Orem Ress by Ryldor

Species
Kel Dor
Career
Consular
Specializations
Healer, Soresu Defender
System
Force and Destiny

5
Threshold 13
Current 0
Threshold 13
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

3
2
4
2
3
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) X 2
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) X 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Int) X 2
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0

Attacks

Training Lightsaber
Range
Engaged
Skill
Lightsaber
Stun Damage
Damage
6
Critical
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3

0
425
11560
10/12

Weapons & Armor

Training Lightsaber, Jedi Weighted Training Suit, Riot Shield, Heavy Blaster Pistol,

Personal Gear

Jedi Utility Belt, 2 Stimpacks, ECM-598 Medical Backpack. Military Belt Pouch. Syntherope, Plastic Sheriff's "Victory" Badge, Load-Bearing Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Surgeon Ranks: 2 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon
Physician Ranks: 2 When this character makes a Medicine check to help a character heal wounds, the target heals one additional strain per rank of Physician.
Healing Trance Ranks: 1 The character may commit [Force Die]. For every full encounter, [Force Die] remains committed, the character heals 1 wound he is suffering per rank of Healing Trance. This is in addition to wounds healed due to natural rest or other abilities. If in a situation without defined encounters, the GM can have Healing Trance take effect every 12 hours.
Outdoorsman Ranks: 1 The character removes [Setback] per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with multiple ranks of Outdoorsman).
Dedication Ranks: 1 (Int) Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Parry Ranks: 3 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Soresu Technique When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Natural Doctor Once per game session, the character may reroll any one Medicine check.
Force Rating Ranks: 1 Each rank permanently increases the character’s Force rating by 1.
Reflect Ranks: 1 When the character suffers a hit from a Ranged (Light), Ranged Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Confidence Ranks: 1 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.

Force Powers

Force Rating
2
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance Power check as part of the pool. He may spend Force Point to gain Success or Advantage (his choice) per point on his check. This counts as a normal Force power check in every way—it is simply combined with the overall skill check.
Upgrade Effect
Control Enhance can be used with the Piloting (Planetary) skill.
Control Enhance can be used with the Piloting (Space) skill.
Control Enhance can be used with the Coordination skill.
Control Enhance can be used with the Resilience skill.
Power
Farsight
Description
The user may spend Force Points to see out to medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can see on a well-lit day. This functions even if the user normally can't see due to darkness or blindness.
Upgrade Effect
Control Spend Force Points to make out fine details on one object within medium-range. The user may activate this multiple times, increasing the number of objects by one each time.
Control When making a Vigilance or Perception check, the user may roll a Farsight power check as part of the pool. The user may spend Force Points to gain Success or Advantage (character's choice) on the check.
Power
Heal
Description
The user may spend Force Points to heal a number of wounds equal to his Intellect on one engaged living creature (including himself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period, and his uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.
Upgrade Effect

Background

1) Orem comes from a line of Force users and his sensitivity has always been a part of his life.

2) Sticking to the Baron Do Sages philosophy of deep contemplation before acting, led him to delay reacting to a vision of his sister in danger. That decision haunts him to this day as it may have cost his sister her life.

3) As a result of his sister's death, he decided to explore other Force traditions, specifically ones that were less afraid to act. That led him to seek out the New Jedi Order.

4) Zedo, a 30-year-old Mirialan Jedi scholar who acts an unofficial mentor to Orem. She spends most of her time examining and researching other Force traditions.

Orem Ress came from a long line of members of the Baron Do Sages, his force sensitivity evident at an early age, and he spent most of his adolescence studying their methods. He was on the cusp of adulthood when tragedy struck. He had been in meditating when he had a vision of his young sister, Sheerri, screaming in agony. He wanted to contact her immediately, but was unsure what to do, remembering the patience that the other sages had always stressed. Rash action wasn't there way. Instead, he spent some time calming himself. It was only after this that he learned that his sister had died in a tragic accident. Others tried to console him, pointing out that it was unknown whether he could have prevented the tragedy, the timing of his vision relative to the crash uncertain. However, it had already planted a seed of doubt in the Kel Dor's mind. Maybe he could have saved his sister. Maybe the Baron Do way wasn't best. Maybe there was a time to simply react.

In an effort to learn more about the different disciplines, he sought out the NJO to learn its methods. He looked up Zedo, a female Mirialan Jedi Knight he'd once met when she'd visited the Baron Do on her own soul-searching mission. It was her who arranged the meeting with Master Skywalker. Originally, Orem had no plans to join the Order, but found himself more in tune with the Jedi way of acting when necessary.

At first he had trouble finding his place. There were those in the Order who spent their time doing research and studying, things at which he could have excelled, but that wasn't for Orem. He hadn't left the Sages to not act. But he was far from a warrior, couldn't fix things or pilot spacecraft.

A speeder accident gave him his calling. A young woman was trapped inside the wreckage as the flames grew closer. Orem reacted instantly, running towards the fire burning himself in the process. He had just managed to pull the woman out when the speeder exploded. Her injuries were severe, but Orem used what little he knew about emergency first aid to keep her alive until help arrived.

Again, he found himself wishing that he, or someone, had been there for Sheerri, and he realized he could be that person for others. He devoted himself to learning the healing arts, aiming to help as many people as he could while pursuing his knowledge of the Force.

Motivation

Growth - Force Connection

Morality

72 - Compassion: The character cares about the tribulations others face, and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.
Indecision – Orem is trapped between two beliefs. The first is the reflective, slow to act nature of the Baron Do Sages he grew up with. The second is the reflexive, "act now" attitude that might have allowed him to save his sister. He can find himself stuck in the middle, not reacting fast enough or thinking things through enough.

Description

Zedo – A Mirialan in her early 30's, she has had a solid, though uninspiring career as a Jedi Knight. Known mostly as a scholar, she has always been unsure of the correctness of the teachings of the Order and keeps studying the alternatives, spending time with the Baron Do and the Findsmen, while also researching other traditions like the Fallanassi and Aing-Tii.

It was during her time with the Kel Dor that she met a young Orem, an event that was largely forgotten in her mind until he sought her out. Feeling a kinship, she arranged for him to visit the NJO, eventually helping guide him when he decided to stay. She has acted as a "big sister" to him as he's adjusted to life inside the NJO.

Other Notes

Contacts: Detective Soto at The Wheel (Hide and Seek); Shaneeka Retarma of the Consortium for the Preservation and Expansion of the Galactic Histories (Extensive Research)


20XP at Character Creation from Finishing Touches
15XP and 300 credits from Operation Festival (Plus one rank of Lightsaber as a narrative reward from Stewart)
15XP and 300 credits from Operation Mouse Trap with Plastic Sheriff's "Victory" Badge for winning the contest
10XP and 300 credits from Operation Breaking Ground
10XP, +3 Harmony and 300 credits from Operation To Be a Jedi (Plus one rank of Outdoorsman talent as a narrative reward from Chimera)
15XP, +3 Harmony (+1 Counsel, +2 Problem Solving) and 300 credits from Operation Consequences Inspectres
0XP, +3 Harmony (Justice) and 1000 credits from Operation Inspectres
20XP, +2 Harmony and 300 credits from Operation TBD
25XP, +5 Harmony and 300 credits from Operation Hide and Seek
20XP, 300 credits from Operation Weapon of Choice
25XP (Minor breakthrough: Acting as a leader for the first time and Mission Report), +3 Harmony and 500 credits from Operation Wolves at the Gate
20XP (Minor breakthrough: Finding his place in the Order through healing), +3 Harmony and 500 credits from Operation Helping the Helpless
15XP, +1 Conflict and 300 credits from Operation Gone, but not Forgotten
15XP +5 Mission Report, 300 credits from Operation Pulling a Thread
20XP and 700 credits from Operation Rifles of the DRA
55XP (Includes 15XP Breakthrough: Losing a limb/Rescuing Tionne), +7 Harmony/-4 Conflict and 100 credits from Operation In the Shadow of History (Parts 1 and 2)
15XP (Minor breakthrough: Being treated like a Jedi), +2 morality from Operation Extensive Research

Return to Top