Zhaboka is a traditional Zabrak double-bladed sword-staff. The two Zaboka Swords Argo carries are a pair of swords that look like a Zhaboka that has been split in two, each about 60 cm long. Stats are the same as for Ancient Sword. They have the Paired attachment. The plan is to construct a pair of lightsabers when Argo learns how, possibly Shotos to keep the two short sword style from the Zhaboka-swords.
<b>Character Name</b>: Argo Zur <b>Species</b>: Zabrak
<b>Gender</b>: Male <b>Age</b>: 21 <b>Height:</b>:176 cm <b>Build</b>: Athletic
<b>Hair</b> Black, short <b>Eyes</b>: Dark-Brown
<b>Notable Features</b>: Argo Zur is a young Zabrak with light-brown skin and a crown of slightly darker brown horns on his head. Argo is of average height,
176 cm tall with athletic build. Unlike many Zabraks Argo has a mane of black hair on his head and could grow some facial hair if he didn't prefer going
clean shaven. He has a symmetrical facial tattoo on his forehead ranging down to both cheeks. He wears plain clothes, but carries a pair of slightly curved
swords in sheaths on his back.
<b>Career</b>: Guardian
<b>Specialization(s)</b>: Protector/Soresu Defender
<b>Morality: 50</b>
<u>Emotional Strength:</u> Bravery
<u>Emotional Weakness:</u> Anger
Never slow to put his life on the line, Argo is compassionate about keeping his weaker allies safe, no matter the personal cost to himself. Argo is most
prone to anger when his companions are put at risk when he feels that he could conceivably have saved them. Or that he should have been able to save them.
His former mentor tried to teach him to let go of his rage, but he is having a hard time doing that.
<b>Motivations</b>:
<u>Ambition:</u> Become a Jedi Knight
Argo is determined to become a Jedi Knight like his old mentor, and to restore the order to it's proper place.
<b>ABILITIES</b>
<b>Brawn</b>: 3 <b>Agility</b>: 2 <b>Intellect</b>: 4
<b>Cunning</b>: 2 <b>Willpower</b>: 3 <b>Presence</b>: 1
<b>Wounds</b>: 17 <b>Strain</b>: 13
<b>Soak</b>: 4 <b>Defense</b>: Range= 1 Melee= 1 (2 with sword drawn)
<b>SPECIAL ABILITIES</b>
Fearsome Countenance: Add one advantage to Coercion checks.
<b>Experience Total: 290</b>
<b>Available-Earned Exp: 0</b>
<b>SKILLS</b>
<i>Skill Name / CareerSpec? / Rank / Dice Pool</i>
Astrogation / N / 0 / AAAA
Athletics / Y / 0 / AAP(FF)
Charm / N / 0 / A
Coercion / N / 0 / AAA
Computers / N / 0 / AAAA
Cool / Y / 0 / A
Coordination / N / 0 / AA
Deception / N / 0 / AA
Discipline / N / 1 / AAP
Knowledge - Core Worlds / N / 0 / AAAA
Knowledge - Education / N / 0 / AAAA
Knowledge - Lore / Y / 0 / AAAP
Knowledge - Outer Rim / N / 0 / AAAA
Knowledge - Underworld / N / 0 / AAAA
Knowledge - Warfare / N / 0 / AAAA
Knowledge - Xenology / N / 0 / AAAA
Leadership / N / 0 / A
Mechanics / N / 0 / AAAA
Medicine / Y / 1 / AAAP
Negotiation / N / 0 / A
Perception / N / 0 / AA
Piloting - Planetary / N / 0 / AA
Piloting - Space / N / 0 / AA
Resilience / Y / 1 / AAP(FF)
Skulduggery / N / 0 / AA
Stealth / N / 0 / AA
Streetwise / N / 0 / AA
Survival / N / 1 / AP
Vigilance / Y / 1 / AAP
Brawl / Y / 1 / AAP(FF)
Gunnery / N / 0 / AA
Lightsaber (Intellect) / Y / 1 / AAAP
Melee / Y / 0 / AAA
Ranged - Heavy / N / 0 / AA
Ranged - Light / Y / 1 / AP
<b>Talents</b>
<i>Talent Name / Basic Effect / Book reference</i>
Toughened / Gives +2 Wounds / F&D Core Rules pg 76
Toughened / Gives +2 Wounds / F&D Core Rules pg 76
Body Guard / Body guard maneuver, 1 strain to upgrade attack on engaged friend / F&D Core Rules pg 76
Physician / Recover additional strain equal to ranks with Medicine / F&D Core Rules pg 76
Stimpack Specialization / Stimpacks heal +1 Wound per Rank / F&D Core Rules pg 76
Force Protection / 1 Strain per turn to use maneuver to commit [F] up to ranks to increase soak = no. of [F] / F&D Core Rules pg 76
Force Rating/ Gives +1 Force Rating / F&D Core Rules pg 76
Dedication / Gives +1 Intellect / F&D Core Rules pg 76
Parry / Suffer 3 strain to reduce damage from melee attack by 2+Ranks (3) / F&D Core Rules pg 77
Soresu Technique / Can use Intellect for Lightsaber attacks / F&D Core Rules pg 77
Reflect / Suffer 3 strain to reduce damage from ranged attack by 2+Ranks (3) / F&D Core Rules pg 77
<b>FORCE RATING: 2</b>
<b>Force Powers:</b>
<i>Power Name / Basic Effect / Book reference</i>
Enhance / Use Enhance Power Check as part of Athletics pool using pips as hits or advantages. / F&D Core Rules pg 288
Control / Enhance can be used with the Resilience skill. / F&D Core Rules pg 288
Control / Enhance can be used with the Brawl skill. / F&D Core Rules pg 288
Control / Ongoing effect: Commit [F] to increase Brawn by 1. / F&D Core Rules pg 288
Control / Can spend a pip to leap horizontally to short range as an action. / F&D Core Rules pg 288
Control / Can spend a pip to leap vertically to short range as an action. / F&D Core Rules pg 288
Move / Spend pip to move sil 0 object within short range to max range, default short. / F&D Core Rules pg 298
Sense / Spend pip to sense all living things within short range. Spend pip to sense current emotional state of one engaged target. / F&D Core Rules pg 304
<b>EQUIPMENT</b>
2 Zhaboka Swords
(Skill: Lightsaber; Range: Engaged; Damage: +2; Critical: 3; Special: Defensive 1; Attachment: Paired Weapons)
Blaster Pistol
(Skill: Rng-Lt; Range: Medium; Damage: 6; Critical: 3; Special: Stun Setting)
Armored Clothing (Defense 1, Soak 1)
Load-Bearing Gear
-2 Zhaboka Swords
Utility Belt
- 5x Stimpack
- Blaster Pistol
Military Belt Pouch
-1 Stimpack
- Comlink, handheld
Backpack
- Emergency Medpack
- Glow Rod
- Field Ration Pack
- Climbing Gear
- Datapad
<b>Total Encumbrance = 10/16</b>
<b>Material Wealth:</b>
Cash on person: 63 credits
<b>Character Background and Goals</b>
<b>Motivation: </b>
Ambition: Become a Jedi Knight
Argo is determined to become a Jedi Knight like his old mentor, and to restore the order to it's proper place.
<b>Background:</b>
Argo Zur was borne on the Iridonian colony world of Feldrona just over 21 years ago. His family used to be proud of the fact that the force ran strong in
the family, and that the brother of his grandfather, Ereno Zur, was a Jedi Knight. Ereno had his fill of war after serving as a general in the Clone Wars,
and when age finally caught up with him and he was horribly wounded in battle the Jedi order approved his request to be allowed to retire. His injuries
were severe and he was not expected to live long.
After retiring from active service Ereno headed back to the roots and before the end he reconnected with his family. His brother had passed away but he
found that his brother had several children, and many grand-children. Ereno took great delight in becoming a part of the family again after all those years.
Ereno did not keep in contact with the Jedi order, but he felt a great disturbance in the force when the infamous Order 66 was given and the clones turned
on the Jedi.
Ereno had noticed the potential in the young Argo Zur, and early on determined that he was force-sensetive. He was disillusioned with the Jedi order at the
time and decided not to send the boy to Coruscant to be trained. Instead he taught the boy some of the things he thought the young boy was ready to learn
himself.
Like many young Zabrak Argo was considered quite hotheaded and belligerent, which bothered the old Ereno, since he knew how hard it could be for an irrational
and angry youth to be seduced by the dark side. Ereno tried his best to teach the young boy discipline, but it was not until he started training the boy in
the Tae-Jitsu martial art that the young Zabrak started showing self-control and restraint.
Ereno did not teach his young charge much about the Jedi, and his training was far from as intense as the training Jedi Padawans received. He determined that
the force was fairly strong with young Argo. He had left his old lightsaber behind when he left the Jedi order, and did not teach his pupil how to create
one, training him with traditional Zabrak swords instead in the Soresu-style, which he felt was the best style to protect the user and others. Argo
eventually incorporated the Jar'Kai style into his fighting, opting to fight with two short and slightly curved Zabrak swords.
As time passed Argo developed into a fine young Zabrak. When he was 12 years old Ereno passed away peacefully in his sleep. At first Argo kept up with his
training, but soon began to feel more and more lost without the guidance of the old Zabrak. When a young Gran scholar by the name of Gurian came to
Feldrona seven years later looking for the Jedi Knight Argo‘s interest in the Force and his potential was rekindled.
Gurian was horrified with how the Jedi order had been villified and was looking for information and people that could help him document the story and tell
him the truth. His enthusiasm rekindled some longing in Argo to know more about his mentor and the Jedi order, and in the end he traveled from Feldrona
with the scholar, vowing to keep him safe in his dangerous line of work.
The pair traveled around a bit in Gurian's banged-up old HWK-290 freighter. On their travels they visited the mystical planet of Dathomir. They landed in
a large Zabrak village and Gurian got permission to visit the witches. Alone. He was gone for several days. Argo spent the days in the village, sparring
with the local men and swapping stories.
As they were leaving Argo was approached by a Zabrak woman who begged him to take her son with him when they left the planet. She told Argo she could sense
he was a good person, and also that there was something special about him. She sensed the same in her own son, and feared he would either be killed in the
brutal contests the older Zabraks partook in, or claimed by the witches for what ever dark purposes. Argo had sparred with the lanky youth several times,
and felt a connection to the boy. Despite Gurian warning that this might upset their relationship with the witches Argo took the boy and his pet tusk-cat
on board, promising his mother to keep him safe and teach him what he had learned from his great-uncle.
The three men traveled together for a while, until one day when they were nosing around on Corellia, asking questions and looking for data. Gurian went out
on his own to meet with a contact and never returned to their rented apartment. Argo went looking for him and found police investigating how Gurian fell to
his death from the edge of a busy city street. After a cursory investigation the authorities claimed his death was an accident but Argo found that hard to
belief and he decided not to return to Gurian's ship, fearing an ambush.
In the end he decided to contact a colleague of Gurian, the scholar Hethan Romund. She welcomed his comm-call and asked him to meet her. When Argo and his
young charge arrived to the location specified Hethen was not there. Soon after he received a signal from her asking for help...
Online Charactersheet: http://swsheets.com/c/2jzhti2oa-argo-zur
PDF of Charactersheet: https://dl.dropboxusercontent.com/u/13196633/Argo%20Zur%20-%20Zabrak%20Guardian.pdf