (user's choice) on the check.

Control (Emotion/Belief): The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power Check. Ifn the user spends 1 pip 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.

Manipulate
Manipulate Basic Power: The Force user shapes machine components on a molecular level, allowing them to mend damaged mechanical systems. The Force user may spend pips to cause one vehicle or starship they are engaged with to recover one system strain. The user may activate this multiple times.

Control: Item Damage: Ongoing effect: Commit Force Die. One damaged weapon or item counts as being undamaged.

Control: Mechanics: When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend pips to gain successes or advantages (user's choice) on the check.

Reference Trees