Kisaku Oroken by 2KliksToMars

Species
Miraluka (Mirialan Proxy)
Career
Seeker
Specializations
Ataru Striker, Juyo Berserker, Seer
System
Force and Destiny

7
Threshold 15
Current 2
Threshold 14
Current 3
Ranged 3
Melee 3

Placeholder Image

Characteristics

4
5
2
1
3
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 1
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 1
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 0
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) X 0
Lightsaber (Ag) X 5
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0

Attacks

Kisaku's Lightsaber (YYYYYBBBFFF*VV pp)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Superior, Vicious 3, Decrease Crit 1, Accuracy 2, Stun 6, Exceptional Performance
Damage
12
Critical
1

1
1046
13452
6|7

Weapons & Armor

Armored Robes (Cortosis Weave, Superior Armor Customization)
Kisaku's Lightsaber[Precision Hilt] (Extended Hilt (+1), Ilum Crystal (+7), Superior Lightsaber Customization, Custom Grip (+1, Exceptional perf.))
Exo-Glove

Personal Deflector Shield

Personal Gear

Comlink(Handheld, Long range)
DZ-70 Fugitive Tracker Droid
Stim-Packs x 1
Roomba
Training Weights ([SE] to all brawn / agility checks)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Ataryu Technique Ataru Striker When making a check using the Lightsaber skill, the character may use Agility instead of Brawn
Conditioned Ataru Striker Remove ■ per rank of Con­ ditioned from Athletics and Coordination checks. Re­ duce the damage and strain suffered from falling by 1 per rank of Conditioned.
Jump Up Ataru Striker Once per round, may stand from seated or prone as an incidental.
Quick Draw Ataru Striker Once per round, draw or holster a weapon or acces­ sible item as an incidental.
Parry 5 Ataru Striker When hit by a melee at­tack, suffer 3 strain to re­ duce damage by 2 plus ranks in Parry.
Reflect 2 Ataru Striker When hit by a ranged at­tack, suffer 3 strain to re­ duce damage by 2 plus ranks in Reflect.
Intimidating Juyo Berserker Suffer a number of strain to downgrade difficulty of Coercion, or to upgrade opposition coercion checks on you.
Lethal Blows 2 Juyo Berserker +10/Rank to any critical result
Embrace your Hate 2 Juyo Berserker May spend 1 Destiny to suffer conflict equal to dark side pool, but also add same amount to melee damage once in encounter / rank
Dodge 1 Ataru Striker When targeted with combat check, may suffer strain = to dodge to upgrade difficulty
Hawkbat Swoop Ataru Striker Action | Use Lightsaber (Agi) at target within short, adding force dice <= force rating. Spend force to engage and to gain advantage
Dedication Ataru Striker Gained +1 to Agility
Improved Parry Ataru Striker If enemy melee combat check results in despair or 3 threat, deal basic lightsaber, melee, or brawl damage
Short Path to Power Rise of the Seperatists +1 Force Rating
Uncanny Reactions Seer Add 1 boost to vigilance checks per rank
Keen Eyed Seer Remove 1 setback per rank on perception and vigilance checks. Decrease time taken to search an area by half.
Saber Swarm Ataru Striker Manuever | Suffer 1 strain, next lightsaber (agi) check gains Linked x Force RatIng for check
Quick Strike Juyo Beserker Get 1 boost dice per rank against enemies who have not yet acted this encounter.
Multiple Opponents 1 Juyo Beserker Adds 1 boost die per rank when engaged with multiple opponents.
Dedication Juyo Beserker Gained +1 to Presence
Inner Peace 2 Juyo Beserker Once per encounter, convert a number of dark side points equal to ranks in inner peace to light side points and reduce conflict gained this session.
Balance Juyo Beserker Roll force dice on recovering strain checks, pips generated recover strain.
Vaapad Control Juyo Beserker Suffer 1 strain on Lighsaber checks to downgrade check a number of times = to light side points in destiny pool
Rapid Reaction 1 Seer Suffer strain up to number of ranks to gain successes on initiative checks
Sense Danger 1 Seer Once per session remove two setbacks from any check
Sense Advantage 1 Seer Once Per session add two setbacks to any check
The Force is my Ally 1 Seer Once per session, perform a force power as a manuever
Natural Mystic 1 Seer Once per session, reroll any force power check
Juyo Savagery 1 Juyo Beserker Add +5 to crit rolls for each dark side point in the destiny pool.

Force Powers

Force Rating
4
Power
Forsee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
Upgrade Effect
Basic The user may spend a force pip to gain vague hints of events to come, up to a day into his own, personal future.
Contol Initiative When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend force pips to gain * on the check.
Power
Sense
Description
The Force user can sense the world around them.
Upgrade Effect
Basic The user may spend force pips to sense all living things around them. The user may spend force pips to sense the current emotional disposition of one target with whom he's engaged.
Strength Each use upgrades twice instead of once.
Duration Can upgrade 2 checks per round while F is committed.
Control Commit [F], once per round while committed, upgrade 1 combat check against you one time
Power
Move
Description
The Force user can move objects with their mind.
Upgrade Effect
Basic The user may spend a Force pip to move a silhouette 0 object within short range
Strength May spend pips to increase the silhouette of the object able to be affected by move by one
Hurl May do damage with force move, 10 per silhouette of object.
Range May spend pips to increase the maximum range of move by one each.
Power
Enhance
Description
The Force user can perform athletic feats beyond their normal capability.
Upgrade Effect
Force Leap (Range) May spend pips to increase range by 1 each
Force Leap (Vertical) May spend a pip to jump vertically in addition to horizontally.
Basic When making an Athletics check, the force user can roll a power check as part of the pool. May spend pips to gain success or advantage on the check (user's choice)
Force Leap (Horizontal) May spend a pip to jump to any location in short range.
Power
Influence
Description
The force user may attempt to guide, twist, or influence the thoughts of others.
Upgrade Effect
Basic May spend pips to stress the mind of one target he is engaged with, inflicting strain equal to pips.

Background

Kisaku grew up on Coruscant in a lower city orphanage. Having never knew his parents, and being raised by an underfunded and impoverished institution far from his species' homeworld he was always an easy target for prejudice in his formative years. Mainly by children with their own problems as they became the age to understand that they were dealt a poor hand.

Despite this, Kisaku was always a happy child though he always wished he was more like other children. He never really had angst about it until he was found by a Jedi Seeker and inducted into the Jedi Temple.

There, he quickly found himself behind the learning curve due to being 'late' for a child of his age, with the many difficulties of being blind that even high force sensitivity could not mitigate, such as a lack of ability to track the passage of time without assistance, and having greater difficulty with the physical study of jedi practices.

However the frustration in regards to his difficulties with training did the opposite of discourage him. He obsessed compulsively over leaning into his difficulties head on, and though he was bright he shirked much of his time that was reserved for study of other jedi principals specifically to the combative arts, only compounded by his inability to manage his own schedule.

In the end, when Kisaku began to succeed, and then excell at the velocities, spars and practices with lightsabers as he became an adolescent, the success became addictive, further aggravating the problem until he was finally of age to become an apprentice and leave the temple. It was the Jedi Council's decision that the only way he could learn and overcome his shortcomings is if he was assigned to a jedi knight whose inclinations were the exact opposite of Kisaku's, to show him the importance of the diplomatic function in which Jedi by and large had to be proficient at.

Motivation

Ambition | Kisaku is driven by a desire to improve himself. As a child when he saw that his path through the force could lead him to overcome all obstacles, he gained an intense drive to become self-reliant in all things - to become not the one who asks for help, but the one who is *asked* for help.

Morality

Morality 80 | Kisaku's emotional strength comes from his pride . His drive to be self reliant and brave means that he's willing to stand against almost any odds, but this is only the other end of the coin from his weakness; He is reckless, stubborn, and doesn't take failure well.

Description

Duty 440 | Rescue and Recovery

Kisaku takes the duty of a Jedi as a military arm of the republic seriously in that the clones he fights with are his comrades. In a large way, being blind means that he doesn't view clones with the same 'expendability' as others might -- he can't see that they've even been made to look interchangeable. That's the reason why he tries his utmost to prevent leaving anyone behind.

Other Notes

https://docs.google.com/spreadsheets/d/1tk8Y8scZTMcYbE27NEc0oex6jH59aDvynN2lFxQmNj0/edit?usp=sharing

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