Difference between revisions of "Zashto Tis"
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==Background== | ==Background== | ||
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| <strong>Zashto Tis' Background</strong> | | <strong>Zashto Tis' Background</strong> | ||
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Revision as of 19:45, 2 July 2017
Zashto Tis
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Species: Togruta • Career: Sentinel • Specializations: Sentry/Shien Expert Motivations: Injustice - Oppression Morality: 36 • Emotional Strength: Malleability • Emotional Weaknesses: Weariness |
Characteristics
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Brawn | 1 | Agility | 2 | Intellect | 2 |
Cunning | 5 | Willpower | 2 | Presence | 2 |
Skills
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Talents
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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
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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
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Soak: 1 • Armor: 0 Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 13 • Strain Threshold: 13 |
Weapons
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Lightsaber |
Experience Points
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Earned: 60 (Racial 0• PreGame 0 • Current Game 0) |
Spent Experience
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73 (Unspent: 13) (+5 Bonues left: 2) |
Background
Zashto Tis' 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. |
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
1
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 to all Lightsaber (Cunning) checks, add to all other Lightsaber checks
- Superior Hilt: Add to all checks made with it • Damage +1
- Attachments:
- ¹Used Mod point to replace
- 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.
- Attachments:
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 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
Ranked Talents total
- Reflect 4 (5 with lightsaber)
- Dodge 1
- Grit 1
- Toughened 1
- Force Rating 1
Force Powers
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
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):