Difference between revisions of "Zashto Tis"

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|Specializations=Sentry/Shien Expert
 
|Specializations=Sentry/Shien Expert
 
|OtherTraits='''Motivations:''' Injustice - Oppression<br>
 
|OtherTraits='''Motivations:''' Injustice - Oppression<br>
'''Morality:''' 36 • '''Emotional Strength:''' Malleability • '''Emotional Weaknesses:''' Weariness<br>'''Conflict:''' 10
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'''Morality:''' 32 • '''Emotional Strength:''' Malleability • '''Emotional Weaknesses:''' Weariness<br>'''Conflict:'''  
 
|Brawn=1
 
|Brawn=1
 
|Agility=2
 
|Agility=2
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|StrainThreshold=13
 
|StrainThreshold=13
 
|Weapons=Lightsaber
 
|Weapons=Lightsaber
|EarnedXP=60 (Racial 0• PreGame 0 • Current Game 0)
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|EarnedXP=90 (Racial 0• PreGame 0 • Current Game 0)
|SpentXP=73 (Unspent: 13) (+5 Bonues left: 2)
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|SpentXP= (Unspent: 18) (+5 Bonues left: 1)
 
|}}
 
|}}
  
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==Conflict==
 
==Conflict==
7
+
 
  
 
==Weapons & Gear==
 
==Weapons & Gear==
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;Disruptive Strike (3,5)
 
;Disruptive Strike (3,5)
 
:As an action, make a Lightsaber (Cunning) attack. Add [[Image:Force-die.png|18px]] up to Force rating. Spend [[Image:EitherForce-result.png|18px]] to add [[Image:Failure-result.png|18px]] to the next combat check the target makes.
 
:As an action, make a Lightsaber (Cunning) attack. Add [[Image:Force-die.png|18px]] up to Force rating. Spend [[Image:EitherForce-result.png|18px]] to add [[Image:Failure-result.png|18px]] to the next combat check the target makes.
 +
;Supreme Reflect (4,5)
 +
:If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3.
 
<u><big>'''Jedi'''</big></u>
 
<u><big>'''Jedi'''</big></u>
 
;Quick Draw (3,1)  
 
;Quick Draw (3,1)  
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5 XP - Knowledge Warfare<br>
 
5 XP - Knowledge Warfare<br>
 
5 XP - Pilot: Planetary<br>
 
5 XP - Pilot: Planetary<br>
 +
25 XP - Supreme Reflect (Shien Expert)<br>
  
 
==System Symbols==
 
==System Symbols==

Latest revision as of 17:53, 13 August 2017

Zashto Tis
Zashto-Tis-2.jpg
Species: Togruta • Career: Sentinel • Specializations: Sentry/Shien Expert
Motivations: Injustice - Oppression

Morality: 32 • Emotional Strength: Malleability • Emotional Weaknesses: Weariness
Conflict:

Characteristics
Brawn 1 Agility 2 Intellect 2
Cunning 5 Willpower 2 Presence 2
Skills
General Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Astrogation (Int) - Spacer2.jpg Athletics (Brn) 1*
Charm (Prs) - Spacer2.jpg Coercion (Will) -
Computers (Int) 1* Spacer2.jpg Cool (Prs) -
Coordination (Agl) 1* Spacer2.jpg Deception (Cun) 1*
Discipline (Will) 1* Spacer2.jpg Leadership (Prs) -
Mechanics (Int) - Spacer2.jpg Medicine (Int) -
Negotiation (Prs) - Spacer2.jpg Perception (Cun) 2*
Pilot:Planetary (Agl) 1* Spacer2.jpg Pilot:Space (Agl) -
Resilience (Brn) 1* Spacer2.jpg Skullduggery (Cun) 2*
Stealth (Agl) 2* Spacer2.jpg Streetwise (Cun) -
Survival (Cun) - Spacer2.jpg Vigilance (Will) 2*
Combat Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Brawl (Brn) - Spacer2.jpg Gunnery (Agl) -
Lightsaber (Brn) 2* Spacer2.jpg Melee (Brn) -
Ranged:Light (Agl) - Spacer2.jpg Ranged:Heavy (Agl) -
Knowledge Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Core Worlds (Int) 1* Spacer2.jpg Education (Int) -
Lore (Int) -* Spacer2.jpg Outer Rim (Int) -
Underworld (Int) - Spacer2.jpg Warfare (Int) 1*
Xenology (Int) - Spacer2.jpg
Talents
Sentry: Toughened, Uncanny Reactions, Slight of Mind, Dodge, Fear the Shadows, Improved Reflect, Force Rating, Grit, Reflect, Saber Throw
Shien Expert: Reflect, Street Smarts, Shien Technique, Reflect, [Improved Reflect], Reflect, Disruptive Strike
Racial: Pack Instincts
The Force
Force Rating: 2
Force Powers:
Primary: Alter
Move: Basic
Bind: Basic, Range (left), Magnitude (l.center), Control (right)
Secondary: Sense
Sense Basic, Control (left), Duration (left), Strength (left)
Tertiary: Control
Enhance: Basic, Control (Right)
Combat
Soak: 1 • Armor: 0
Ranged Defense: 0 • Melee Defense: 0
Wound Threshold: 13 • Strain Threshold: 13
Weapons
Lightsaber
Experience Points
Earned: 90 (Racial 0• PreGame 0 • Current Game 0)
Spent Experience
(Unspent: 18) (+5 Bonues left: 1)


Background

Zashto Tis was born on Shili, but didn't spend very much time there. When he was still very young, the village he was born in was attacked by Zygerrian slavers while the hunters were away, those left behind were either killed or taken as slaves. Zashto was among the children taken that day. Over the next couple years Zashto witnessed his clan mates die from exhaustion, or at the hands of slavers, sometimes in the fighting pits. Some would be taken away, never to return to the compound. He saw hope dwindle in the other's eyes with every passing day. Then they came for him, he was almost 6, he had been sold. He was taken to Abregado-rae to work in the warehouse of a smuggler. That's when his life took a change for the better, his purchase had been the final piece in an investigation of the smuggler by Master Vadoo Puhr, a Sakiyan Sentinel. During the raid Master Vadoo sensed Zashto's potential brought him back to the temple at Coruscant where the council decided that Master Vadoo should be his teacher. Zashto needed a master that understood the suffering he had endured and could teach him the difference between vengeance and justice.

Under Master Vadoo's tutelage, Zashto learned to wield a lightsaber in defense of others and to wield the force to aid him in this cause. He also learned that obeying the rules and doing the right thing are not always the same thing. That sometimes, for the greater good, you have to break rules. Zashto would frequently accompany Master Vadoo on his investigations, especially the civilian ones. Very rarely he was allowed to help hunt down rogue Jedi. Eventually Zashto passed his Knight trials and was given tasks of his own to complete, often getting the results the council wanted but by skeptical means. Never crossing the line, but sometimes causing many raised eyebrows.

One of his last assignments before Adaloosta-Rae was the tracking of a new rogue Jedi, the council was stretched thin with other concerns and Zashto was the only one available with the skills and experience and it needed to be handled quickly and quietly. The information they gave him seemed incomplete, but it was enough to work with, so over the next few days Zashto hunted and tracked. He finally caught up to the rogue on Abregado-rae in the very same warehouse he had been rescued from, the rogue Jedi had begun to build a smuggling ring. Quickly neutralizing all of the guards and henchmen Zashto worked his way into the warehouse and found a figure that seemed to be cloaked in shadows. No matter how he tried, Zashto could not pierce the illusion this fallen Jedi was creating. Zashto ordered the figure to surrender, but it's distorted voice mocked him and attacked. It was one of the toughest fights Zashto had ever been in, his opponent was a master of the same techniques, and strong in the force able to maintain the illusion during the fight. Blade strikes would come from nowhere. As the fight wore on he could tell his opponent was beginning to tire from maintaining so many powers, so Zashto pressed the attack finally able to disarm the shadowy Jedi. Again Zashto asked for his surrender. The fallen Jedi barked out a malicious laugh and out of the corner of his eye Zashto saw movement. He saw a caged Togruta child that he had somehow missed before and his blood ran cold. In the moment of his distraction the rogue had snatched up his lightsaber and was running towards the child, saber swinging down to strike. In that moment time seemed to stop and Zashto felt his anger, fear and frustration slip away, to be replaced by sorrow and compassion. He had recognized the child and in doing so the illusions were stripped away and he knew what he had to do. He drew on the force and leapt between the Jedi and the now empty cage and struck Vadoo Puhr down. As he fell, Vadoo's face relaxed, no longer obscured. With his last breath he said "I'm glad you were the one to find me." and then died.

Zashto had Vadoo's body and possessions returned to Coruscant and filed a report, but did not return to the temple himself. The calm he had achieved before striking down his master had left, filling him with rage and anger. He traveled to a neighboring world were the Jedi were trying to peacefully remove a dictator from power. He infiltrated the people, stirring up resistance, teaching them to fight. Always slipping away before he could be singled out to lead. Within a few months he had created a rebellion amongst the working class, and spurred them on to overthrow the dictator's rule. Only then did he return to the Temple.

Rumors flew that it was the Jedi who caused the rebellion, even as they were trying for a peaceful solution, the Jedi Order was under scrutiny. Unable to confirm that it was Zashto that caused the rebellion, he would not reveal where he had been and had covered his tracks, the Council decided they needed to get him out of the core worlds. He was told he would be the Temple Guardian for a newly rediscovered temple, and if the temple turned out to be viable he was to be it's protector until the Order sent a replacement. That evening he was on a cruiser to Adaloosta-Rae.

Motivation

Injustice - Oppression
Zashto fights for the underdog as long as their plight is unjust. Whenever he travels to a region where the ruling entity is oppressing a faction of the society, he will do what it takes to end that oppression. This could be as simple as bringing to light an oppressed group exists, up to inciting a coup against the oppressive government.

Conflict

Weapons & Gear

  • Standard Lightsaber: 5/5 HP • Dam 7 • Crit 1 • Breach 1, Sunder, Relflect, Superior, Accurate +2
Blood-orange with an orange aura.
    • Attachments:
      • Etaan Crystal¹: Vicious +1 [0/1] • Damage +1 [0/2] • Crit -1 [1/1] • Innate Parry [0/1] • Innate Reflect [1/1]
      • Refocusing Lens: Accurate +1 • Accurate +1 [1/1]
      • Shien Reverse Grip Customization: Add Advantage-result.png to all Lightsaber (Cunning) checks, add Threat-result.png to all other Lightsaber checks
      • Superior Hilt: Add Advantage-result.png to all checks made with it • Damage +1
¹Used Mod point to replace

Zashto Tis Lightsaber 1.jpg

  • Standard Robes:
  • Armored Robes: 2/2 HP • Def 1 • Soak 3 • Enc 4
    • Attachments:
      • Superior': -1 Enc, +1 Soak
      • Energy Dispersion System': When reducing damage dealt to wearer, count soak value as 2 higher.

Zashto-armor-Red.jpg

Jedi Utility Belt

Enc 0
This utility belt is standard issue for all Jedi. It is a wide belt with a clip for a lightsaber on the left side, a variety of precise containers for the standard issue equipment (noted below), and a variety of small but secure pouches along the back of it. It increases a Jedi's Encumbrance threshold by 1.

  • A99 Aquata Breather: Enc 0 A small device that uses tiny tanks of supercompressed oxygen and built-in filtrations to allow the user to breathe in harsh environments, including underwater, in space, and in noxious gas.
  • Jedi Beacon Transceiver: Enc 0 A small encoded subspace receiver beacon with a display screen and communications transceiver. It can receive broadcasts from the Jedi Beacon in the Temple on Coruscant, or from other Jedi Beacon Transceivers. A Jedi can quickly transmit an Emergency Code Nine-Thirteen, to any beacon transceiver in range, calling for immediate assistance.
  • Lightsaber Maintenance Kit: Enc 2 A small multitool for electronics work. It qualifies as a tool kit for the purpose of making Mechanics tests, and grants an automatic Advantage-result.png to all rolls to repair or build lightsabers.
  • SoroSuub Corporation Hush-98 Personal Comlink: Enc 0 A handheld communications device that allows vocal transmission and reception. It is equipped with variable frequencies, encoding, a locator, silence projectors that create a field of white noise around the user (allowing for private conversations) and can also be used to transmit complex data by connecting it to other devices. Those assigned to Jedi are set up to access the secure frequencies used by the Jedi Order, and to transmit using the encrypted protocols used by the Order (which are updated every time one of these comlinks is brought near a Jedi cruiser or similar ship). They have a range of 100 km, though all Jedi cruisers and larger ships have significant boosters to expand that range tenfold, and many planets with a strong Jedi presence have satellites in orbit that provide orbital and planetary range for the little devices.
  • SoroSuub Corporation Imagecaster Holoprojector: Enc 0 A small circular holoprojector with small arms that can be used to stand it on level surfaces. It holds up to 100 minutes of holo recordings, and can be used to play or record holo recording, though it cannot be send or receive images. It can, however, be connected to other transmission devices (including the Hush-98) to do so. These are usually loaded with holomaps of destinations where Jedi are being sent on mission.
  • Stimpacks (2): Enc 0 Simple injectors with several doses of a medical cocktail that includes stimulants, anti-inflammatories, coagulants, and similar ingredients. Each use of one (which takes a Maneuver) heals 5 wounds, minus one wound per additional stimpack the user has already injected that day.
  • Survival Rations: Enc 0 Capsules with super-charged nutrient compounds. Each utility belt carries 30 capsules.
  • Glowrods (2): Enc 1. Source of illumination at respectable ranges.
  • Other Equipment: xxx

Talents

Racial

Pack Instinct
When performing the assist maneuver, Togrutas grant Boost-die.png Boost-die.png instead of Boost-die.png.
Special Abilities
Togruta begin the game with one rank in Perception

Languages

Languages
Togruti
Basic

Sentinel/Sentry

Toughened (1,1)
Gain +2 wound threshold
Uncanny Reactions (1,2)
Add Boost-die.png per rank to Vigilance Checks
Slight of Mind (1,3)
Add Boost-die.png per rank to Stealth checks, unless immune to force powers
Dodge (1,4)
When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Fear the Shadows (2,4) Conflict.png
Perform the Fear the Shadows action; make a Hard (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) Deception check to force a single minion group or rival to flee the encounter.
Improved Reflect (2,5)
When parrying a hit that generated Despair-result.png or Threat-result.png Threat-result.png Threat-result.png, may hit one attacker in medium range with the same damage as the initial hit, after original attack resolves.
Force Rating (1,5)
Gain +1 Force Rating
Grit (3,1)
Gain +1 strain threshold
Reflect (3,2)
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Saber Throw (3,2)
As an action, make a Lightsaber attack as a ranged attack at a target within medium range. Add Force-die.png up to Force rating. Must spend EitherForce-result.png and succeed to hit target. Spend EitherForce-result.png to return weapon to hand.

Sentinel/Shien Expert

Reflect (4,1)
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Side Step (3,1)
Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Shien Technique (3,2)
When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.
Reflect (4,2)
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Reflect (4,3) Purchased in Sentry
When parrying a hit that generated Despair-result.png or Threat-result.png Threat-result.png Threat-result.png, may hit one attacker in medium range with the same damage as the initial hit, after original attack resolves.
Reflect (4,4)
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Saber Throw (4,3) Purchased in Sentry
As an action, make a Lightsaber attack as a ranged attack at a target within medium range. Add Force-die.png up to Force rating. Must spend EitherForce-result.png and succeed to hit target. Spend EitherForce-result.png to return weapon to hand.
Disruptive Strike (3,5)
As an action, make a Lightsaber (Cunning) attack. Add Force-die.png up to Force rating. Spend EitherForce-result.png to add Failure-result.png to the next combat check the target makes.
Supreme Reflect (4,5)
If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3.

Jedi

Quick Draw (3,1)
Once per round, draw or holster a weapon or accessible item as an incidental.
Confidence (3,2)
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Well Rounded (4,2)
The character chooses any two skills. They permanently become career skills. (Pilot Planetary, Knowledge Warfare)

Ranked Talents total

  • Reflect 4 (5 with lightsaber)
  • Dodge 1
  • Grit 1
  • Toughened 1
  • Force Rating 1

Force Powers

Alter Group Powers

50 XP

Move

Basic Power
The Force user can move small objects via the power of the Force.
The user may spend EitherForce-result.png to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.

Bind

Basic Power 15xp
The Force user restrains an enemy, preventing the target from acting.
The user may spend EitherForce-result.png to immobilize a target within short range until the end of the user’s next turn. If the user used any DarkForce-result.png to generate EitherForce-result.png, the target also suffers 1 wound per EitherForce-result.png spent on the check (ignoring soak).
Range 10xp
Spend EitherForce-result.png to increase power’s range by a number of range bands equal to Range upgrades purchased.
Magnitude 15xp
Spend EitherForce-result.png EitherForce-result.png to affect 1 additional target within range per rank of Magnitude purchased.
Control 10xp
Spend EitherForce-result.png. While affected by Bind, a target suffers strain equal to the user’s Willpower whenever the target takes an action.

Sense Group Powers

30 XP

Sense

Basic Power
The Force User can sense the Force interacting with the world around him.
The user may spend EitherForce-result.png to sense all living things within short range (including sentient and non-sentient beings).
The user may spend EitherForce-result.png to sense the current emotional state of one living target with whom he is engaged.
Control 10xp
Ongoing effect: Commit Force-die.png. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration 10xp
Sense’s ongoing effects may be triggered one additional time per round.
Strength 10xp
When using Sense’s ongoing effects, upgrade the pool twice, instead of once.

Control Group Powers

10 XP

Enhance

Basic
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend EitherForce-result.png to gain Success-result.png or Advantage-result.png (user’s choice) on the check.
Control 10xp
Take a Force leap action; make an Enhance power check. The user may spend EitherForce-result.png to jump horizontally or vertical to any location in short range.

Experience Expenditures

30 XP - Jedi Specialization (Grants Quick Draw and Discipline)
10 XP - Confidence (Jedi Specialization)
10 XP - Well Rounded (Jedi Specialization)
5 XP - Knowledge Warfare
5 XP - Pilot: Planetary
25 XP - Supreme Reflect (Shien Expert)

System Symbols

Dice

Setback: Setback-die.png Difficulty: Difficulty-die.png Challenge: Challenge-die.png

Boost: Boost-die.png Ability: Ability-die.png Proficiency: Proficiency-die.png

Force: Force-die.png

Results

Success: Success-result.png Advantage: Advantage-result.png Triumph: Triumph-result.png

Failure: Failure-result.png Threat: Threat-result.png Despair: Despair-result.png

Light Side Point: LightForce-result.png Dark Side Point: DarkForce-result.png Force Point (Either): EitherForce-result.png

Other

Conflict Conflict.png