Zeth’krynn’valar (Krynn) by Sallyface

Species
Chiss
Career
Consular
Specializations
Niman Disciple
System
Force and Destiny

4
Threshold 13
Current 13
Threshold 14
Current 14
Ranged 1
Melee 2

Characteristics

3
2
3
2
4
1

Skills

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

Attacks

Ancient Sword
Range
Engaged
Skill
Lightsaber
Defensive 1
Damage
+2
Critical
3
HL-27 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Stetting
Damage
6
Critical
3

15
160
75
2/13

Weapons & Armor

Ancient Sword (350 credits, encum 3)
HL-27 Blaster Pistol (450 credits, hp 2, encum 1)
- Blaster actuating module (500 credits)
- custom grip (500 credits)
Armored Half-Vest (500 credits, encum 3)
+1 soak, +1 defense

Personal Gear

Comlink (25 credits)
Stimpack x2 (25 credits each)
Breath mask (25 credits, encum 1)
Utility belt (25 credits, encum +1)
Backpack (50 credits, encum +4)

Assets & Resources

Lambda-class T-4a Long Range Shuttle

Critical Injuries & Conditions

+10 xp from F&D start
+1,000 credits from GM

Starting XP 110
-110: Starting stats & skills
Session1: +10
-10 Move force power
Session 2: +15
-15 Misdirect force power
Session 3: +5
Session 4: +5
-5 Parry
-5 Reflect
Session 5: +15

Talents

Name Rank Book & Page Description
Infravision 1 Racial Chiss have adapted to be able to see in both the infrared and normal visual spectra. This enables Chiss characters to remove up to a setback die added to checks by lighting conditions.

Background

Kira Veynn was born in the Unknown Regions, far from the Core Worlds, in a secluded Chiss family with strong ties to the Ascendancy’s intelligence networks. From an early age, she displayed an unusual intuition and reflexive abilities—gifts that could not be explained by science. Her family considered these powers dangerous, something that could draw unwanted attention. Kira was quietly sent away under the guise of a “diplomatic assignment” to a small outpost on the edge of Wild Space.

It was there she first encountered whispers of the Force. She never received formal Jedi training—only fragments of old texts and holorecordings scavenged from derelicts. Her connection to the Force was raw, untempered, and deeply tied to survival rather than ideals. When the Clone Wars erupted, Kira stayed out of the galaxy’s spotlight, working as a smuggler’s shadow—running freight, slicing intel, and occasionally using her uncanny senses to keep her crew alive.

But when the Empire rose, everything changed. The crew she trusted betrayed her to an Imperial agent after learning of her powers. Forced to slaughter them in a moment of desperation, Kira fled—haunted by guilt, with the blood of her closest allies on her hands. She’s sworn never to trust blindly again.

Now she wanders the lower levels of Coruscant, a world that reflects her own fractured soul. The glittering towers above are a distant dream; down here, life is brutal and short. Kira works with a band of scoundrels and renegades, more out of necessity than loyalty. They run spice, weapons, and information through the undercity—always one step ahead of the Empire and the gangs that rule the shadows.

Kira doesn’t see herself as a hero. She doesn’t fight for ideals or rebellions—just survival. The Jedi Code means nothing to her; the Sith’s lust for power disgusts her. She walks the gray path, wielding a rare ashen-gray lightsaber, a weapon salvaged and rebuilt from broken pieces. Its color mirrors her fractured allegiance: neither light nor dark, but forged from necessity.

Motivation

Morality

Cynical & Guarded: Trust is earned slowly. She hides her true feelings behind dry humor and sharp sarcasm.

Protective: Despite her cold exterior, she’ll risk herself for her crew—though she’ll never admit it.

Haunted: Flashes of her past (the betrayal, the slaughter) bleed into nightmares and influence her decisions.

Description

Blue Chiss skin, piercing crimson eyes that seem to glow in darkness.

White hair with black-tipped edges, worn in a single long braid down her back.

Practical, neutral-colored clothing—scuffed boots, armored jacket, utility belt, ancient sword at the hip.

Other Notes

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