Ottros Drusk by Vergence

Species
Melitto
Career
Jedi
Specializations
Padawan, Knight
System
Force and Destiny

5
Threshold 14
Current 0
Threshold 14
Current 0
Ranged 2
Melee 3

Placeholder Image

Characteristics

3
2
4
2
4
3

Skills

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

Attacks

Jedi Training Saber
Range
Engaged
Skill
Lightsaber
Stun Damage
Damage
6
Critical
-
Energy Buckler
Range
Engaged
Skill
Melee
Concussive 1, Defensive 1, Deflection 1, Defensive Stance
Damage
+0
Critical
5
Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1
Damage
+1
Critical
3
SVT-300 Stun Cloak
Range
Engaged
Skill
Brawl
Limited Ammo 3, Stun Damage
Damage
7
Critical
3
Basic Lightsaber Hilt (Blue Illum Crystal)
Range
Engaged
Skill
Lightsaber
1 Breach, Sunder
Damage
6
Critical
2
Ottros' Crossguard Saber
Range
Engaged
Skill
Lightsaber
Accurate 3, Defensive 1, Breach 1, Sunder, Vicious 2, Superior
Damage
11
Critical
1

0
545
2915
4

Weapons & Armor

Ottros' Crossguard Saber [Enc 1, Damage 11, Crit 1, Defensive 1, Breach 1, Sunder, Vicious 2, Integrated Superior Hilt (+1 Damage, Auto-Advantage), Crossguard: 2x Advantage or Triumph to disarm an opponent. Special: It costs an extra Advantage to disarm him. If successful in disarming an opponent, his opponent's weapon is damaged one step., Fine-Tune Emitter (Auto-Advantage), Personalized Inlay, HP 6: -2 Illum Crystal (Blue) Fully Modded, -1 Custom Grip: -■ +🟦 , -2 Balanced Hilt: +🟦 🟦]

1x Basic Lightsaber Hilt (Blue Illum Crystal)

Jedi Training Saber [Enc 1, Damage 6, Crit-, Stun Damage, HP 5]

Energy Buckler [Enc 1, HP 1, Damage +0, Crit 5, Concussive 1, Defensive 1, Deflection 1, 1,300c, Shield Discharge Pack: When hit by a Melee/Brawl/Lightsaber attack, spend 2 disadvantages of opponent's result to deal 3 strain (ignoring soak), Mods Acquired: Innate Defensive Stance Talent]

SVT-300 Stun Cloak [Enc 2, When wearer is hit by a melee or brawl attack, attacker suffers 7 strain damage, consuming one of the cloak's payload. Reloading the power source takes 3 minutes.]

Explorer's Knife [100c, Enc 1, Add 1 boost die to Survival checks]
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Armoured Robes [Enc 5, Soak +2, Defense 1, HP 2]

Padded Armor [Enc 2, Soak +2, HP 0]

Diplomat Robes (Lined) [Enc 1, Soak +2, Melee Defense +1, Range Defense +1, Special Embellishment: Negotiation (auto adv), Unmistakable representative of the Order: For every boost afforded by Renown, he gets an upgrade on Leadership and Negotiation checks. For every setback afforded by Renown, he gets a downgrade on the same checks.]

Personal Gear

Backpack (+4 Enc):
Species Database [150c, Enc 2, Add 2 boost dice to Knowledge (Xenology) checks.]
Data Goggles [250c, Select 1 knowledge skill at the beginning of the encounter. Add 1 automatic success result to all checks made using that skill while wearing the goggles for the duration of the encounter]
Shadowcloak [Enc 2, Discerning noticeable features of someone wearing the cloak required a Daunting (4 difficulty) Perception check. If the wearer moved in that round, the check is reduced to Hard (3 difficulty)]

Jedi Utility Belt (+1 Enc) 800c:
Food Capsules (3days) [Enc 0]
Emergency Medpack [Enc 1]
Jedi Multi-Tool [Enc 2]
A Glow Rod [Enc 1]
Comlink [Enc 0]
Aquata Breather [Enc 0]

Wizard Pouch [50c, +1 Enc]
8x Stimpacks [Enc 0]
Archaeology Club's Insider's Guide [Enc 0, Add an automatic advantage to checks to find a location of service in the region covered by the guide. Focus: Yavin 4's temples and surrounding wilderness]
MCI-100 Magnacuffs [Enc1, 100c, Requires a Formidable (5 Difficulty) Coordination check to escape]

3-Mal Secure Comlink [Enc 0, Cost 250c, Add a Setback to intercept encrypted signal, Add 2x Boost to local current event Knowledge checks]

Verpine Comlink [Enc 0, Cost 250c]

Concealed Recorder [Enc 0, 175c, Rarity 5, Add 2x Setbacks to Perception to find the recorder on the body]

Datapad [Enc 1]

Assets & Resources

Wanderer Scout Surveyor Droid (L3-V1),
Q-7 Series Astromech (M4-G1)
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Machinist Workbench (Mechanics): Adds an automatic Success and Advantage to all Mechanics checks, Mannequin: Adds a Boost or remove a Setback to crafting armor for Ottros' measurements.

Repulsor Metalwork Lathe (Mechanics): Removes an automatic 2x Setbacks to all Mechanics checks. Instead of a Boost from droids assistance, receive an Upgrade when using this tool. Additionally, this tool adds a Boost plus a 10% cost reduction on mod and repair checks.
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Scans & recordings of his archaeology expeditions plus, verified Maximus intel claims sent to the NR & IR.

Crucible datacore logs

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Reliant on Toxins Racial Start with respirators which simulate toxic atmosphere of homeworld. Treat standard air composition as a corrosive atmosphere with rating 6.
Well Rounded 10XP Medicine and Perception are now career skills
Quickdraw 5XP Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Valuable Facts 15XP Once per Encounter, may take the Valuable Facts action; make an average Knowledge check. If successful, add Triumph to one ally's skill check during the encounter.
Forcce Rating 2 15XP, 25XP +1 Force Rating
Adaptable 20XP When resolving a check that uses a skill in which they have no ranks, the character may spend a Destiny Point to require a Despair or to remove Threat equal to ranks in Cool.
Dedication (Willpower) + (Intellect) 2 25XP, 25XP Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Researcher 2 5XP, 10XP The character removes a Setback Die per rank of Researcher from all Knowledge checks. Researching takes 50% less time
Sense Emotions 10XP Add Boost to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Sightless Vision Racial Perceive surroundings without the need for light, and do not suffer penalties for combat and perception checks due to darkness or other environment factors that affect vision.
Balance 15XP When the character recover from strain at the end of each encounter, he may roll his Force rating in Force dice. He regains additional strain equal to the number of white circles gained from the Force Die.
Will of the Force 20XP Once per round after failing a skill check, the character may convert one Darkside Destiny Point to Lightside Destiny Point.
Jump Up 5XP Once per round, may stand from a seated or prone position as an incidental.
Parry 2 5XP, 10XP If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce the damage by 2 plus ranks in Parry.
Toughened 1 5XP Gain +2 wound threshold.
Sense Danger 10XP Once per session, remove 2x Setback from anyone check.
Reflect 2 10XP, 15XP When a character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied), they may take a Reflect incidental. May suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may be used once per hit and when the character is weilding a Lightsaber weapon.
Reflect (Improved) 15XP When a character suffers a hit from a Ranged (Light) Ranged (Heavy), or Gunnery combat check and uses Reflect incidental to reduce the damage from a hit, after the attack is resolved the character may spend 3x Disadvantage or Despair to automatically hit one target within medium range, dealing the same damage as a hit from the initial ranged attack.

Force Powers

Force Rating
3
Power
Sense (Mentor Discount) 5XP
Description
The force user may spend ◐ to sense all living things within Short range.

The force user may spend ◐ to sense the current emotional state of one living target with whom their engaged with.
Upgrade Effect
Control 10XP Ongoing Effect: Commit Force Dice. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration 10XP Sense's ongoing effects may be triggered one additional time per round.
Strength 10XP When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Power
Farsight (Foundation Celebration)
Description
The user may spend ◐ to ignore the effects of darkness or blindness and see normally up to Medium range for the remainder of one round (or 5 minutes). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade Effect
Control: Fine Details (Foundation Celebration) Spend ◐ to make out fine details on a single object within Medium range.
Control: Transparent Spend ◐ to see through a single object at Medium range as though it were transparent.
Power
Heal / Harm (Mentor Discount) 10XP
Description
The Force user bolsters their ally with renewed vigor or saps their foe of vital energy.

Heal: Spend ◐ to heal a number of wounds equal to their Intellect from an Engaged living creature (including user)

Harm: Spend ◐ to inflict a number wound equal to their Intellect (ignoring soak) from an Engaged living creature.
Upgrade Effect
Power
Move 5XP (Mentor Discount)
Description
Spend ◐ to move one object with Silhouette 0 within short range to maximum range (short).
Upgrade Effect
Range (Rank 2) Spend ◐ to increase power's range band by 1 per rank.
Control 10XP The Force-User can hurl objects to damage targets by making a Discipline check combine with a Move power check, dealing damage equal to 10x Silhouette (Silhouette 0 equals 5 damage).
Control 15XP The character can perform fine manipulation of items, allowing them to do whatever they could normally with their hands via this power at the power's range.
Strength (Rank 1) Spend ◐ to increase Silhouette able to be a targeted equal to Strength upgrades purchased.
Magnitude (Rank 2) Spend ◐ to increase the targets affected equal to upgrades purchased.
Control 5XP The Force-User can pull objects out of secure mountings or out of an opponent's grasp.
Power
Enhance (Mentor Discount) 5XP
Description
When making an Athletics check, the Force User may roll an Enhance power check to the pool. Spend ◐ to gain success or advantage.
Upgrade Effect
Control 5XP Enhance can be used with Resilience.
Control 5XP Enhance can be used with Coordination
Control 10XP Ongoing effect: Commit Force Dice to increase Brawn characteristic by +1
Control 5XP Enhance can be used with Brawl.
Power
Manipulate (Mentor Discount) 5XP
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems. The Force user may spend ◐ to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.
Upgrade Effect
Control 5XP Ongoing effect: Commit Force Dice. One damaged weapon or item counts as being undamaged.
Control 10XP When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend ◐ to gain Success or Advantage (user’s choice) on the check.

Background

1. How did you discover your force sensitivity?

Beyond the ordinary Melitto biology of cilia sensory imaging through vibrational photoreception, auditory, olfaction and electrical field means, Ottros, had the ability to commune with the Living Force. Yet, his discovery didn't occur until Ottros begun to manipulate the living Force on a molecular scale through his own body. Thus, this discovery of concentration allows Ottros the ability to mend his own superficial wounds.

2. Describe a moment where you fell prey to your moral weakness or experienced a tragedy/horror that still haunts you.

As younglings, Ottros was playing with a peer on top of the sprawling jungle trees of Yavin 4. Natively, Ottros’ powers of healing led him to believe no real danger could come to the pair. However, upon a misstep, Ottros' peer ungracefully fell down the canopy spraining his wrist beyond the student's restorative capacity and consequently, had to explain his arrogance to the Master while she healed the injury.

3. How did you come to join the NJO?

Derpini Kyrn maintained many old Alliance contacts within the New Republic who could get a hold of the New Jedi Order. Thus, upon Ottros' adolescent Force discovery, a Jedi emissary was able promptly test him and take the Melitto to the Praxeum.

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.

Derpini Kyrn (his adoptive mother) taught Ottros the meaning of compassion, Mirialan philosophy, and the ideals of the Republic. She use to be an Alliance intelligence operative in the Galactic Civil War. To date both still maintain mutual communications through holomessager.

5. Describe a moment in your life where you demonstrated your moral strength despite adversity.

Ottros was further exploring the jungles away from the Jedi Temple when he unexpectedly startled a Runyip stampede which forced him to climb for cover. After the herd passed, the Melitto was unsure of the correct direction that accurately lead back to the Praxeum. Rather than panic, the padawan confidently placed his faith within the living Force to guide him to the temple successfully.
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(Allowing the 5 questions be first)

Pre-Praxeum Origin Story: Born into a Ronin Hive who fought in Galactic Civil War against the Empire, Ottros' Hive was sadly eradicated by Imperial Remnants at the tail end of the war. Yet, by strange luck, an Alliance operative caught a transmission of the severe tragedy and began searching for any survivors only to discover a young Melitto child still alive. The Alliance operative was a Mirialan by name of Derpini Kyrn who quickly grew a fondness for the zestful child and joyously raised him to adolescence.

Motivation

Destiny and Fate: The character wants to know if destiny truly exists. Do all beings have a fate set down for them at the moment of their creation? Can one thwart their fate or is it an exercise in futility? And if one fulfills their destiny, what then? Above all, the character wants to know what their own destiny IS, and must decide whether to fulfill or avoid it.

Being raised by Mirialan philosophy (see question #4) suggests that the Cosmic Force should be seen as Fate; Yet, Ottros struggles and attempts to understand the meaning of this definition through the Force.

Morality

Harmony 95:

Certainty: This doesn't simply cover confidence or positivity, but also an unshakable faith of the Force. The padawan dives into conflict without hesitation, for there is no conflict, only the Force ebbing and flowing.

Egoism: Confidence can turn into recklessness or stubbornness. When Jedi think themselves invulnerable or correct at all times, they think the Force revolves around them. This egoism may cause a padawan to make a fatal error and bring others to harm.

Obligation: Debt (5)- Dragoncat, Bounty (10)- Pyke Syndicate
Duty: Teaching (4)

Description

Ottros is 1.8 meters in height with charcoal chitin plates and gray feathery cilia sticking out of his padded armor. He is frequently seen wearing a vocoder mask with a respirator emulating the toxins of his volcanic homeworld. Attached to the helmet is a sturdy dispenser of sugary nutrient fluids which he covers up with a long protective coat.

Unlike most Melitto, Ottros was raised hiveless and casteless. Ottros' adoptive Mirialan upbringing and temple training provided him with quite the unique insectile perceptive of the universe. Still largely discovering out who he is, the Melitto eagerly trains in hopes of becoming a fully accepted padawan.

Other Notes

Creation Melitto: 100XP +10XP = 110XP
-30XP for 3 Intellect, -50XP for 3 Willpower, -30XP for Presence = -110XP
Free Racial Rank: Perception (1)
Free Jedi Skill Ranks: Cool (1), Discipline (1), Lightsaber (1)
Free Padawan Skill Ranks: Vigilance (1), Mechanics (1)
Post Creation +30XP: (Mentor Discount) Sense -5XP, Heal -10XP, Enhance -5XP, Enhance Control (Resilience) -5XP, Enhance Control (Coordination) -5XP = -30XP
Loadout Type Combat:
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4/20 +20XP +3 Harmony: -5XP Control Brawl, -10XP Control Brawn, -5XP Quickdraw
4/24 +15XP +5 Harmony: -5XP Athletics (1), -10XP Well Rounded
4/26 +15XP -1 Harmony: -15XP Valuable Facts
4/28 +20XP -1 Harmony: -15XP Force Rating (Saved +5XP)
4/29 +15XP +3 Harmony: -10XP Discipline (2), -10XP Perception (2) - (Spent Saved -5XP)
5/3 +15XP +0 Harmony, +600c: (Saved +15XP)
5/4 +0XP +0 Harmony: Free Farsight Basic Power + Farsight Control: Fine Details
5/6 +20XP +2 Harmony: -20XP Adaptable, -10XP Cool (2)
5/11 +15XP -2 Harmony: (Saved +15XP)
5/14 +15XP 0 Harmony: -25XP Dedication (Spent Saved -10XP)
5/15 +20XP +3 Harmony: -10XP Sense: Control, -10XP Sense: Duration, -10XP Sense: Strength (Spent Saved -10XP)
5/28 +20XP +5 Harmony: (Saved +20XP)
6/2 +25XP +1 Harmony: -5XP Move (Mentor), -10XP Move: Control, -5XP, Move: Control, -5XP Move: Range, -5XP Move: Range
6/7 +15XP +1 Harmony: -5XP Lore (1), -10XP 2x Move: Magnitude
6/9 +15XP +1 Harmony: (Saved 15XP)
6/10 +20XP +2 Harmony: (Saved 20XP)
7/4 +15XP -2 Harmony: (Saved 15XP)
7/5 +20XP +4 Harmony: (Saved 20XP)
7/30 +15XP +3 Harmony +150c: (Saved 15XP)
8/1 +5XP: (Saved 5XP)
8/2 +20XP +2 Harmony: -20XP Knight, -5XP Researcher, -10XP Sense Emotions, -10XP Researcher, -15XP Balance, -20XP Will of the Force, -25XP, Force Rating, -5XP Jump Up, -5XP Toughened, -5XP Parry, -10XP Move: Strength
8/10 +15XP +3 Harmony +500c: -15XP Move: Control Manipulation
8/12 +15XP +0 Harmony: -10XP Parry, -5XP Farsight Transparent
8/13 +20XP +5 Harmony: -15XP Discipline (3), -5XP Negotiation (1)
8/16 +15XP +1 Harmony, -1K off an lightsaber attachment: -10XP Sense Danger (Saved 5XP)
8/25 +25XP +2 Harmony: -25XP Dedication (Int)
8/26 +15XP +1 Harmony: -5XP Manipulate (Mentor), -5XP Manipulate Control: Commit, -10XP Manipulate Control: Skill (Spent Saved 5XP)
8/27 +15XP +1 Harmony: -10XP Mechanics (2), (Saved 5XP)
9/16 15XP, -2 Harmony: -15XP Mechanic (3)
9/17 15XP, +3 Harmony: -10XP Reflect, -15XP Reflect (Spent Saved 10XP)
9/30 15XP, +1 Harmony: -15XP Reflect (Improved)

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