Bast of Scoro by Zantony

Species
Kadas’sa’Nikto
Career
Warrior
Specializations
Steel Hand Adept / Ascetic / Seer
System
Force and Destiny

5
Threshold 19
Current 0
Threshold 16
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

4
2
2
2
3
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1 Add Force Dice
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) X 1 Remove 2 Setback
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0 Add Force Dice, Remove 2 Setback
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) X 3 Add Force Dice
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 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) 0
Knowledge: Xenology (Int) 0

Attacks

Claws (unarmed)
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
5
Critical
1
Fists and feet (unarmed)
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown
Damage
4
Critical
3

750
0

Weapons & Armor

Heavy clothing (Soak 1)

Personal Gear

Military belt pouch
Thermal cloak (remove up to 2 setbacks due to heat/cold)
Journal
Inkwell and brush
Prayer beads
Klepp's belt buckle and bracelet

Assets & Resources

Critical Injuries & Conditions

Healing/Stimpack per day:

Talents

Name Rank Book & Page Description
Force Rating 3 Force and Destiny, p. 83 +1 to Force rating per rank
Claws Lords of Nal Hutta, p. 97 +1 to Brawl damage and base Crit of 3
Iron Body 2 Knights of Fate, p. 31 Remove Setback per rank of Iron Body from Coordination and Resilience checks. Reduce critical rating of unarmed attacks by 1 per rating.
Precision Strike Knights of Fate, p. 31 When inflicting a critical injury with Brawn/Melee/Lightsaber, may suffer 1 strain to change the result to any Easy critical injury.
Toughened 2 Knights of Fate, p. 29 +2 Wound threshold per rank
Climbing Lords of Nal Hutta, p. 97 Boost to Athletics checks for climbing surfaces that claws can pierce
Grit 3 Knights of Fate, p. 29 +1 Strain threshold per rank
Martial Grace Knights of Fate, p. 31 Once per round, suffer 2 strain to add damage equal to ranks in Coordination to one hit of a successful Brawl check.
Dodge 1 Knights of Fate, p. 30 When targeted by a combat check, may perform the Dodge incidental to suffer a number of strain equal to ranks in Dodge then upgrade the check by that number.
Swift Knights of Fate, p. 31 Does not suffer usual penalties for moving through difficult terrain.
Far Strike Knights of Fate, p. 30 As an action, make a Brawl check as a ranged attack, adding Force dice up to Force rating. Increase the range of the attack by one band for each Force pip spent, to a maximum of long.
Go Without Disciples of Harmony, p. 25 Once per session, the character counts as having the right tools for the job when making a skill check.
Intense Focus Disciples of Harmony, p. 25 Perform an Intense Focus maneuver, suffer 1 strain and upgrade the ability of the next skill check once.
Force Protection 1 Disciples of Harmony, p. 25 Perform the Force Protection maneuver; suffer 1 strain and commit Force rating up to ranks of Force Protection. Increase soak by number of Force committed until beginning of next turn. Suffer 1 strain every turn Force remains committed.
Iron Soul Disciples of Harmony, p. 25 When carrying items that total 2 encumbrance or less, at the end of each encounter, heal all strain the character is suffering.
Empty Soul Disciples of Harmony, p. 25 If the character is carrying items totaling 2 encumbrance or less, add 1 Light side pip and 1 Dark side pip to Force power checks.
Improved Precision Strike Knights of Fate, p. 31 Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any Average (**) Critical Injury.
Sapith Sundering Knights of Fate, p. 31 May add Force Dice up to Force Rating to Brawl check; the attack gains the Sunder quality, and character may spend Force points generated on the check as Advantages to activate the Sunder quality.

Force Powers

Force Rating
3
Power
Sense
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 or to sense the current emotional state of one engaged living target.
Upgrade Effect
Control Spend Force point. The Force user senses the current thoughts of one living target with whom he is engaged.
Duration Sense's ongoing effects may be triggered one additional time per round.
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control Commit 1 FR. Once per round, when the Force user makes a combat check, he upgrades the ability of that check once.
Range (Rank 2) Spend Force point to increase power's range by a number of Range bands equal to Range upgrades purchased,
Control Ongoing effect: Commit Force Rating. Once per round, when an attack targets the force user, upgrade the difficulty of the pool once.
Magnitude (Rank 1) Spend Force point to increase number of targets affected by power equal to Magnitude upgrades purchased.
Power
Enhance
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 an Advantage or Success on the check.
Upgrade Effect
Control Enhance can be used with the Resilience skill.
Control Take a Force Leap action. Make an Enhance power check. The user may spend 1 Force point to jump horizontally to any location in short range.
Range (Rank 1) Spend Force points to increase the power's range by a number of range bands equal to Range upgrades purchased.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control The user can perform a Force Leap as a maneuver instead of an action.
Control Enhance can be used with the Brawl skill.
Control Ongoing effect: Commit Force Rating to increase Brawn by 1 (maximum 6).
Power
Alter
Description
The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.

May spend 1 Force point to make all terrain currently within short range difficult terrain until the end of the next turn.

May spend 1 Force point to make all terrain currently within short range normal terrain until the end of the next turn.
Upgrade Effect
Duration Commit 1 Force Rating after successfully activating the power to sustain its effects while the user remains within range of the affected area.
Control The Force user may 1 Force pip to give all characters within short range of the user concealment.
Range Spend 2 Force pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength Spend 1 Force pip to allow a number of targets equal to the number of Strength upgrades to ignore the power's effects.
Control Spend 1 Force pip and make an Average Survival check to instantly discover food, water or other critical supplies within extreme range.
Control Spend 2 Force pips to create a small corrosive area within the effected area.
Control Spend 1 Force pip to share the senses of animals within range of this power, adding 1 Boost die to Perception and Vigilance checks, and gaining other benefits.
Power
Influence
Description
The character may attempt to guide, shape, and twist the thoughts and feelings of others. The character may spend Force pip to stress the mind of one living being he is engaged with. inflicting 1 strain.
Upgrade Effect
Control Mind trick (add desc later)
Magnitude (1) Spent Force pip to increase targets affected equal to Magnitude upgrades purchased.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence check as part of his dice pool. He may spend Force pips to gain Successes or Advantages (user's choice) on the check.

Background

"The Beast of Nar Shaddaa"

Bast was born a slave, like many Nikto. His parents served a mighty Hutt on Nar Shaddaa. The Hutt was cruel, but Bast's early years were not. Within the compound, the slaves looked out for each other. They cared for each other. A Twi'lek dancer taught the sweet, sensitive child to sing and dance. A Devaronian chef would slip him sweet treats when no one was looking. His parents, guards like most of the Nikto, protected the other slaves from the Hutt's worst impulses. Bast knew kindness. He knew love. He knew peace.

Peace ended. The Hutt went to war against another. The Hutt lost, badly. The compound was overrun. The Hutt was executed. The guards were killed, his parents included. The rest of the slaves were rounded up, valuable spoils of battle. The Twi'lek dancer took Bast by the hand and tried to escape. With their escape route cut off by the invading enforcers, she got him to a sewer entrance. Too small for her, but just big enough for a child. He heard her being captured as he slid down into filth and darkness.

Every day is a struggle on the streets of Nar Shaddaa. That struggle is made worse when you are small, when you have no people. He fought. He learned. He grew. Kindness, love, and peace became a distant memory. At night, during those rare times when he felt safe and alone, he would sing, maybe dance, and think of better times.

Years passed. He learned the way of survival and violence. An anger grew inside him toward the strong who preyed on the weak. Bast was still small, but growing each day. Some day he could fight them. Not yet, but soon.

Bast learned the trick of avoiding cutthroats and robbers. He knew that sometimes you could follow them as they stalked their next victim. After they took down their mark, they'd strip the body of valuables but they might leave something behind. Maybe a belt, or a comlink secreted in a hidden pocket. Once, a credstick in the sole of a shoe. The trick was to get there right away, before the other scavengers.

There was a man, clearly an offworlder. A very foolish man to walk these streets and this time of night. Bast almost felt sorry for him. The bandits trailed him, and he trailed them. They all waited for their moment. The bandits' moment came first. They pounced. They missed. The foolish man lashed out with some sort of laser sword, his blows impossibly fast and precise. Bodies rained down. It was over in an instant.

The stranger surveyed the alley then continued on his way. Dangerous but still clearly a fool, as he took nothing from the fallen. Bast waited until the man rounded the corner, then leaped down from his perch. The thugs' weapons could keep him safe. Their credits could keep him warm and fed.

He heard the footfall too late. Other scavengers, a gang of them. He stood and his mind raced between fight or flight. Then, behind him, a voice. "Be on your way," it said. "There's nothing for you here."

"C'mon," the scavenger leader said to the others. "There's nothing here." They left.

Bast turned to face the fool. "Hungry?" the man asked. Bast nodded. "Come." Bast did.

The man saw Bast fed. He brought him to his haven. He seemed to be some sort of outlaw, just like everyone else on Nar Shaddaa.

"You can stay here if you'd like," he said. "I won't harm you."

Bast believed him.

Bast slept like the child he was, like he hadn't since before the war. In the morning, he thought maybe he'd stay the day then move on.

Years passed. Master taught him. How to move, how to see, how to fight, and how to know when not to fight. Master taught him how to work past his anger, to let it go.

Then, the Empire came to the Smuggler's Moon. They were looking for outlaws like Master. They found Master, and then he was gone.

The Empire left. Bast was alone. His only comforts were Master's teachings and his rage. He tried the way of peace, but Nar Shaddaa abhors peace.

Bast grew. He fought. He tried to follow the Master's path, but he failed often. He felt shame with every rage. He counted every death.

Rumors grew in the lower levels of a great hulking creature. A beast of a man who preyed upon the wicked. Some said it was a Nikto, but others scoffed at that. The popular theory was that it was some Wookiee escaped from a Hutt menagerie. Every time Bast heard these tales of "The Beast of Nar Shaddaa" his shame grew.

He left Nar Shaddaa. He left the rumors. He could not leave the violence. It followed him everywhere. It seemed to infuse every part of the galaxy.

Bast went far, far away.

Motivation

Enlightenment
Help the Helpless

Morality

56
Compassion/Hatred

Description

A great hulking brute of a Nikto.

Other Notes

Sense (Control) - 10 xp
Grit - 5 xp
Martial Grace - 10 xp
Dodge - 15 xp
Swift - 15 xp
Toughened - 20 xp
Far Strike - 25 xp
Force Rating - 25 xp
Enhance - 10 xp
Survival - 5 xp
Enhance (Control - Res, Brawl, Brawn) - 20 xp
Discipline 2 - 10 xp
Brawl 2 - 10 xp
Sense (Control) - 10 xp
Sense (Range) - 5 xp
Sense (Range) - 10 xp
Sense (Magnitude) - 5 xp
Grit - 5 xp
Go Without - 10 xp
Grit - 10 xp
Intense Focus - 15 xp
Force Protection - 20 xp
Iron Soul - 20 xp
Force Rating - 25 xp
Enhance (Control) - 10 xp
Enhance (Control - FL Vert) - 10 xp
Enhance (Range) - 10 xp
Enchance (Control - Maneuver) - 10 xp
Alter - 15 xp
Alter (Control - conceal and survival) - 15 xp
Alter (Duration, Strength) - 15 xp
Alter (Range) - 5 xp
Empty Soul - 25 xp
Sense (Duration) - 10 xp
Sense (Strength) - 10 xp
Sense (Control) - 10 xp
Brawl - 15 xp
Alter (Control - Corrosive) - 15 xp
Imp. Precision Strike - 15 xp
Sapith Sundering - 20 xp
Alter (Control - Animal Senses) - 10 xp
Cool 2 - 10 xp
Mystic (Seer) - 40 xp
Influence - 10 xp
Magnitude - 5 xp
Control (Skill check) - 15 xp
Control (Mind trick) - 10 xp

Basto're'amundus Non

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