Theris Nan'tay by Kestin

Species
Human
Career
Commander
Specializations
Tactician, Trailblazer
System
Age of Rebellion

4
Threshold 18
Current 12
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
2
2
2
4

Skills

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

Attacks

BlasTech A295 Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting, Attachments (Telescopic Optical Sight, Forearm Grip)
Damage
9
Critical
3
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 2, Attachments (Serrated Blade, Mono-Molecular Edge)
Damage
+1
Critical
1
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
Entrenching Tool
Range
Engaged
Skill
Melee
Improvised, but does not break due to negative symbols.
Damage
+2
Critical
4

0
340
577
14/14

Weapons & Armor

BlasTech A295 Blaster Rifle
- Forearm Grip*
- Telescopic Optical Sight**

Vibroknife
- Serrated Blade***
- Mono-Molecular Edge****

(1) Frag Grenade

Alliance-Issue Padded Armor

* Allows for ease of use while Engaged (reducing difficulty penalty to 1 step rather than 2). Unapplied mods for Point Blank and Accurate.

** Allows user to reduce difficulty for firing at Long and Extreme range.

*** Affords Vicious (+1) to the weapon

**** Reduces the weapon's Crit Rating by 1. Two unapplied mods for

Personal Gear

Mark 6 Combat Scanner***

MK VI Modular Pack
[1 Additional "Medic" Pouch*]
- Emergency Medpac
- Macrobinoculars
- Glow Rod
- Worn Holo of his sister
- Weapon Maintenance Kit (Blasters)****
- Entrenching Tool

Combat Webbing (Load Bearing Gear)
- Extra Reload
- (Frag Grenade)

Military Belt Pouch 1**
- Comlink (handheld)

Military Belt Pouch 2**
- Empty

* Just a generic, MOLLE-like attachment for the backpack that I gave a fluffy name. Provides +1 ENC Threshold, with the potential for +2 more.

** No adjustment for ENC, but holds 2 ENC 0 items and allows Theris to draw items from the pouch as an incidental.

*** Technically provides 360 degree vision, send data to other communications devices/combat scanners; can see normally in the dark, can track motion/heat/metal, and adds two Setback to any checks made to attempt to decode and understand transmissions between combat scanners.

**** Provides 2 Boost die to maintain/repair/modify weapons in the selected category (blasters, in this case).

Assets & Resources

Critical Injuries & Conditions

Bowled Over (44) - Average

Talents

Name Rank Book & Page Description
Commanding Presence (2) Tactician, Rows 1 and 4 Remove Setback per rank (2) from Leadership and Cool checks.
Confidence Tactician, Row 2 May decrease difficulty of Discipline checks to avoid fear by 1 per rank.
Toughened (3) Tactician, Rows 1/3; Trailblazer, Row 1 Gain + 2 Wound Threshold per rank (CURRENT: +6).
Body Guard Tactician, Row 3 Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
Field Commander Tactician, Row 4 As an action, roll an Average Leadership check. A number of allies equal to Presence (4) may immediately suffer 1 strain to perform 1 free maneuver.
Natural Leader Tactician Row 5 One per session, may re-roll a Leadership or Cool check.
Prime Positions Trailblazer Row 2 Theris and allies within Short range increase Soak vs. ranged attacks by 1 while in cover.
Dodge Trailblazer Row 3 May take the Dodge incidental when targeted by a combat check; take strain up to ranks in Dodge (1) and Upgrade the check an equal number of times.
Blind Spot Trailblazer Row 3 Theris and allies within Short range add a free Advantage to attacks made from cover.

Background

Theris Nan'Tay is a native of Centares, and from that vantage he has been witness to the destruction and cruelty the Empire is responsible for.

Theris was 8 when the Clone Wars began in earnest, too young to understand the ideological nature of the conflict. When his planet joined the Confederacy of Independent Systems and was invaded by the Republic, he cared little for who would be on the right side of history, only that his parents had died in the fighting. Now an orphan, Theris waited out the remaining three tense years of Clone Wars with others in his position, forming familial bonds that transcended species and origin.

He thought the end of the fighting would bring peace to his homeworld, allowing the "jewel of the Mid Rim" to flourish yet again and allow him to recapture the sense of stability and belonging he'd associated with those times. The new Empire dashed those dreams. Hoping to use Centares's resources to further supplement their military might, the Empire began tapping lava beds and strip mining the prairies Theris had spend his youth on. Worse, the Empire brought with it its dogmatic hatred of non-Humans. Although personally unaffected, many of his foster brothers and sisters faced discrimination and violence under the Empire's new policies.

Of all his adopted family, it was his sister and closest friend Reeth Azu - a Kel Dor orphaned while her parents were on trade business to Centares - that chaffed under Imperial rule the most. Reeth treasured the volcanic lakes and sweeping plains of the planet she had become trapped on, and exploring them with Theris had replaced homesickness with wonder. Seeing them destroyed and polluted by Imperial industry had not only deeply pained her, but revived her longing for home. She hatched a scheme to become a freighter captain and return home to find family and a way to support Centares against Imperial occupation. Her dream required resources and means not available for non-Humans, however.

After almost a decade of facing often violent discrimination and watching her new home become a grimy, polluted wasteland, Reeth developed a proclivity for environmental and species' rights activism. Theris did what he could to support his sister, and their efforts to promote a sense of safety and equality in his community - especially their involvement silent protests - began to mature the charismatic and talkative boy into a reserved and deliberate young man. Months later, while attending a protest along side his sister, he witnessed Reeth gunned down by Imperial Stormtroopers; within the year, Centares's resources were depleted and the Empire pulled out as if nothing had happened, leaving behind a struggling world polluted with terrible chemicals and venomous ideologies.

Theris Nan'tay was well aware of the way the Empire could destroy lives at every level. At the age of 21, he joined the Rebellion as an average rifleman, determined to do his part to end the Empire's tyranny and restore a sense of safety and trust to the galaxy.

His career as an Alliance rifleman was uneventful for five years. Relatively skilled, his reserved and quiet nature made for an unremarkable service, so it was all the more surprising when, after his unit sustained heavy casualties, Theris took command of his squad during the chaos of a losing battle and led them to safety. His squad had been pinned down by a platoon of Stormtroopers, their sergeant and a number of squadmates lay dead at their feet, and support was stymied by scrambled TIEs. It was nothing like the old war holos; all of them froze, paralyzed by the certainty that they would die. Theris would have been happy is someone else had stepped up, The reality of the situation was that no one else was willing to, and Theris was wholly unwilling to see his second adoptive family get slaughtered by the Empire. Being known for being quiet gave his words an unusual gravity. Theris spoke and they listened, the utter strangeness of his sure direction shaking them all from their terror.

It has been three years, and Theris still isn't certain whether his words that day had grounded his squad in the present moment or been surreal enough to make them forget reality. Promoted to sergeant, he has been responsible for eight other lives ever since, a responsibility he finds deeply sobering. His record of extremely low casualty rate and reputation as an effective communicator and decision maker got him picked for "special assignment" safeguarding an elite team of uniquely skilled operatives with the sole duty of claiming information of vital importance to the Rebel Alliance...

Motivation

- Living Memory -

Theris's sister Reeth is in his heart always, and standing for what she stood for is what led him originally to the Rebel Alliance - freedom from exploitation and the safety to live without fear. While a healthy dose of vengeance brings joy to Theris's heart, but he is motivated more by the memory of his sister's life than that of her death, a factor that has greatly influenced his reserved nature, marrying Reeth's belief that a voice is weapon with his own marksman training and philosophy.

- People Are Counting on Me -

While Reeth's memory brought him into the service 8 years ago, Theris's personal ideology has evolved as he experienced the horrors of combat. Although the knowledge that the people of his world - and the whole of Imperial-controlled space - rely on each and every Alliance operative in their hope for a better life still helps him get to sleep at night, Theris gets through his day and survives the hell of war by reminding himself "people are counting on me." His squad is counting on him to get them back alive. Their families are counting on him to keep them safe. Alliance command is counting on him to get his job done. The people he's liberating are counting on him to bring freedom. From the idealistically big to the soberingly small, Theris knows he can't let down the men and women who rely on him to make it through.

Duties

DUTY: Loss Prevention
-- VALUE: 0
-- RANK: 2

Theris cares deeply for his squadmates and other members of the Rebellion, and while he values defeating the Empire on each and every battlefield he sets foot on, he knows his first priority is protecting the men and women he's in charge of, his second is ensuring the safety of civilians and other sentients, and grinding the forces of the Imperial military to dust is his third and final concern.

[-5 Duty for +1,000 credits representing collecting a non-standard kit during service.]

Description

Theris Nan'Tay is a 29 year old human male, once pale skin tanned, scarred, and grizzled from years on the front lines. His black hair is kept military-style short, exposing a long scar on his scalp earned from shielding his squad's medic from Imperial fire while she tended to the wounded.

Theris's force of personality is derived mostly from the emotion he can convey with his eyes and body language, a range of expression charting territories from stone-cold, exacting malachite to warm and caring emerald. A contemplative, calculating individual, when Theris chooses to act or speak, it is with great consideration. The fact that he is slow to speak lends his words unusual weight, and the care he takes in understanding his audience and choosing his words means he usually knows just the right thing to say to get the desired affect.

Other Notes

-- Purchases After Ac I Chapter I --

Commanding Presence (Rank 2) - 20 XP
Melee (Rank 1) - 10 XP
Banked 10 XP
Duty to 7

-- Purchases After Act I Chapter II --

Field Commander - 20 XP
Leadership (Rank 3) - 15 XP
Duty to 9

-- Purchases After Act I Chapter III --

Natural Leader - 25 XP
Ranged (Heavy) (Rank 2) - 10 XP
Duty reset to 0

-- Purchases After Intermission I --

Trailblazer Spec -- 30 XP
Toughened -- 5 XP
Stealth (Rank 1) -- 5 XP

Vibroknife -- 250 credits
Serrated Edge -- 50 credits
Mono-Molecular Blade -- 1,000 credits
Weapon Maintenance Kit -- 450 credits
Entrenching Tool -- 20 credits
Mark 6 Combat Scanner -- Gift from a Hutt

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