Hesoret "Armorer" Strel by ZnoahofShield

Species
Mandalorian Human
Career
Guardian
Specializations
Armorer, Warden
System
Force and Destiny

7
Threshold 21
Current 0
Threshold 18
Current 2
Ranged 4
Melee 4

Placeholder Image

Characteristics

3
4
3
2
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) X 3
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 5
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) X 5
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Guard Shoto
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Deflection 2, Sunder, Unwieldy 4 , Vicious 2
Damage
6
Critical
1
Standard Lightsaber Hilt
Range
Engaged
Skill
Lightsaber
Superior, Stun 8, Breach 1, Sunder, Defensive 1
Damage
7
Critical
2

20
915
1135
9/11

Weapons & Armor

Hesoret's "Defender of Peace" (Guard Shoto)
Enc 1 (0 when in holsters) HP 0/4
Crystal: Ilum Crystal {Color: Arctic Blue}
Stats: Dam 6, Crit 1, Sunder, Breach 1, Vic 2
Attachments: Extended Hilt, Paired Weapons
Modifications: Crit -1 (Ilum Crystal), Vicious 2 (Ilum Crystal), Tinkerer (Armorer)
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Concealing robes
Enc 1c 0e HP0/0 Unequipped
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Hesoret's "Guardian of the Republic" (Crafted Augmentative Jedi Battle Armor)
Def 3 Soak 4 Enc 8c 5e HP 0/11
Attachments: Vacuum-sealed, Thermal Shielding System, Heating System, Radiation Shielding, Integrated Holsters, Cortosis Weave, Squad Tactical System, Enhanced Optic Suite, In-Helmet Scanner, Superior Armor Customization
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Hesoret's "Redemption of Trials" (Standard Lightsaber)
Damage 1 Crit - Enc 1 (0 in holsters) HP 0/7
Crystal: Solari Crystal (Color: Intense Blue)
Stats: Damage 7, Crit 2, Breach 1, Sunder, Defensive 1
Reduce Strain to Reflect by 1
<50 Morality = Crystal stops working
Attachments:
Superior Hilt Personalization - Grants the Lightsaber the Superior quality ( 1 auto Adv, +1 damage)
Paired Weapons
Stun-Blaster Attachment
Modifications:
Integral Attachment - Add +1 HP and a free 1 HP attachment
Fine-Tuned Emitter - Add automatic Adv to combat checks with this saber
Customizable - Add +1 HP
Personalized Design - Add auto Success to successful combat results made by the crafter, add auto Threat to others
Energy Bleed 4 - Stun 8

Personal Gear

Jedi Utility Belt (Enc +1)
Datapad (Enc 1)
Load-bearing Gear (Enc +3)
Three-day supply of food capsules (Enc 0)
Emergancy Medpac (Enc 1)
Lightsaber Maintenance Kit (Enc 2)
Glow Rod (Enc 1) (unequipped)
Comlink (handheld) (Enc 0)
Aquata breather (Enc 0)
Physician's kit (Enc 2)
Scanner Goggles (Enc 0)
Handscanner (Enc 0)
Stimpack x1 (Enc 0)
Ribbon Rack (Enc 0)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit III Gain +1 Strain Threshold
Toughened IV Gain +2 Wound Threshold
Gearhead II Remove Setback per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Inventor II When constructing new items or modifying attachments, add Boost or remove Setback per rank of Inventor
Armor Master When wearing armor, increase total soak value by 1
Improved Armor Master When wearing armor with a soak value of 2 or higher, increase defense by 1.
Tinkerer May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Comprehend Technology Take Comprehend Technology action; make an Average Knowledge (Education) check to use Force rating as ranks in skills to use the single item.
Saber Throw Perform Saber Throw action; make Lightsaber check as ranged attack at target within medium range, adding Force dice no greater than Force Rating .Must spend 1 pip and succeed to hit target; spend 1 pip to have weapon return to hand.
Imbue Item The character may take the Imbue Item maneuver, taking 1 strain and committing 1 Force die. He then grants 1 weapon or item within short range a temporary enhancement chosen from the following options: increase weapon's damage by 1, decrease the Advantage cost for its Critical Hit or for any other effect by 1, to a minimum of 1, or increase a a piece of armor's ranged or melee defense by 1. Alternatively, the character can decrease an item's encumbrance by 2, to a minimum of 1. The character suffers 1 strain at the beginning of each of his turns in which he keeps this die committed.
Force Rating II Gain +1 Force Rating.
Reinforce item The character may take the Reinforce Item maneuver, committing 2 Force Dice. He then grants 1 weapon or piece of armor he is engaged with the Cortosis quality while 2 Force dice remain committed. the character suffers 3 strain at the beginning of each of his turns in which he keeps these dice committed.
Mental Tools Always count as having the right tools for the job when performing Mechanics checks.
Falling Avalanche Suffer 2 strain to add damage equal to Brawn to next combat check made that turn
Supreme Armor Master Once per round, may take 3 strain to take the Armor Master incidental: reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1.
Dedication II Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Precision Strike When this character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (P) Critical Injury result.
Sense Advantage Once per session, may add 2 Setback to 1 NPC's skill check.
Grapple Once per round, may perform the Grapple maneuver. Until the beginning of character's next turn, foes must spend 2 maneuvers instead of 1 to move from engaged to short range.
Confidence II May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Force Powers

Force Rating
3
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend Force pips to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force pips to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control I Effect: Spend Pips. The Force user senses the current thoughts of one living target with whom he is engaged.
Magnitude I Spend Pips to increase number of targets affected by power equal to Magnitude upgrades purchased.
Power
Suppress
Description
The Force User can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend Pips to add automatic Failure to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Range III Spend Pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Control II Spend 1 Destiny Point to use Suppress as an out of turn incidental once per session.
Strength II Spend Pips to add additional automatic Failure equal to Strength upgrades purchased to hostile Force power checks.
Duration Ongoing effect: Commit Force dice to sustain ongoing effects of the power on each affected target while within short range.
Mastery The user may make a Suppress power check along with an opposed Discipline vs Discipline check targeting another Force user within short range. If the user generates Pip Pip and succeeds on the check, the target Force user immediately uncommits all Force Dice and ends all ongoing effects of Force powers and Force talents that required committed Force dice.
Control I Commit one or more Force die: When an opponent targets the user with a Force power, after the opponent generates Pips, reduce the total Pips generated by 1 per Force Dice committed, to a minimum of 0.
Control III Whenever a Force user targets a character affected by Suppress with a hostile Force power, if that opponent used Dark Side to generate Pips on the check, he suffers strain equal to the user's ranks in Discipline.

Background

Hesoret was born to the force-sensitive Mandalorian clan Strel when, at the age of five, he was discovered by Jedi Master Sentia Salhan. She sensed a great potential in the child, and was then given permission by the elders of the clan to take him to be trained by the Jedi. He would then be trained in preparation for the ways of the Warrior until he reached the age of 12, when a training accident occurred that nearly pulled him into the dark side. He then was trained in the ways of the Guardian by Master Salhan, with the dark pull within still lingering inside. Now, a few years later, after having lost Master Salhan on Geonosis and surviving Christophsis, he finds himself meeting with the 11th System Army on their way to Ilum, to meet with his new master, in the hopes they can help him to balance out the darkness within.

Motivation

Ambition: Expertise - Hesoret wishes to become the best Guardian he can, and pushes himself in all aspects of defending and leading others. He does this in hopes of conquering the Dark Warrior he was born as and the Council had tried to mold him into.

Morality

Morality Value: 100 Lightside Paragon III
Strengths:
Compassion - Hesoret sees the darkness and oppression that this war has caused upon the peoples of the Galaxy, and does all he can to help them.
Bravery - Hesoret will gladly protect his own people, and doesn't shy away from a fight.
Weaknesses:
Hatred - Conversely, he also sees this darkness in the corruption of the Republic government, and thus gives no care to them and their own.
Recklessness: Conversely, this also means he cares not for his own well-being, and will get himself hurt in combat if it means they make it out.
Duty Value: 225
Contribution Rank: 2
Duty: Personnel Support - Hesoret believes in supporting the troopers under his command and has a "no man left behind" mentality. He is willing to do anything to ensure they get whatever they need, whether it be more updated equipment, maintenance done to weapons and vehicles, or tending their wounds, and will do whatever it takes to ensure the survival of all of the men under his command, including being in the direct line of fire if it ensures his men make it back alive.

Description

Height: 5'11"
Weight: 173 lb.
Hair: Blond, long, Padawan braided
Skin: Tanned
Face: Round, warm-featured, scar over right eye from training accident as a youngling
Build: Fit, capable of wearing armor
Eyes: Gold
Age: 16
Armor: Red and black armor plates with a Mandalorian Reaver helmet over his old robes with interchangeable shoulder plates, one set having the Jedi Order symbol over one shoulder pauldron and a Republic Medical Corps symbol on the other, the other set having his clan's symbol and colors on both of them. He wears the first set on regular missions, and the other when he needs to go in disguise to certain worlds.

Other Notes

Nervous tick: pulls out lightsaber and maintenance kit and proceeds to tinker with it
Code name: Armorer
Downtime Amount: 120 hrs
Medals: Republic Insignia, Republic Seal of Service
Rank: 2nd Lieutenant
CR 1 Rewards: LAAT/I, Retrofitted Hangar Bay
CR 2 Rewards: Marauder-Class Assault Corvette, CR90-Class Corvette

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