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.

Nawah inherited at least a little bit of her father’s impulsiveness, at least when it came to adventure, and would spend the time she wasn’t studying outside on all sorts of childhood adventures. Some of these were more dangerous than others, and she got into her fair share of mischief, but it ultimately led to a child who was reasonably good at getting into and out of trouble with either by raw athleticism or by talking her way through the problem.

Nawah learned a lot about negotiation and tactics from her mother, and as used that information to start a career as a deal broker and negotiator. She ultimately established herself on Coruscant where she helped broker deals between all sorts of parties, ranging from political to financial to personal dealings.

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 a number of such missions. The two became good friends and learned much from each other. They would be sent on political missions to bargain for supplies and even to negotiate with different planets to fight against the Separatists. She worked with other Jedi and clients as well, though Firith was her primary contact.

Nawah had earned enough credits 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) 1, Cool (Presence) 1, Deception (Cunning) 1, Discipline (Willpower) 2, Leadership (Presence) 1, Lore (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: 2

Ranged Defense: 2

Wound: 17

Strain: 12

Force Points: 0

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

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

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

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

Kyuzo War Shield (Ranged-Light): 3 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.

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.

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

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

Medical
Stimpaks (2): Heals 5 wounds.

Credits
Personal Credits: 700 Credits at end of Session 18.

Group Credits: 1,030 Credits at end of Session 18.

Plot Items
Master Firith's Robes: RIP

The artifact: No idea what this is yet. 3 Encumbrance.

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

Medical
Stimpaks (6) Heals 5 Wounds

Weapons
Light Blaster Pistol (2) Standard light blaster pistol. Costs 300 credits. Probably random loot to sell unless somebody wants it.

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.

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)

Arbiter Talents
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.

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

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 (undecided).

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.

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