Coryk Zaan by Errrik012

Species
Togruta
Career
Consular
Specializations
Sage, Healer
System
Force and Destiny

3
Threshold 12
Current 2
Threshold 15
Current 7
Ranged 0
Melee 1

Placeholder Image

Characteristics

2
2
4
3
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) X 1 influence!
Coercion (Will) 0 influence!
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0 influence! Smooth Talker
Discipline (Will) X 4
Leadership (Pr) X 1 influence!
Mechanics (Int) 1
Medicine (Int) X 4
Negotiation (Pr) X 1 influence!
Perception (Cun) 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
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) X 1 Knowledge Specialization

Attacks

Basic Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2
Fists
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
2
Critical
5
Lightsaber Stun Blaster attachment
Range
Short
Skill
Ranged: Light
Stun Damage, Unwieldy +2
Damage
5
Critical

0
745
1275
8/11

Weapons & Armor

Concealing Robes (soak 1; Encumbrance 1 when carried); Basic Lightsaber (Encumbrance 1)

Personal Gear

Ilum Talisman (Encumbrance 0)

Assets & Resources

10x repair patches

[On Ship] Force Pike (Encumbrance 3);

Comlink (long range): Can transmit across entire planets. (Encumbrance 2; F&D p. 183)

Backpack: Increases Encumbrance threshold by 4. (Encumbrance -; F&D p. 183)

Physician's kit - Allows a character to use the Medicine skill without penalty, as per the rules on page 226, and in addition grants 1x boost die to all Medicine skill checks. (Encumbrance 2 F&D p. 183)

Breath mask/respirator (Encumbrance 1 F&D p. 183)

Electrobinoculars: Can see normally in low light or extremely bright conditions. can remove 1 setback die imposed due to long range or poor light. (Encumbrance 1; F&D p. 183)

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)

Datapad (encumbrance 1): powerful combination of communications device, holo-messenger, handheld computer (F&D p. 189)

[On Ship] Plasma Protein Replicator

Replenishing an individual’s vital bodily fluids from an external source can reduce the recovery time from particularly traumatic injuries. This is most relevant for injuries that involve blood loss, but it can also be helpful in cases of disease or poison where fluids that have been contaminated. IN either case, an external source enables the patient’s body to devote energies to healing tissues. A plasma protein replicator creates synthetic bodily fluids as appropriate for a target species.

When a character uses a plasma protein replicator to help heal a Critical Injury, the character automatically adds 1 Success to the Medicine check made to heal the injury.

Price: 5,500; Encum: 3; Rarity: 4


[On Ship] Cerebral Stabilizer
The Chiewab IRAPS cerebral stabilizer is a full-face helmet with IV lines injected into the large vessels of the patient's neck. This lifesaving but nightmarish device, known as a "brain cage," is designed to preserve the viability of the central nervous system in critically injured patients. The blood circulating in the patient's brain is replaced with a hyper-oxygenated nutrient solution, and thermal circuits in the helmet reduce cranial temperature to provide metabolic stabilization.

A cerebral stabilizer must be applied to a patient within one round of suffering a Critical Injury. This device may be applied to a character suffering from a "Bleeding Out" or "The End Is Nigh" Critical Injury, or to a character who has died during the current round. Applying the device requires an Average Medicine check. This stabilizes the character, negating the effects of the Critical Injury as long as the device remains attached. If the character died, they are brought back to life, and their Critical Injury changes to the "Gruesome Injury" Critical Injury result (gaining all of that injury's effects instead).

Encumbrance: 3; Price: 2,200; Rarity: 7

holo projector of the cavern map (enc 1)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Pack Instincts F&D p. 60 When performing the assist maneuver, Togrutas grant 2 boost dice instead of 1 boost die.
Kill With Kindness 1 F&D p. 146 Remove 1 setback die per rank of Kill with Kindness from all Charm and Leadership checks.
Researcher 1 F&D p. 150 Remove 1 setback die per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Surgeon 2 F&D p. 153 When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon
Physician 1 F&D p. 149 When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Rapid Recovery 1 F&D p. 150 When healing strain after an encounter, heal 1 additional strain per rank of rapid recovery.
Smooth Talker 1 F&D p. 71 When making checks with (Deception) spend triumph to gain additional successes equal to ranks in Smooth Talker.
Grit 1 F&D p. 71 +1 Strain threshold
Force Rating +1 3 F&D p. 69&71 +3 Force Rating (since 3 ranks purchased)
Preemptive Avoidance 1 F&D p. 71 May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental
Knowledge Specialization 1 F&D p. 71 When making (Knowledge: Xenology) check, may spend triumph result to gain additional successes equal to ranks in Knowledge Specialization
Healing Trance 1 F&D p. 69 Commit force die, for every full encounter the force die is committed, heal 1 wound per rank of Healing Trance.
Dedication 1 F&D p. 69 Gain +1 to a single characteristic (Intelligence), but not higher than 6.
The Force is my Ally 1 F&D p. 71 Once per session, may suffer 2 strain to perform Force power action as a maneuver.
Natural Doctor 1 F&D p. 69 Once per session, may re-roll any 1 Medicine check.

Force Powers

Force Rating
4
Power
Bind
Description
(F&D 286) The Force user restrains an enemy, preventing the target from acting. The user may spend force points to immobilize a target within short range until the end of the user's next turn. If the user used any dark side pips to generate force points, the target also suffers 1 wound per force point spent on the check (ignoring soak).
Upgrade Effect
Magnitude (rank 1)
Range (rank 1) Spend 1 force point to increase power's range by a number of range bands equal to rank of Range.
Power
Heal/Harm
Description
(F&D p. 292) 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 wounds 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
Control Heal: May make a Heal power check combined with a Hard (♦♦♦) Medicine check. If check succeeds, one target who heals wounds also heals one Critical Injury.
Range (rank 2) Spend 1 force point to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude (rank 3) Spend 2 force points to affect 3 additional targets within range.
Control Heal: Heal additional wounds equal to ranks in Medicine.
Harm: Inflict additional wounds equal to ranks in Medicine.
Mastery Heal: Once per session, spend 4 force points to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who. died this encounter to life. Each character gains 7 Conflict.
Control Heal: If no dark pips generated force points target heals strain equal to wounds healed
Power
Influence
Description
(F&D p. 294) The character may attempt to guide, shape, and even twist the thoughts and feelings of others.

Special Rule: When guiding and shaping thoughts, only force points generated from dark side pips may be used to generate negative emotions such as rage, fear, and hatred. Only force points generated from light side pips may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from force points generated from either light or dark pips.

The character may spend 3 to stress the mind of one living target he is engaged with, inflicting I strain.
Upgrade Effect
Range (rank 1) Spend 1 force point to increase power's range by a number of range bands equal to rank of Range.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool He may spend force points to gain success or advantage (user’s choice) on the check (per point).
Power
Protect/Unleash
Description
(F&D p. 300) The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes. Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 force points to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success . Dark side Force users may only protect themselves.

Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (♦♦) Discipline check for difficulty. If check succeeds and spend 2 force points . the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect
Magnitude (rank 1) Spend a force point to affect 1 additional target within range per rank of Magnitude purchased.
Range (rank 2) Spend 2 force points to increase power's range by number of range bands equal to rank.
Duration If no dark pips generated force points, the power reduces damage of all attacks hitting the target. (Until the user's next turn)
Strength (rank 4) Spend 1 force point to decrease (or increase) damage equal to ranks.
Control (rank 2) Spend advantage to gain defense equal to advantages spent.
Spend 1 force point to allow power to protect against all types of attack.

Background

Coryk grew up on Kiros - didn't initially know that he was force sensitive. Togrutas like group settings, but Coryk felt like his negotiation skills are wasted at a planet with only one species. He grew up in a huge family, and they were very upset when he decided to leave the planet to pursue his vocation off-planet.

Motivation

Cause: Galactic peace - The galaxy has been torn and shattered by decades of warfare. The character wants nothing more than to see peace restored to the galaxy, and recognizes that concerted efforts must be made to resolve galactic warfare.

Cause: Knowledge - All sentient beings deserve an education that gives them a broader view of the galaxy. This character promotes the discovery and dissemination of all knowledge, to improve the lives of everyone in the galaxy.

Morality

Emotional Strength: Mercy

Emotional Weakness: Weakness

Current Morality: 100

Light Side Paragon: As long as the character's Morality score remains above 70, at the beginning of every session, when generating the Destiny pool (but before any players roll to determine starting Destiny Points), the character adds one light side Destiny Point to the pool.

Description

Gender: Male

Age: 30

Height: 1.7m

Build: Average

Hair: None

Eyes: Deep Blue

Notable Features: Blue/red skin with white/black montrals. Does not wear shoes.

Other Notes

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