Rhen

Background Details
Rhen is a female Zabrak and a Nightsister from Dathomir. She broke free from the detention center in the Jedi Temple in the midst of the Great Jedi Purge and joined up with the other PCs in order to escape and survive.

Rhen Character Sheet
Career (Specialty): Consular(Ascetic); Nightsister

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

Skills: Athletics(Br) 1, Coercion(Will) 1, Discipline(Will) 2, Melee(Br) 2, Resilience(Br) 1

Career Skills: Athletics(Br), Discipline(Will), Resilience(Br), Stealth(Ag), Survival(Cun), Vigilance(Will), Lore (Int)

Wound Threshold: 15

Strain Threshold: 15

Zabrak Ability
Fearsome Countenance: Add automatic Advantage to all Coercion checks.

Nightsister Talents
Summon Item: As a maneuver, summon or dismiss a ritually prepared item.

Ichor Blade: Chosen Melee or Brawl weapon gains Cortosis and Pierce 2 qualities, and reduces its critical rating by 1 (to a minimum of 1). If the weapon is ever lost or destroyed, Ichor Blade can be applied to a new item (with a 1 hour ritual).

Improved Ichor Blade: Chosen weapon also gains the Sunder quality and Defensive 1 quality, and increases its damage by 2.

Ichor Transfusion: Once per encounter, may perform Ichor Transfusion maneuver to heal any number of strain by suffering that number of wounds +1. May instead heal any number of wounds by suffering that number of strain +1.

Ichor Reserve: Once per session as a maneuver, may suffer 2 strain to increase Force rating by 1 until the end of the encounter.

Force Rating: Force rating +1.

Expert Tracker: Remove [black die] to find tracks or track targets. Decrease time to track target by half.

Toughened: +2 Wounds.

Sixth Sense: +1 Ranged defense.

Intimidating: Suffer a number of strain (cannot exceed ranks in Intimidating) to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks.

Dedication: +1 Willpower.

Ascetic Talents
Grit(x2): Gain +1 strain threshold.

Go Without: Once/session, character counts as having the tools for the job when making a skill check.

Intense Focus: Maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

Force Protection(x1): Maneuver; suffer 1 strain and commit [Force Dice] up to ranks in talent. Increase soak by number of committed [Force Dice] until beginning of next turn. May suffer 1 strain/committed [Force Die] to continue talent's effects.

Empty Soul: If carrying items that total 2 or less encumbrance, add one light and one dark Force pip to Force power checks.

Force Rating: +1

Enhance Talents
Enhance Power: When making an Athletics/Resilience/Brawl check, may roll an Enhance power check as part of the pool. User may spend light/dark pips to gain success or advantage (user's choice) on the check.

Force Leap: Take Force Leap maneuver, make Enhance power check. May spend 1 Force pip to teleport horizontally/vertically to short range, or 2 Force pips to teleport horizontally/vertically to medium range.

Morality: 50