Kohrin Tulé by chromeocean

Species
Mirialan
Career
Seeker
Specializations
Ataru Striker/Hermit/Sharpshooter
System
Force and Destiny

4
Threshold 13
Current 0
Threshold 16
Current 6
Ranged 1
Melee 1

Characteristics

2
6
2
1
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 5
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 2
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Ag) X 5
Melee (Br) X 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) X 0
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) X 0
Knowledge: Xenology (Int) X 0

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Vicious 3, Accurate 1
Damage
9
Critical
3

0
900

Weapons & Armor

Armored Clothes
Basic Lightsaber Hilt:
-Varpeline Crystal: Damage +9, Critical Rating +3, Vicious+3, Breach +1, Sunder (May spend 2 triumph results to automatically inflict the 'Maimed' critical injury)
-Dual-phase Emitter: Once per encounter, may as an incidental ignore an opponent's melee defense.
-Custom Grip: Accurate 1, -1 [s]

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Stunned (Easy)

Talents

Name Rank Book & Page Description
Parry 3 5 XP + 15 XP + 25 XP When hit by a melee attack, may suffer 3 strain to reduce the attack's damage by 2 plus ranks in Parry.
Jump Up 1 5 XP Once per round, may stand from seated or prone as an incidental.
Quick Draw 1 5 XP Once per round, may draw or holster a weapon or accessible item as an incidental.
Conditioned 3 5 XP + 20 XP + 15 XP Remove [s] per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain taken from failure by 1 per rank of Conditioned.
Reflect 2 10 XP + 15 XP When hit by a ranged attack, may suffer 3 strain to reduce the attack's damage by 2 plus ranks in Reflect.
Ataru Technique 1 10 XP When making a check with the Lightsaber skill, may use agility rather than brawn.
Quick Strike 2 10 XP + 15 XP Add [b] per rank of Quick Strike to combat checks made against targets that have not yet acted in the encounter.
Dodge 2 10 XP + 20 XP When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that amount.
Improved Parry 1 15 XP When parrying a hit that generated [Despair] or 3[Threat], may hit attacker once with Lightsaber, Brawl, or Melee weapon, dealing base damage after ongoing attack resolves.
Hawk Bat Swoop 1 20 XP Take the Hawk Bat Swoop Action: perform a Lightsaber (Agility) combat check against target within short range, adding [f] no greater than Force rating. Spend [light/dark] to engage target and spend [light/dark] to add [Advantage] to check.
Saber Swarm 1 20 XP Perform the Saber Swarm maneuver: suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.
Dedication 1 25 XP (Agility) Gain +1 to a single characteristic.
Balance 1 25 XP When the character recovers strain at the end of the encounter, he may add [f[ per Force rating. He recovers additional strain equal to [light/dark] generated.
Saber Throw 1 25 XP Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding [f] no greater than Force rating. Must spend [light/dark] and succeed to hit target. Spend [light/dark] to have weapon return to hand
Grit 4 5 XP + 10 XP + 15 XP + 25 XP Gain +1 Strain Threshold per rank in Grit.
Force Rating 2 20 XP + 25 XP Gain +1 Force Rating per rank in Force Rating.
Soothing Tone 1 5 XP Once per encounter when riding a beast, perform Soothing Tone action, attempting an Average Knowledge (Xenology) check. If successful, the beast recovers strain equal to [success] results
Enduring 1 15 XP Gain +1 Soak.
Survival of the Fittest 1 15 XP Once per session, when making a single check, character may treat his Force Rating as being equal to ranks in Survival.
Improved Animal Bond 1 20 XP When spending a maneuver to direct a bonded animal, character may suffer 1 strain to add [b] to the animal's next check.
Natural Outdoorsman 1 25 XP Once per session, may reroll any 1 Resilience or Survival check.
Sniper Shot 2 5 XP + 15 XP Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase.
True Aim 2 10 XP + 15 XP Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
Lethal Blows 1 15 XP Add +10 per rank of Lethal Blows to critical injury results inflicted.
Deadly Accuracy 1 20 XP (Lightsaber) When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made with that skill.

Background

An incredibly skilled duelist, Kohrin Tulé hails from the world of Mirial, like many other members of his species. Born a force-sensitive male in a largely matriarchal society, Kohrin left the planet to train to become a Jedi, though he had his reservations about the pious warrior-monks. Through training with the force and in various saber forms, Kohrin developed a passion for dueling and combat, which the tenets of the Jedi directly opposed. Despite the constant arguments, the ideals of the Jedi stuck with Kohrin, and helped him form a sense of honor. Regardless, after a few years, due to his growing ideological differences with his master, he separated from the Order, and tried to return home, but was forced to flee as the Great Purge (Order 66) began and resulted in the widespread extermination of the Jedi. Having no reason to continue upholding the tenets of the Jedi order, Kohrin left on a quest of catharsis, roaming as a sort of knight-errant in search of a new lord. He looked to find a place where his skills and combat fervor would be valued, rather than shunned as the Jedi did. Though it took years of travel, during which the galaxy experienced huge turmoil, as the Empire fragmented and collapsed, and later, the other Imperial factions that spawned from the old Empire were defeated and ousted from Coruscant by a group of mercenaries and criminals. Still, Kohrin traveled, seeking new challenges and trial by combat. Eventually, while contracted to destroy an illegal cloning operation, the Mirialan was captured by the facilitator, a Gank covered in cybernetics and heavy plate. The Gank, sensing a potential ally, offered trial by combat to the fighter. Kohrin was handily defeated and humbled by the gadgeteer, who used a variety of hidden weapons and deflecting armor to stall and outlast the Mirialan. At the precipice of death, the ex-Jedi chose dishonor, breaking his code and walking out alive, though this too had its costs. In a seemingly spontaneous act of cruelty, the Gank claimed one of Kohrin's hands, his sword hand, severing it at the wrist. Through numerous bacta treatments, rehabilitation, introspection, force healing, and therapy, Kohrin reattached and regained the use of his sword hand, but chose never to bear a blade with it again, out of principle. The process was expensive, and he traded his starship for the treatment. The Mirialan knew that holding grudges was a dangerous path, but never forgave the cyborg. Left to retrain and remaster the blade, Kohrin abandoned his quest and exiled himself to wild space, an inner hunger burning and demanding revenge...

Motivation

Morality

Description

Other Notes

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