Jorah Khast by JakTorlin

Species
Human
Career
Sentinel
Specializations
Racer
System
Force and Destiny

3
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Characteristics

2
5
2
3
2
2

Skills

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

Attacks

BlasTech DL-19c Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Parrying Dagger
Range
Engaged
Skill
Melee
Defensive 1
Damage
+1
Critical
3

10
380
209
9/12

Weapons & Armor

DL-19c Blaster Pistol - Encum. 1, HP 4. 400 CR

Parrying Dagger - Encum. 1, HP 0, 150 CR

Modified Banal Apparel - Encum. 3, HP 0, Defense 1, Soak 1. - 25 CR.
*****Upgrade the difficulty of checks to identify wearer once.
***Armor Insert - Applied to any
armor with defense 0 and soak 1 or
less.
*Base Modifier: Become Armored
Clothing item. Notice plates with
Average (2 difficulty) Perception
check.
*Mod Options: 1x "Soak +1", 1x
"Defense +1", 1x "Increase
difficulty of detecting plates by 1."
*****450 CR

Personal Gear

BlasTech Model 58 Concealment Holster – 40 CR, Encum. 0, Add 1 setback to Perception checks to discover a light blaster or holdout pistol concealed by the holster.

Backpack – 50 CR, +4 to Encum.
***Corellian Whiskey (Bottle) – 25
CR, Encum 1. Alcoholic drink that
has been distilled more than 3
times and aged for several years.
Spicy and woody flavor and has a
relatively high alcoholic content.
However, it is often not found
much beyond the world of Corellia.
***Stimstick – 5 CR, Encum 0,
Remove 1 setback from checks to
stay awake or to notice something
when affected by fatigue. After the
encounter, suffer 1 strain.
***Chance Cubes – 1 CR, Encum 0,
Simple set of dice, each face
painted in blue or red, the chance
cube is often used for simple
gambling games.
***Sabacc Deck – 40 CR, Encum 0,
Special deck of cards where each
player attempts to reach "23".
***Gandorthral Atmospherics
Scout 5 Field Goggles – 5 CR, Encum
0, Smple set of gear that simply
protects eyes from debris, durable
and comfortable.
***Mem-Stik – 30 CR, Encum 0,
Small as a little finger and
unpowered, data storage device.
***Cargo Scanner – 300 CR, Encum
1, Make an Average (2 difficulty)
Computers check to increase
encumbrance capacity of a vehicle
with silhouette 3 or more by 10%
(rounding up).

Utility Belt – 25 CR, +1 Encum
***Lockpick Set – (R) 75 CR, Encum
1, Tool kit for opening mechanical
and simple electrical locks.
***Glow Rod – 10 CR, Encum 1,
Flashlight
***Extra Reload – 25 CR, Encum 1
Allows a character to reload using a
maneuver, when it has run out of
ammo due to a critical failure.
***Comlink – 25 CR, Encum 0,
Communicates between other
comlinks. Handheld version are
only viable for extreme distances
on planets, reaching up to low
Long range versions can usually
reach the entire planet in range.

Rim Excursions Inc. Military Belt Pouch – 10 CR, Hold 2 items with encum 0. Drawn as an incidental.
***Nullicaine – 25 CR, Encum 0,
Easy (1 difficulty) medicine check to
apply to a critical injury. Take 3
strain and ignore the chosen
critical injury until end of the
encounter.
***Stimpack – 25 CR, Encum 0,
Heals 5 wounds for the first
application, 4 on the next and so
on. It takes 24 hours for stimpacks
to perform at full effectiveness
again, after the last application.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dedication 1 Racer Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Agility)
Force Rating 1 Racer Gain +1 Force Rating.
Skilled Jockey 1 Racer Remove Setback dice per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks.
Full Throttle 1 Racer Take a Full Throttle action; make a Difficulty 3 Piloting check to increase the vehicle's top Speed by 1 for a number of rounds equal to Cunning.
Improved Full Throttle 1 Racer Suffer 1 Strain to attempt Full Throttle as a maneuver and decrease it's difficulty to 2 Purple.
Supreme Full Throttle 1 Racer When performing Full Throttle, top Speed increases by 2 instead of 1.
Shortcut 1 Racer During a chase, add Boost Dice per rank of Shortcuts to checks made to catch or escape an opponent.
Improved Shortcut 1 Racer When engaging in a chase or race, may suffer 2 Strain to add Successes equal to ranks in Shortcut to the check.
Superhuman Reflexes 1 Racer Once per session, after generating threats on a Piloting check, cancel a threat and add successes equal to ranks in Cool.

Force Powers

Force Rating
2
Power
Enhance
Description
The Force user can perform Athletic feats beyond the original scope of their natural abilities.
Upgrade Effect
Control x3 When making an Athletics, Coordination, Piloting (Planetary), or Piloting (Space) check, the Force user may roll an Enhance power check as part of the pool. The user may spend Force Points to gain Successes or Advantages (User's choice) on the check.
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
Upgrade Effect
Base The user may spend Force Points to sense all living things within Short range (including sentient and non-sentient beings). May not be activated multiple times.

The user may spend Force points to sense the current emotional state of one living target with whom he is Engaged. (May not be activated multiple times.)
Control Spend Force points. The Force user senses the current thoughts of one living target with whom he is Engaged. (May not be activated multiple times.)

Background

Born on the planet Ozu, Jorah lived a simple life with his mother, father, and twin brother Travian. That all changed when a former Jedi Knight, Kesten Reyhes, found the two boys and began to train them in the ways of the Jedi.

Several years passed and the boys grew in their understanding of the Force, the Imperial Inquisition soon found them and slaughtered all but Jorah. Jorah was able to escape by stowing away on a smugglers vessel.

Traveling with the smugglers for several years Jorah learned much of the greater galaxy, but that peace was also short lived. After a few close calls with the Inquisitors and after discovering the smugglers were actually slavers, Jorah jumped ship and now seeks out a new way to run from the Empire, but not before he freed the slaves and ditched his old crew on the surface of a nearby moon.

Motivation

Survival - The Empire has taken everything from Jorah. He cannot fight them, so he must do everything he can to stay alive.

Obligation - 10 Total

+10 Betrayal - Setting the slave free and marooning his former crew on the moon of Bavana probably didn't sit well with them. They either reported the betrayal to the Hutts or are seeking Jorah out to enact their own revenge. Either way, Jorah should watch his back.

Morality

50

Strength: Mercy - The character shows mercy toward his foes, dealing with them fairly and honorably.

Weakness: Weakness - There is a fine line between showing mercy to one’s foes and letting evil fester because it does not want to engage with it

Description

Jorah stands 5'10" (1.70 meters). He has short dark hair and blue eyes. He wears plain clothing that has been subtly layered with light armor plating. His utility belt contains various items, but also contains a subtly concealed blaster pistol.

Other Notes

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