Tass Loren by Errrik012

Species
Human
Career
Seeker
Specializations
Ataru Striker, Makashi Duelist, Starfighter Ace
System
Force and Destiny

5
Threshold 13
Current 7
Threshold 16
Current 14
Ranged 2
Melee 3

Placeholder Image

Characteristics

3
6
2
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) X 1
Charm (Pr) X 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) X 0
Negotiation (Pr) 2
Perception (Cun) X 1
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 2
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) X 2
Lightsaber (Ag) X 4
Melee (Br) 0
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

Krayt Dragon Pearl Lightsaber (Orange)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 4, +1 Defensive for Talent
Damage
10
Critical
1
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Combat Knife
Range
Engaged
Skill
Melee
+1 Defensive for Talent
Damage
4
Critical
3
Fists
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
3
Critical
5

15
750
1233
10/12

Weapons & Armor

Basic Lightsaber (Encumbrance 1)
(1 damage +1 mod attempted, 1 crit -1 mod attempted = 2 mods total)

Heavy Blaster Pistol (Encumbrance 2)

Combat Knife (Encumbrance 1) STOWED ON THE BROKEN CHAIN

Armored Clothing (Available in a variety of styles, armored clothing is an excellent option for those who prefer light, flexible protection. While bulkier than normal clothing, armored clothing can be tailored to fit any taste and retain its effectiveness. Lighter types typically rely solely on energy-dispersion mesh and the strength of the material to provide protection in the form of strategically located plastoid or ceramic armor plates sewn into the clothing. Detecting that clothing is armored requires an Average Perception check. Defense: 1; Soak: 1; Price: 1,000; Encumbrance [when carried]: 3; Hard Points: 1; Rarity: 6)

Energy Buckler (An energy buckler consists of a metallic disk worn on the wielder’s wrist. Once active the disk projects a small, circular shield that can be used to block melee attacks. Given the nature of the energy shield, it can also be used as a melee weapon to bash targets with a stunning blow. Though an active energy buckler projects of a relatively nondescript circular energy field, the projector disks themselves are often decorated to appear as mundane jewelry. An energy buckler has steep power requirements and can only be used for a short period of time before it must be recharged. When the wielder is using an energy buckler, the GM can spend any Despair the wielder generates on a Combat check to have the energy buckler run out of power, it ceases to function until the end of the encounter or until recharged. Skill: Melee; Damage: +0; Crit: 5; Range: Engaged; Encum: 2; HP: 1; Price: 1,000; Rarity: 7; Special: Concussive 1, Defensive 1, Deflection 1)

Personal Gear

Assets & Resources

5 Stimpacks: One-use items that automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one fewer wound. This resets after 1 day. (Encumbrance 0; F&D p. 186)

Macrobinoculars: Magnifies targets and allows users to see over long distances. (Encumbrance 1; F&D p. 183) STOWED ON THE BROKEN CHAIN

Hand Scanner: The term "hand scanner" is a catchall designation used to describe a wide variety of handheld scanning devices used for specialized purposes. Medisensors, circut tracers, materials fatigue and stress-fracture scanners, scanners designed to detect specific gasses or minerals, and narrow-band comlink scanners are all examples of devices that fall under the hand scanner banner. Most hand scanners can be connected to larger computer systems for the collection and analysis of data. (Encumbrance 0; F&D p. 183)

Backpack: Increases the character's encumbrance threshold by 4. (Encumbrance -; F&D p. 188)

Tool Kit: Allow mechanics and technicians to perform most mechanical checks to repair devices, as well as heal wounds on droids. (Encumbrance 4; F&D p. 189)

Emergency Medpac: Allows characters to use the Medicine skill to heal others without penalty, as described in F&D p. 226. (Encumbrance 1; F&D p. 183)

[On Ship "Bet's Revenge"] Sanctuary Holocron: Discipline and Medicine become career skills. When making a Knowledge (Lore) check to learn about the Jedi, the PCs may use the holocron to make an assisted check. The holocron counts as having three ranks in Knowledge (Lore). (Encumbrance 1; F&D p. 191, 439)

Jedi Master Aud Schor Kett:
When a Player Character purchases the basic version of a Force power, he may decrease the cost of the basic power by 5 XP. This discount does not apply when purchasing upgrades to Force powers. This discount only applies after the character has spent their initial XP during character creation. (F&D p. 109)

Electrobinoculars

Modified TIE Advanced X1 "The Broken Chain" (Starships & Speeders p. 60)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Conditioned 1 F&D p. 141 Remove 1 setback die per rank of Conditioned from Athletics and Coordination Checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned
Parry 7 F&D p. 149 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Quick Draw 1 F&D p. 146 Once per round, draw or holster a weapon or accessible item as an incidental.
Dodge 2 F&D p. 142 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Reflect 2 F&D p. 150 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Ataru Technique 1 F&D p. 139 When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
Quick Strike 2 F&D p. 150 Add 1 boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Improved Parry 1 F&D p. 149 When parrying a hit that generated 1 Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.
Jump Up 1 F&D p. 146 Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental.
Skilled Jockey 1 F&D p. 152 The character removes 1 setback die per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.
Confidence 1 F&D p. 141 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero he does not have to make a Discipline check.
Rapid Reaction 1 F&D p. 150 The character may suffer a number of strain to add an equal number of successes to any Vigilance or Cool checks to determine initiative order. The number may not exceed his ranks in Rapid Reaction.
Touch of Fate 1 F&D p. 153 Once per game session, the character may add 2 boost die to any one skill check.
Intuitive Strike 1 F&D p. 145 When making a combat check with a vehicle weapon, the character may add Force die no greater than the Force rating to the check. The character may spend 2 Force Points to add 1 success or 1 advantage (character's choice) to the result.
Saber Swarm 1 F&D p. 151 Force Talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force rating.
Hawk Bat Swoop 1 F&D p. 144 Force Talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding Force Dice no greater than Force rating to the pool. The character may spend Force Points before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend Force Points to add Advantage to the check. If the character cannot move to engage the target, the attack automatically misses.
Dedication 3 F&D p. 141 Each rank permanently increases a single characteristic of the players choice by 1 point. This cannot bring the characteristic above 6.
Tricky Target 1 F&D p. 153 Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0.
Force Rating 1 F&D p. 143 Force Talent. Each rank permanently increases the character's Force rating by 1.
Grit 4 F&D p. 144 Each rank of Grit increases a character's strain threshold by 1.
Saber Throw 1 F&D p. 151 Force Talent. The character may take the Saber Throw action. Making a Lightsaber combat check as a ranged attack at one target within medium range, adding Force Dice no greater than his Force Rating to the check. The character must spend Force Points and succeed on the check to hit his target, he may spend Force Points to have his weapon return to his hand after resolving the attack.
Resist Disarm 1 F&D p. 151 If the character would be disarmed or his weapon would be damaged or destroyed, he may choose to suffer 2 strain to ignore the effect.
Makashi Technique 1 F&D p. 146 Force Talent. When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Duelist's Training 1 F&D p. 142 The character adds 1 Boost Die to his Melee and Lightsaber checks when engaged with only a single opponent. A single minion group counts as multiple opponents.
Feint 2 F&D p. 142 Upon missing an opponent with a Lightsaber, Brawl, or Melee combat check, the character may spend 1 Triumph or 3 Advantages to upgrade the difficulty of the opponent's next combat check targeting the character during this encounter by the character's ranks in Feint.
Sum Djem 1 F&D p. 152 Force Talent. When the character makes a successful Lightsaber combat check, he may spend a Triumph or 2 Advantages to disarm his opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice).
Defensive Training 1 F&D p. 141 When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character’s ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).
Makashi Flourish 1 F&D p. 146 Force Talent. Once per encounter, the character may take the Makashi Flourish action, making an Average Lightsaber check (2 purple). If it is successful, one engaged opponent suffers strain equal to Successes (ignoring soak), and the character recovers an equal amount of strain. The character may also spend 3 Advantages or 1 Triumph generated on the check to stagger the opponent until the end of the target's next turn.
Makashi Finish 1 F&D p. 146 Force Talent. The character may take the Makashi Finish action, making a Lightsaber combat check against an engaged target, adding Force Dice no greater than the Force Rating to the check. The character may spend Force Points to add +10 to any Critical Injury Role resulting from the check.

Force Powers

Force Rating
2
Power
Suppress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.

The user may spend 1 Force Point to add 1 Failure to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Power
Move (F&D p. 298)
Description
The Force user can move small objects via the power of the Force.

The user may spend 1 Force Point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Control The Force user can pull objects out of secure mountings, or out of an opponent's grasp.
Control The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power's range.
Strength Spend Light Side Points to increase silhouette able to be targeted equal to strength upgrades purchased.
Range (+2) Spend Light Side Points to increase power's range by a number of range bands equal equal to range upgrades purchased.
Control The Force user can hurl objects to damage targets, by making a Discipline check combined with a Move power check, dealing damage equal to 10 times the silhouette.
Power
Enhance (F&D p. 288)
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.

The user may spend 1 Force point to gain 1 Success or 1 Advantage (user's choice) on the check.
Upgrade Effect
Power
Heal/Harm (F&D p. 292)
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal: (Light side Force user only): Spend 1 Force Point to heal a number of wound equal to Intellect from an engaged living creature (including user).

Harm: Spend 1 Force Point to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Misdirect (F&D p. 296)
Description
The Force user creates illusions to fool those around him.

The user may spend 1 Force Point to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Power
Sense (F&D p. 304)
Description
The Force user can sense the Force interacting with the world around him.

The user may spend 1 Force Point to sense all living things within short range (including sentient and non-sentient beings).

The user may spend 1 Force Point to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect

Background

The boy who would become Tass Loren was born on the planet Felucia in the Thanium Sector to a family of poor farming colonists. As the planet was under the control of the Galactic Empire, he was singled out by Imperial Scouts for conscription into the Storm Trooper program at age 6. This had to do with his unusual coordination, cognition, and physical conditioning for someone so young. Per protocol, his original name was taken away and replaced with the number TS-1955. He was sent to the Imperial Outpost on Rhen Var for initial training but was quickly reassigned to Montross to become a pilot. He spent most of his young life on Montross at the Skystrike Academy, and began to show an exceptional talent for dogfighting. TS-1955 (TS) set himself apart from his peers with his improvisational skills and a disciplined approach to serving the Empire. Though secretly some nights he would awake in his bunk with the objects in his room floating around him... Eventually, his skills qualified him for the greatest honor of his life thus far: piloting the first ever TIE Advanced X1 model. To do this, he had to return to Rhen Var in the Felucia system where the trials for the new craft were being conducted. Although TS remembered very little of his parents at this point (just a couple faces and the vague recognition of soothing voices), it nevertheless felt empowering to be back in his home system serving under the Imperial banner. That is, until everything changed...

At first, TS would only take the X1 out for speed and mobility trials. He was pleased with the craft, and his superiors were impressed with it's capabilities. Then, whispers of Rebellion attack began. The trials were completed and his superiors were eager to send the new ship into its first combat missions. TS, himself, was excited to face down the Rebellion in the finest fighter the Empire could produce. He imagined dogfights with his sleek new ship flying circles around the ramshackle X-wings that the Rebels relied on so much. They were clunky and sluggish by comparison. Instead, he was sent on a series of strafing missions against large convoys attempting to land on Felucia. He was told these freight vessels harbored weapons and supplies for a small Rebel faction that was growing on his homeworld. For months he destroyed these frigates. A staggering amount of them. Appearing suddenly out of space and targeting the weakest points of these vessels to silently and efficiently tear them apart.

Death from the Void. That's what his squadron eventually came to be called.

After so many of these missions, TS became intensely curious as to the contents of these frigates. His will to know exactly what he was doing and his sense of patriotism battled within him until he was forced into action. Secretly, he gained access to his superiors comms and, to his horror, discovered that the ships he'd been destroying for months had been carrying nothing more than bacta tanks and doctors. According to these files, farmers on Felucia had declared allegiance to the Rebellion, but in the meantime had fallen to a devastating disease that was killing thousands and threatening the lives of many more. The planet was without many medical supplies so the colonists were trying to get aid from off-world. The Empire, however, had decided that the planet would be blockaded until the "Rebel faction" was wiped out.

So there was the reality of it. The blood of thousands of people was on his hands. Good people. The people who raised him as a child... even his own parents.

This revelation propelled Tass to abandon the Empire. He stole his Advanced X1 and flew down to Felucia to try to help his people in any way he could, but it was largely too late. His parents and the majority of the farmers on the planet were gone. With this pain and the newfound will to help those in need, he felt something within him come back to life. Something he had been repressing since his training on Montross.

So, TS-1955 set out across the Galaxy to become a better man than he once was. He became a loner. Largely relying on his own skills/instincts and not trusting the help of others. Helping where he could, but not wanting to have to rely on those around him. There was a period of time where he fell into the company of an older woman much like himself: Ex-Imperial, accomplished military combatant, and Force sensitive. Her name was Antara Loren.

In their time together, Antara taught TS what she knew of the force and helped refine his hand-to-hand combat skills. She even passed down to him a lightsaber that she had stolen from Imperial stockpile. Antara instructed him in a style of lightsaber combat that was both efficient and fast; using agility and skill to out maneuver opponents. Finally, she gave him the name that we now know: Tass Loren. Tass for TS and Loren in her own name. Antara meant the world to Tass for awhile, but they eventually parted ways. For reasons he keeps a secret to this day.

***ADDITIONAL ANTARA BACKSTORY
Antara is a Chiss, and had left her home system after being made to serve the Empire as a secret operative. This shared Imperial past is what drew her to Tass and propelled her to teach him the ways of the Force and the Ataru lightsaber style.

For a while they were together; battling or sabotaging the Empire where they could. There might have been something romantic between them subconsciously at some point, but their relationship was always antagonistic and contentious. They would always push each other to train harder or be better rather than open up about their feelings (bc emotional honesty is hard! Damn!).

Eventually, their past caught up with them. A death squad of highly trained Trandoshan Hunters known as the Gnarled Talon (Kriigen Troa) tracked them down and subdued both Tass and Antara. They revealed they had been hired to bring Antara back to the Empire (perhaps to be interrogated, brainwashed and reinstated into the Imperial intelligence program?). In any case, they spared Tass's life with the agreement that Antara would come quietly. And she took them up on their offer.

Since then, Tass has been combing the Galaxy for any clue to her whereabouts. That's what brought him to Toydaria. A contact had given him the tip that a Force-related object was to be held for auction and others had reported that a force-sensitive female had been spotted in the area. Little did Tass know that Jerserra was that woman. Tass still believed it might have been Antara right up until the moment they crossed sabers in the mansion...

While Tass finds Force-skills come relatively natural to him, he has clung to the skills that have come without using it. He is just as likely to pick up a blaster or use whatever weapon is lying around.

Motivation

Tass is now trying to make amends for all the harm he's done. He moves from system to system trying to disrupt Imperial operations where he can. He also deeply desires to help the indigenous peoples of the various Imperial worlds. However, his experiences have led him to distrust large organizations. Explaining why he has never linked up with the growing Rebellion.

Morality

Emotional Strength: Discipline

Emotional Weakness: Hatred

Morality: 35


Description

Gender: Male

Age: 39

Height: 6'2"

Build: Broad shoulders, Lean

Hair: Black

Eyes: Green

Notable Features: Hair is starting to grey. Bares marks/scars on his face and body from having to survive and fight alone.

Other Notes

Return to Top