Adrius Marrama by ClassicallyHandsome

Species
Umbaran
Career
Consular
Specializations
Healer | Niman Disciple
System
Force and Destiny

4
Threshold 15
Current 0
Threshold 16
Current 0
Ranged 0
Melee 1

Placeholder Image

Characteristics

3
2
4
2
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 1
Discipline (Will) X 2
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) X 3
Negotiation (Pr) X 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 2
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 2

Attacks

Adrius' Lightsaber Pyke
Range
Engaged
Skill
Lightsaber
Cumbersome 3, Defensive 1, Superior
Damage
9
Critical
-

0
130
50
2 | 8

Weapons & Armor

Jedi Training Saber
- A fabric memento is tied around it, presenting a hexagonal pattern.

Concealing Robes - 1 Soak
- Thanks to their cut and construction, concealing robes at Setback to checks to notice or recognize an individual wearing them.

Adrius' Lightsaber Pyke | 6 HP
- Fine Tuned Emitter: Add Automatic Advantage to all combat checks made with this lightsaber.
- Customizable: Increase the Lightsaber's hard points by 1.
- Kynnanite Crystal
- Superior: Increase base damage by 1, generate an additional advantage every combat check.

Personal Gear

Jedi Utility Belt
- Holds three day supply of food capsules, an emergency medpac, a Jedi multi-tool, a slim glow rod, a comlink and an aquata breather.
- Increases encumbrance threshold by 1.

Backpack
- Increases character's encumbrance threshold by 4. (Not worn)

CAPC ECM-598 Medical Backpack
- May attempt to heal others using Medicine checks without penalty. In addition, it grants Boost to all Medicine checks made while using the ECM-598 and, thanks to the tutorials and information on the datapad, individuals using this decrease the difficulty of any Medicine checks they make to heal Critical Injuries by 1 to a minimum of Easy.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Entrancing Gaze Rise of the Separatists Umbarans add Boost to Charm, Deception and Negotiation checks.
Shadow Dweller Rise of the Separatists When making skill checks, Umbarans remove up to 2 Setback imposed due to darkness. Umbarans add Setback to all checks they make while in bright natural light, such as direct sunlight.
Surgeon FaD:CRB When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Physician [2] FaD:CRB When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Nobody's Fool FaD:CRB; Pg. 70 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Niman Technique FaD:CRB; Pg. 70 When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Grit [2] FaD:CRB; Pg. 69 Gain +1 strain threshold.
Knowledgeable Healing FaD:CRB; Pg. 69 When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowl­ edge (Xenology),
Calming Aura FaD:CRB; Pg. 69 When an opponent targets character with a Force pow­er, reduced Force Pips generated by 1.
Force Rating [2] FaD:CRB; Pg. 69 Cain + 2 Force rating.
Healing Trance [2] FaD:CRB; Pg. 69 Commit Force Die for every full encounter Force Die remains committed, heal 1 wound per rank of Healing Trance.
Toughened FaD:CRB; Pg. 70 Gain +2 Wound Threshold.
Dedication FaD:CRB; Pg. 69 Cain + 1 to a single charac­teristic. This cannot bring a characteristic above 6.
Reflect [2] FaD:CRB; Pg. 70 When hit by a ranged at­tack, suffer 3 strain to re­duce damage by 2 plus ranks in Reflect.
Sense Emotions FaD:CRB; Pg. 70 Add Boost to all Charm, Coercion and Deception checks unless target is immune to Force powers.
Defensive Training FaD:CRB; Pg. 70 When wielding a Lightsaber, Melee or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Center of Being FaD:CRB; Pg. 70 Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the characters increase their critical rating by one.
Improved Center of Being FaD:CRB; Pg. 70 Suffer 1 strain to perform Center of Being maneuver as an incidental.
Parry FaD:CRB; Pg. 70 When hit by a melee attack, suffer 3 strain reduce damage by 2 plus ranks in Parry.
Force Assault FaD:CRB; Pg. 70 Spend Triumph or 3 Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move force power action as maneuver.

Force Powers

Force Rating
3
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (light side Force user only): Spend ◑ to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend ◑ to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Magnitude Spend ◑◑ to affect 1 additional target within range per rank of Magnitude purchased.
Control Heal & inflict additional wounds equal to ranks in Medicine with each power accordingly.
Magnitude Spend ◑◑ pips to affect 1 additional target within range per rank of Magnitude purchased.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength Heal: Spend ◑ to increase wounds healed by per rank of Strength upgrades purchased.

Harm: Spend pips to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Control Heal: If no ⬤ generated ◑ target heals strain equal to wounds inflicted.

Harm: If any ⬤ were used to generate ◑, user heals strain equal to wounds inflicted.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Move
Description
The Force user can move small objects via the power of the Force.

The user may spend ◑ to move one object object of silhouette 0 that is within range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Control The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit.

The user may spend ◑ to add one automatic Successes to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any ⬤ to generate ◑, reduce each target's Willpower by 1(to a minimum of 1) until the end of the encounter.
Upgrade Effect
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Duration Commit ⬡⬡⬡ to sustain the ongoing effects of the power on each affected target while it remains in range.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend ◑ to affect a number of additional targets equal to Presence per rank of Magnitude purchased.
Range Spend ◑ to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend ◑ to affect a number of additional targets equal to Presence per rank of Magnitude purchased.
Magnitude Spend ◑ to affect a number of additional targets equal to Presence per rank of Magnitude purchased.
Strength Spend ◑◑ to add one additional automatic Success to affected characters' checks.
Magnitude Spend ◑ to affect a number of additional targets equal to Presence per rank of Magnitude purchased.
Control When making a Battle Meditation power check, the user may make an Easy Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of the power.
Control May suffer 4 strain to change the range of power and range upgrades to planetary scale.

Background

||Backstory Primer||
1. How did you discover your force sensitivity?
I never really had to discover it. My older sister, Tamsyn, was force sensitive before me. She let me know in the same breath that she told me it was time to leave our family behind.

2. Describe a moment where you fell prey to your moral weakness or experienced a tragedy/horror that still haunts you.
I fought her, tooth and nail. The entire time, I had always thought my parents were honest and decent folk; I doubted her. I regret how difficult I made things for her, how much my idiocy cost her.

3. How did you come to join the NJO?
It was her idea. She's too ingrained in her own ways, the methods of her own master to teach me anything more than a path of power through pain. I came to the Order because it was the only way that my sister saw me becoming more than her.

4. Name one NPC your character has a strong connection with. This could be a family member, a friend, a work contact or a bitter rival.
Of course, Tamsyn comes to mind immediately. Likewise, their father and mother: Synaud & Adris Marrama

5. Describe a pivotal moment in your life where you demonstrated your moral strength despite adversity.
It was during our escape from our home. My sister had already become injured, I was practically on my own... And while turning back at that point was easy, I didn't. I continued into the unknown for her sake.

________________________________________________________________________________________

Before the story of Adrius, there was the story of the Marrama family. Originally, they were intended to colonize a far-off planet in the name of Umbara. Unfortunately, before the leading family could establish said colony, they were attacked and annexed by the forces of the Dukedom of Marth, a sovereignty that controlled several planets through martial prowess. Despite this annexation, however, the colonists fought their oppressors until the leading Rootai were killed. The Marrama family, second in line to lead, chose to accept the Dukedom as their new home.

For their efforts, the Marrama family was given land upon the moon of Marah't... A place they would rule throughout the eons. The latest ruler, Baron Synaud Marrama, inducted his own daughter into a mysterious order of force-wielding paladins following the fall of the Empire... And later, intended to induct his son, as well.

However, Tamsyn Marrama, knew far too well what the Orders would do to her little brother. She defied her father, defied the Duke, defied the Orders. In the dead of the night, Tamsyn sequestered her brother and attempted to flee into the galaxy. The orders allowed no deviation from their twisted codes... They always demanded something in exchange for power... Whether it be anguish, servitude, loneliness... There was always something.

Tamsyn's plan, however, did not account for Adrius' own foolishness. The boy didn't understand, he didn't know any better... He struggled against her throughout the entire ordeal. Eventually, he managed to set off an alarm and set the House Guard on attacking the two of them. The battle that ensued was bloody, indeed.

By the end of the night, Tamsyn was bloodied, injured and trying her hardest to drive towards a meeting point she had established with an old colleague. She succumbed to her injuries on the way there. This was where Adrius, who had done nothing but fight his own sister the entire way, experienced a change of heart.

From the wreckage of their speeder, having sustained his own injuries, Adrius dragged his dying sister towards something he did not understand and away from something he understood even less. His sister wasn't stupid, however, she knew when to fight and when to surrender and the fact that she had gone to these lengths... They told Adrius that this was serious. This was real. This wasn't some madness on her behalf, this was something that made her feel complete. Destiny.

However, Adrius was yet young. His body was frail. His limbs were tired. He couldn't take her too far. So, he called on the Force. He didn't understand it, of course, it wasn't something that he'd ever done before... But he placed his hands to Tamsyn's greatest wounds and... They began to join together, stitched by the Force. Flesh began to seal, torn muscles were mended and cracked bones snapped back into proper positions. It left him unconscious, but his sister reinvigorated.

They escaped.

And since then, she had been on a direct line to deliver her brother to the Jedi Order. She couldn't stay there, herself... No, her path had been chosen for her. But this Order... Luke Skywalker and his people, they could help her brother. If nothing else, they could make sure he didn't end up like her.

Motivation

Growth - Wisdom/Experience

Most Consulars aspire to be wise leaders or advisors, enabling those in their orbit to lead happier, fuller lives. Unlike knowledge, wisdom comes only from doing, by experiencing life in all its challenges. Those seeking wisdom often search for those who have it and, more importantly, have a zeal for experiencing, seeing and trying new things to broaden their perspective.

Morality

Current Morality: 32

Charity

The character gives endlessly, both in counsel and of his own possessions, without any thought of reward. By providing to those who are less fortunate than herself, she is able to bring harmony and ease the burdens of others.

Martyrdom

The character gets frustrated when others do not recognize the sacrifices she has made. Such characters see those they have aided as ungrateful, or worse, unworthy of the things they have been given.

Description

Other Notes

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