Cazar Venad by SpicySovereignty

Species
Human
Career
Seeker
Specializations
Executioner
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
4
2
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 1 Species +1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 1 Species +1
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 1
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

Slugthrower Rifle
Range
Medium
Skill
Ranged: Heavy
Cumbersome 2
Damage
7
Critical
5
Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1
Damage
+1
Critical
3

0
115
60
14/15

Weapons & Armor

Slugthrower Rifle
- Mod(s): Custom Grip
- Effect: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.
Explorer's Knife
- Effect: Add 1 boost die to Survival checks.
Nomad Greatcoat
- Effect: Reduce difficulty of checks to resist cold & extreme environments by 1. Remove 1 setback dice imposed due to extreme cold from checks.

Personal Gear

Mk. III Modular Backpack
- 6x Pockets
Wilderness Survivalist Kit
- Effect: They contain a thermal cloak, a multitool or survival knife, a distress beacon, two emergency comlinks, a spool of wire, ration bars, a basic medpac, two respirators, a water jug with filter, a glow rod, 50 metres of high-tensile microfibre line, ten ration packs and an emergency flare gun.
Electrobinoculars
- Effect: They allow vision in low light or extremely bright conditions. Magnifies targets up to 10 kilometres away. Thus remove any setback die imposed by such conditions or distance.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 1 Gain +2 wound threshold.
Quick Strike 1 Add boost dice per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Grit 1 Gain +1 strain threshold.

Force Powers

Force Rating
1
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.

The user may spend 2 Force pips to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.

The user may spend 1 Force pip to succeed at an average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend 1 Force pip to sense all living things within short range (including sentient and non-sentient beings).

The user may spend 1 Force pip to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect

Background

Cazar was born into a nomadic clan that roamed the wilderness of an isolated planet in Wild Space. They adhered to a strict code of ethics, believing that the Living Force was the most important power in the universe, and needed to be safeguarded at all costs. To this end, they would hunt down those who disturbed it (most commonly poachers or invasive species) and kill them for sport. It was in this culture that Cazar grew up.

Cazar's father was the only true family he had, as his mother had died when he was very young. But throughout Cazar's life, his father never seemed to care for him, his only concern being the eternal hunt. Therefore, Cazar had to largely fend for himself in the clan, finding his own food and often having to fight off dangerous creatures or outsiders by himself. He always tried to impress his father, courting his attention by being showy with his kills, but this only further distanced the two. Finally, an opportunity for Cazar to prove himself emerged. A talyk, a sacred species to the clan, attacked their camp, killing several of their members and gravely injuring Cazar's father before escaping back into the wilderness. Many in the clan called for the creature's execution despite its kind's sacred status, though these members were silenced by the clan's conservative elders. Paying no heed to the elders, Cazar instead saw a chance to prove his worth to his father, and sneaked out in the night to find the beast. After hours of tracking, Cazar was on the verge of abandoning his hunt, but just as he was about to turn back, he saw the talyk standing inert in a clearing nearby. Cazar cautiously drew closer, being careful not to spook the beast. Finally, he readied his rifle, the talyk still seemingly unaware of his presence. But as the hunter was about to pull the trigger, the talyk's eyes swiftly darted over to him and it let out a shrill screech, almost as if it had sensed his intent. Immediately, it charging directly at him, bellowing with hostility. Cazar was only barely able to avoid the creature, with one of its jagged horns grazing his arm and drawing blood. The human frantically climbed one of the forest's towering golden trees, the talyk hot on his heels. It bashed the tree continually, the branches making an unbearable creaking sound each time it did. Cazar was nearly able to line up a shot, but his perch gave way, sending him plummeting to the ground. However, as he started to tumble down, Cazar fired blindly out of desperation, and the shot miraculously hit his quarry directly in the head. After catching his breath and patching up the bruises on his back, Cazar took the talyk's horns as proof of his successful hunt. He returned to camp just as morning broke, and was met with only pure vitriol as they ruthlessly condemned him for killing an animal sacred not only to the clan, but to the Living Force itself. This condemnation came especially from his father, who declared that he be immediately exiled, and be made a target for the clan's next hunt. Devastated, Cazar fled the camp to hide out in the woods. For several months, Cazar had to evade his former kin as they attempted to hunt him, and soon ended up in one of the planet's only settlements. The town was a colony of the newly reestablished Sith Empire, and as such, Cazar was soon found by a Sith warrior who served as the leader of the settlement. Sensing his Force sensitivity, the warrior decided to send Cazar off to Korriban. Cazar did not refuse the chance, as any opportunity to escape his clan was one that he would take eagerly. He is now on his way to the academy with no idea of the journey that awaits him.

Motivation

Ambition - Glory

Cazar's one true wish is for glory - he has been seeking it since he was a child, and still retains the desire to this day.

Faith - Nature

Cazar believes that nature (symbolized by the Living Force) supersedes everything, laying the foundations for all beings and shaping their actions through its laws.

Morality

Strengths - Independence, Justice

Weakness - Coldness, Cruelty

Value: 50

Cazar has had to fend for himself for all his life, never truly trusting anyone else with his success. Thus, he has something of a disdain for other people, leading to him taking a cold, harsh tone with them.

In addition, Cazar has an ingrained sense of ruthless justice instilled in him by his clan. In his eyes, those that maliciously disturb the natural order are irredeemable, and any punishment that is doled out upon them is deserved.

Description

Cazar is a fit human with a hardened, predatory face from many years of life in the wilderness. Red circular tattoos on the left side of his face accentuate this fact, and were given to him by his clan for slaying certain great beasts or showing particular aptitude for the hunt. He wears a rough fur overcoat with a thin cloth poncho over his shoulder that drapes over his back. He keeps a large pack under this poncho on his back that keeps many of his survivalist oddments. He keeps his rifle slung over his pack or in his hands, though always keeping it within reach.

Other Notes

XP: Agility to 4: 110 - 70 = 40, Cunning to 3: 40 - 30 = 10, Toughened: 10 - 5 = 5, Quick Strike: 5 - 5 = 0, Melee Rank 1: 5 - 5 = 0, Grit: 25 - 5 = 20, Seek: 20 - 10 = 10, Sense: 10 - 10 = 0

Credits: Slugthrower Rifle: 500 - 250 = 250, Explorer's Knife: 250 - 100 = 150, Nomad Greatcoat: 150 - 100 = 50, Mk. III Modular Backpack: 1050 - 75 = 925, Extra Pockets (6x): 925 - 90 = 835, Electrobinoculars: 835 - 250 = 585, Custom Grip mod (for Slugthrower Rifle): 585 - 500 = 85, Comlink (Handheld: 85 - 25 = 60,

Return to Top