Dash Obrim

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Dash Obrim
Dash-thumb2.jpg
Species: Human • Career: Guardian • Specializations: Soresu Defender, Protector
Motivations: Faith

Morality: 60 • Emotional Strengths: Bravery/Curiosity • Emotional Weaknesses: Anger/Obsession
Duty: Padawan (Jedi Order): 12

Characteristics
Brawn 3 Agility 2 Intellect 2
Cunning 2 Willpower 4 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) 1
Computers (Int) - Spacer2.jpg Cool (Prs) -*
Coordination (Agl) - Spacer2.jpg Deception (Cun) -
Discipline (Will) 1* Spacer2.jpg Leadership (Prs) -
Mechanics (Int) 2 Spacer2.jpg Medicine (Int) -*
Negotiation (Prs) - Spacer2.jpg Perception (Cun) -
Pilot:Planetary (Agl) - Spacer2.jpg Pilot:Space (Agl) -
Resilience (Brn) 1* Spacer2.jpg Skullduggery (Cun) -
Stealth (Agl) - Spacer2.jpg Streetwise (Cun) -
Survival (Cun) - Spacer2.jpg Vigilance (Will) 1*
Combat Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Brawl (Brn) -* Spacer2.jpg Gunnery (Agl) -
Lightsaber (Brn) 1* 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) - Spacer2.jpg Education (Int) 1
Lore (Int) 1* Spacer2.jpg Outer Rim (Int) -
Underworld (Int) - Spacer2.jpg Warfare (Int) -
Xenology (Int) - Spacer2.jpg
Talents
Soresu Defender: Parry, Defensive Stance
Protector: Body Guard, Physician, Parry, Reflect, Circle of Shelter
The Force
Force Rating: 1
Force Powers: Enhance
Combat
Soak: 5 • Armor: 0
Ranged Defense: 0 • Melee Defense: 0
Wound Threshold: 13 • Strain Threshold: 14
Weapons
Lightsaber
Experience Points
Earned: 120 (Racial 120• Current Game 0)
Spent Experience
135

Background

Narrative Background:
Born to a merchant family on Corellia, Dash Obrim was not discovered by the Jedi Order until his force-enabled "terrible twos." Obrim Enterprises, the family business, specialized in shipping and logistics along the Corellian Run and the Perlemian Trade Route. Time spent onboard the family's space transports account for why the Jedi did not locate Dash until he was two years old.

At the Jedi Academy, Dash gained a reputation for stopping bullies, befriending outcasts and other protective tendencies (like keeping friends out of trouble, or getting them out of trouble once in). He can be at times exhaustively fastidious, obsessively focused and, most of all, prone to fits of rage when provoked. Rage collides with intentions: he can at times be a bully to other bullies.

His educators know him as a great student when the subject matter interests him and being unmanageable when it does not. Fortunately, his interests lie in being a defensive swordsman, feats of great athletics, disciplined willpower and all aspects of The Force. Prone to perpetual training and athletic exercise, Dash does not understand why his tutors reject emotion when passion promotes such great focus.

Dash knows his history at least when it comes to legends of ancient battles and secrets of the force. He supplements his study with extracurricular holovids about wars and conflicts long forgotten, occasionally running across historical accounts in his research.

The young Padawan is not very creative in the artistic sense or particularly apt in forming a strategic game plan for offense, but he is risk-averse and ever vigilant, always watching for the fastest escape route, defensive positions and likely avenues of enemy approach. Dash never sits with his back to the door. He always knows the location of the nearest escape pod and medical facility. While not particularly perceptive, his Vigilance casts a wide view for dangers, threats and maximum strategic and tactical defense.

When not doing extra training, willpower concentration exercises or watching his holovids, Dash volunteers for "hall monitor duty" to watch over his fellow students, emergency evacuation training and late-night mess hall duty where he reconstructs and reenacts famous battle scenes using overturned tables, chairs and strategically placed furniture.

Background:

  • An Ancient Religion

Motivations:

  • Motivation: Faith
  • Specific Type: Secret

Emotional Strengths/Weaknesses:

  • Strengths: Bravery and Curiosity
  • Weaknesses: Anger and Obsession

Personality Traits:

  • Positive: Driven, Disciplined, Risk-Averse
  • Negative: Fastidious, Temper, Unrulable

Weapons & Gear

  • Encumbrance Threshold: 8 (5 + Brawn)
  • Current Encumbrance: 3 (Padawan Training Garb w/ added weights)

Weaponry

  • Standard Lightsaber: 2/5 HP • Dam 6 • Crit 1 • Breach 1, Sunder
    • Attachments: Blue Ilum Crystal (Vicious +1 [0/2] • Damage +1 [0/4] • Crit -1 [1/1])

Garments

Reduce the Encumbrance of worn garments by 3.

  • Basic Padawan's Uniform: Def 0 • Soak 1 • Enc 1 • HP 0 The padawn's uniform is a basic tunic and breeches, in brown and dun coloration.
  • Padawan Training Garb: Def 0 • Soak 2 • Enc 4/6 • HP 0 The standard padawan uniform is a heavy-duty padded armor, and bulky arm and leg armor. They train strength, especially when worn with inserted weights on arms, legs, and chest (Encumbrance 6). Young padawans are often expected to wear the bulky suits constantly for their first year or so.
  • Concealing Robes: Def 0 • Soak 1 • Enc 1 • HP 0 A deep hooded, flowing over-robe that hides the identity of the wearer, inflicting a Setback-die.png to those attempting to identify or notice the wearer. These can be worn over the padawan's uniform or the training garb.

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 (4): 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.
  • Other Equipment: Datapad

Holocron: Master Archivist Luna Tuvant

Master Luna Tuvant
  • Skills: Computer, Negotiation. You are considered to have both of these Skills as Career Skills for the entire time you are actively engaged in study of this holocron.
  • Powers: Seek, Suppress. You may reduce the cost to purchase the Basic ability of one of these Powers by 5 XP. You may gain this benefit for the purchase of only one of the Powers.
  • Special: Unknown • Holocron XP Spent: 15/20
    • Unlocked Talents (0/3): None
    • Unlocked Skills (0/1): None
    • Unlocked Secrets (0/1): None
  • Master Luna Tuvant was an archivist during the early era of the ancient war between the Galactic Republic and the Sith Empire. Tragedy and misunderstandings with the Council marked her early years and led to her strong familiarity with the seedier side of Coruscants under-levels. She is well-regarded as a source of information and lore about the early conflicts between the Jedi and the Sith.
  • She is patient and learned, though she doesn't hand that learning over to others for nothing. She expects those who work with her to truly work, and will push their minds and creativity to what her students believe are their limits, only to guide them through to success beyond that point.
  • Rumors: Rumors say that Master Tuvant holds some kind of secrets to ancient caches of lore that are hidden among the typical archives in the Jedi Temple. Those who study her holocron often come away with impressive understanding of how the Archives work.

Experience Expenditures

Racial Experience: 120 XP (includes +10 from Morality)

Starting Experience Expenditures:

  • +1 Willpower: 30 XP
  • +1 Willpower: 40 XP
  • +1 Brawn: 30 XP
  • Soresu Defender Talent (Parry): 5 XP
  • Soresu Defender Talent (Defensive Stance): 5 XP
  • Force Power (Enhance): 10 XP
  • Total: 120

Sept. 23 Game Session Experience (15 XP):

  • Protector Specialization: 10 XP
  • Protector Talent (Body Guard): 5 XP

Feb. 7 Game Session Experience (15 XP):

  • Knowledge (Education): 5 XP
  • Protector Talent (Physician) (Tier 2): 10 XP

Feb. 21 Game Session Experience (15 XP):

  • Banked/Saved Exp: 5 XP
  • Protector Talent (Parry) (Tier 2): 10 XP

March 6 Game Session Experience (15 XP):

  • Protector Talent (Reflect) (Tier 3): 15 XP

March 20 Game Session Experience (10 XP):

  • Banked/Saved Exp: 10 XP

April 3 Game Session Experience (20 XP):

  • Protector Talent (Circle of Shelter): 20XP
  • Skill (Mechanics 1): 5XP from Banked XP
  • Skill (Mechanics 2): 10XP from Banked XP

Jedi Master

Vundra-edai.jpg
Vundra Edai
The Duelist
The knight Vundra Edai is an artist, first and foremost. To him, the fact that fewer and fewer Jedi seek to truly master the lightsaber arts now that they aren't used in open conflict is a tragedy; he believes that only divorced from actual battle can the lightsaber styles truly rise to the level of an actual art form. He is impressed with your skill at the lightsaber, and seeks to foster in you a respect for the many Forms of the lightsaber art.

Quarters

Vundra-quarters.jpg