Kaz Le'vir by threllignis

Species
Togruta
Career
Seeker
Specializations
Hunter
System
Force and Destiny

3
Threshold 16
Current 0
Threshold 12
Current 1
Ranged 1
Melee 1

Characteristics

2
4
2
3
2
2

Skills

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

Attacks

Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1, Add one Boost die to Survival checks
Damage
3
Critical
3
GALAAR-15 Blaster Carbine
Range
Long
Skill
Ranged: Heavy
Accurate 1, Stun Setting, Augmented Spin Barrel, Sonic Scope
Damage
10
Critical
2
Grapnel-Harpoon Launcher
Range
Medium
Skill
Ranged: Light
Ensnare 5, See notes section
Damage
3
Critical
5
Vibro-Machete
Range
Engaged
Skill
Melee
Pierce 1, Sunder, Vicious 1, Mono-Molecular Edge
Damage
4
Critical
1

0
260
175
18/19

Weapons & Armor

- A/KT Tracker Utility Vest
- GALAAR-15 Blaster Carbine
- Vibro-Machete
- Explorer's Knife

Personal Gear

- Military Pack
- Load-Bearing Gear
- Utility Belt
- Thermal Cloak
- Breath Mask
- Hunting Goggles
- Antidote Set
- Extra Reload
- Field Ration x 4
- Stimpack x 8
- Weapon Maintenance Kit (Blasters)
^Has hidden compartment
- Basic Lightsaber Hilt (Hidden)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 2 FaD Pg. 153 Extend Wound threshold by two per rank of Toughened
Rapid Recovery 1 FaD Pg. 150 When recovering Strain after an encounter, recover one additional Strain per rank of Rapid Recovery.
Expert Tracker 1 FaD Pg. 142 Remove one Setback die per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. (This does not decrease with additional ranks of Expert Tracker)
Hunter 1 FaD Pg. 145 Add one Boost die per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. Add +10 per rank of Hunter to all Critical Injury rolls against animals.
Uncanny Senses 1 FaD Pg. 153 *Force Talent* Add one Boost die per rank of Uncanny Senses to Perception checks.
Natural Hunter (Active Incidental) 1 FaD Pg. 148 Once per game session, reroll any one Perception or Vigilance check.

Force Powers

Force Rating
1
Power
Alter
Description
The basic power for Alter allows the user to tap into the Living Force of their surrounding, manipulating the nearby environs. The basic power has two uses, both of which can only be used in natural terrain that can change form easily, such as dirt, sand, mud, and thick vegetation.
-The Force used may spend one +/- Force Die result to make all terrain currently within short range difficult terrain until the end of their next turn. The Force user must be touching the ground to manifest this power. The user may not activate this multiple times.
-The Force used may spend one +/- Force Die result to make all terrain currently within short range normal terrain until the end of their next turn. The Force user must be touching the ground to manifest this power. The user may not activate this multiple times.
Upgrade Effect
Control The Force user may spend one +/- Force Die result to give all characters within short range of the Force user concealment, adding one Setback or Boost die to appropriate checks. This lasts for the duration of the power. The user may not activate this multiple times.
Control The Force user may spend one +/- Force Die result and make an Average Survival check. Success allows the Force user to locate food, water, and other critical supplies within extreme range. In some cases, the GM may determine that there are no such supplies available. The user may not activate this multiple times.

Background

It's been nineteen years since Kaz fled the Jedi Temple after his master was slain by clones. Nineteen years since he descended into Coruscant's Underlevels, pursued by a squad of the red-trimmed Coruscant Guard. Hours they hunted him, as he delved deeper and deeper, desperate to escape the ever-tightening noose. He's not sure when he realized that he could no longer sense his pursuers, only that he could feel the hunger pangs gnawing at him, worse than he could ever remember. Stretching out with the Force, Kaz began the arduous task of gathering the sparse lichens that his instincts told him were safe. As for the clones who had pursued him, they waited, positioned around the maintenance hatch on Level 1000, one of many entrances to the stratum labeled "The Abyss". Calling for backup, a cordon was put in place, with surveillance droid dispatched to every known entrance to The Abyss within 200 kilometers. After several weeks with no sign, Kaz was presumed dead.

6 months later, and 3 districts away, Kaz squeezed through a half-welded ventilation duct, filthy, ragged, and lean, but alive. Now possessed with the skills and knowledge of the deep underlevels of Coruscant, and needing to stay out of sight, Kaz began renting out his services as an exterminator, salvager, and occasionally, a pathfinder for criminal enterprises who desired more covert routes. Over the next several weeks, Kaz had time to think on the disastrous end to the Clone Wars, and came to the conclusion that while the Republic's collapse was necessary, and the Fall of the Jedi was inevitable, both events had failed to bring about the balance that they should have. Instead of many independent governments, each following the natural cycle of expansion, prosperity, and decline, the process of societal collapse had been hijacked by the Empire, which had imposed its totalitarian grip upon the galaxy. In the case of the Jedi, instead of the stagnant, dogmatic organization splintering, creating many factions who would then develop along different paths, some Lighter in the Force and some Darker, thereby restoring the Balance that was absent so long, they had been wiped out almost entirely, apparently by the so-called "Emperor" Palpatine and his new right hand, both of whom practically drip with Darkness.

With such a devastating blow struck by an enemy hidden within, neither the Republic nor the Jedi stood a chance. With this realization however, any hope of resistance Kaz had felt was crushed. If the full might of the Order had fallen to this foe, which now had the renewed might of the Empire behind it, rather than the Republic's bloated corpse to weigh it down, how could anyone stand a chance. Hope lost, Kaz spent the next two decades ranging the underlevels of the newly-renamed Imperial Center, hunting beasts mutated from chemical exposure, tracking down individuals lost in the urban maze, and clearing out nests of vicious vermin, all the while honing his skills, expanding his tool kit, and augmenting both with his abilities in the Force, until rumours began to reach him. Rumours of an immense battlestation, sighted over the Holy City of Jedha, shortly before it was obliterated. Then, new rumours, of a battle over Scarif. Finally, illicitly distributed by Rebel agents, came sensor data, comms records, even holofootage from flight recorders, of a battle fought above the red-orange gas giant, single-man fighters swarming like gnats across the battlestation's surface until it was just... gone. Seeing that, witnessing it, Kaz knew: if these Rebels, with so little, could wound the Empire in such a way, there was a chance. A chance that it could be hurt, again, and again, until the wounds were too much to bear, falling, like a Rancor, bled from a thousand cuts. In that moment, something long-dead found its way into Kaz once again. For the first time in nearly twenty years, Kaz felt hope.

Motivation

Creed - Balance Must be Restored
It's not about revenge, or justice. It's about balance. The Republic wasn't perfect. It was corrupt, and bloated with bureaucracy. Something more was needed. But it went too far. The galaxy has only grown colder and darker as the Empire's power has grown, and only after it falls, can balance begin to restore itself.

Morality

Morality Score: 50
Moral Strength/Weakness: Independence/Coldness

Description

31 year old Togruta male, agile frame, scarred arms, wary eyes. Wears a drab set of spacer's clothes(cargo pants and a dark green long-sleeve shirt), with a multi-pocketed armored vest, and a heavy thermal cloak draped over his shoulders, both stained with ash and dirt. Carries a variety of survival gear from the load-bearing harness and military-surplus backpack. Rarely goes without a heavily-modified GALAAR-15 Blaster Carbine in his hands, the Explorer's Knife in his right boot, and the Vibro-Machete in its sheath, slung low on his left hip.

Other Notes

- GALAAR-15: Augmented Spin Barrel - Add one Damage; Add one Setback die to Mechanics checks to perform maintenance on this weapon.
Sonic Scope - Can observe and target enemies who are completely hidden by solid objects that this weapon can penetrate; Cover may provide additional defense or soak, at GM's discretion.
- Grapnel-Harpoon Launcher: As an action, can make an Average Ranged (Light) check to secure the hook to an object within medium range, can be reeled in as an action, pulling the lighter object to the heavier; To pull a second character alongside, must succeed on an Average Athletics check.

- A/KT Tracker Utility Vest: Armour Insert - Set Soak and Defense to 1.

- Thermal Cloak: Remove up to two Setback die from any checks made to handle extreme heat or cold.
- Hunting Goggles: Add one Boost die to any Perception check made to locate prey; Remove up to two Setback die imposed due to concealment, darkness or fog, and mist from all Ranged(Light) and Ranged(Heavy) checks
- Antidote Set: Reduce the difficulty of any check to resist a poison by two (to a minimum of Easy). If the poison is not known, must make a Hard Knowledge(Underworld) check to make an educated guess at the poison based on region, its qualities, and other information available to benefit from this item.
- Field Rations: Allow survival on a single ration pack for up to one week.
- Weapon Maintenance Kit: Provides two Boost die to Mechanics checks to repair, maintain, or modify a specific class of weapon (Blasters). Hidden Compartment: Requires a Hard Perception check to find Hidden Compartment, currently hold Lightsaber Hilt

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