Zashto Tis
From OakthorneWiki
Zashto Tis
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Species: Togruta • Career: Sentinel • Specializations: Sentry/Shien Expert Motivations: Injustice - Oppression Morality: 45 • 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: 0 (Racial 0• PreGame 0 • Current Game 0) |
Spent Experience
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0 (Unspent: 0) |
Background
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 +1
- 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 [0/1]
- Shien Reverse Grip Customization: Add to all Lightsaber (Cunning) checks, add to all other Lightsaber checks
- Superior Hilt¹: 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
Racial
- Pack Instinct
- When performing the assist maneuver, Togrutas grant instead of .
- Special Abilities
- Togrutas 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 per rank to Vigilance Checks
- Slight of Mind (1,3)
- Add 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)
- Perform the Fear the Shadows action; make a Hard () Deception check to force a single minion group or rival to flee the encounter.
- Improved Reflect (2,5)
- When parrying a hit that generated or , 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 up to Force rating. Must spend and succeed to hit target. Spend 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.
- Street Smarts (3,1)
- Remove per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
- 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 or , 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 up to Force rating. Must spend and succeed to hit target. Spend to return weapon to hand.
- Disruptive Strike (3,5)
- As an action, make a Lightsaber (Cunning) attack. Add up to Force rating. Spend to add to the next combat check the target makes.
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 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 to immobilize a target within short range until the end of the user’s next turn. If the user used any to generate , the target also suffers 1 wound per spent on the check (ignoring soak).
- Range 10xp
- Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
- Magnitude 15xp
- Spend to affect 1 additional target within range per rank of Magnitude purchased.
- Control 10xp
- Spend . 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 to sense all living things within short range (including sentient and non-sentient beings).
- The user may spend to sense the current emotional state of one living target with whom he is engaged.
- Control 10xp
- Ongoing effect: Commit . 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 to gain or (user’s choice) on the check.
- Control 10xp
- Take a Force leap action; make an Enhance power check. The user may spend to jump horizontally to any location in short range.
Experience Expenditures
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):