Renarin Kholin by Mittens

Species
Miraluka
Career
Mystic
Specializations
Magus
System
Force and Destiny

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

Placeholder Image

Characteristics

2
2
3
1
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 1
Negotiation (Pr) 0
Perception (Cun) X 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) X 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) 0
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

0
250
2325
6

Weapons & Armor

Sith Commander Armor ($5k) - 1 Defense, 2 Soak, 5E, 3HP
* Integrated Holsters ($300) - +4E, may holster up to 2 weapons of E3-
* Mod option 1 ($100) - Add 2 setback die to Perception checks to find weapons in armor

Utility Belt ($25) - Grants wearer +1E

Lucky Blaster ($400) - Ranged (light), 5D, C4, Medium, 1E, Stun Setting
* When using Aim maneuver, gain 2 boost dice on next combat check

Lightfoil Hilt ($350) - Defensive 2, -1 damage, 1E

Personal Gear

Medpac ($400) - Perform medical checks without penalty, add 1 boost die to checks, 1 Stimpack per encounter. 2E

Stimpack ($25) x 4 - Heals 5 wounds for first application, 4 on the next and so on. Takes 24h for full effectiveness to return. 0E

Earbud Comlink ($75) - Long range comms, Hard perception check to notice it. 0E

General Purpose Scanner ($500) - Small piece of equipment used to identify and record data, such as detecting life signs, heat signatures, ration, etc. 1.5Kilo range. 2E

Lightsaber Maintenance Kit ($400) - Acts as toolkit and adds 1 advantage result to any checks to repair, craft or modify a lightsaber. 2E (stored)

Sith Holocron ($?) - ???????? 0E

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Force Sight 1 (0) Miraluka use the Force to perceive the world. This allows them to remove up to 2 (black Die) imposed due to darkness. Also adds an automatic Advantage on Perception checks.
Toughened 2 (25) +2 Wound threshold
Confidence 1 (5) -1 difficulty of Discipline checks to avoid fear per rank of Confidence
Healing Trance 2 (15) Commit 1 Force Die, For every full encounter 1FP remains committed, heal 1 wound per rank
Channel Agony 1 (10) After rolling Force Die, may suffer wounds up to twice ranks in Channel Agony to add automatic Dark FP for every two wounds suffered to the results
Secret Lore 1 (10) Reduce difficulty of all Knowledge (Lore) checks by 1 per rank. Remove 1 (Black Square?) per rank from Lore checks.
Resolve 2 (20) When involuntarily taking strain, suffer 1 less strain per rank. 1 min
Transmogrify 1 (25) When making crafting checks, may add Force Die no greater than force rating. Spend 1FP to add (Success) and spend 2FP to add (Advantage)
Force Rating 1 (25) +1 Force Rating

Force Powers

Force Rating
3
Power
Protect/Unleash (20)
Description
Protect: Make a protect power check and roll an average discipline check. Spend 2FP to reduce damage from an energy weapon by amount equal to willpower plus 1 per (Success). Dark Side can only protect themselves.

Unleash: Make an unleash power check as ranged attack and roll an average discipline check for difficulty. If check succeeds and user spends 2FP the attack hits. Default range is short, base damage equal to willpower, crit 4. 1 conflict.
Upgrade Effect
Range - 1 (5) Spend 2FP to increase range bands equal to range upgrades purchased
Strength - 2 (15) Spend 1FP to decrease/increase damage equal to ranks of strength purchased
Power
Influence (10)
Description
Spend 1FP to stress the mid of one living target you are engaged with, inflict 1 strain. Light FP for positive emotions, Dark FP for negative emotions.
Upgrade Effect
Control - 1 (10) Make an opposed discipline vs discipline check combined with influence power check. If user spends 1FP and succeeds the check, he can force the target to adopt an emotional state or believe something untrue, lasting 1 round or 5 minutes
Power
Move (10)
Description
Spend 1FP to move one object of silhouette 0 that is within short range up to its maximum range. Default max is short.
Upgrade Effect

Background

Taken as a slave at a young age, a bounty hunter found him on a backwater planet and thought the Sith would pay a high price for a Miraluka child. After being identified as Force Sensitive, Renarin was sold to a middling Sith Lord with an interest in Alchemy / Sorcery who wanted to mold him as an apprentice / experiment. Renarin was then brought up being taught to use his emotions to fuel the force and to channel that energy into Sith Alchemy. This was a hard upbringing, complete with plenty of abuse and torture, though he has become strong in the Force. Renarin was given an ancient Sith Holocron which contains many secrets regarding Sith Alchemy / Rituals, though he has not unlocked even a fraction of its secrets and it's creators identity remains a mystery. As is common in Sith society, Lord Sever successfully murdered Renarin's master in retribution for a political insult. Thankfully Lord Sever was able to see potential in Renarin and has decided to take him on as an Acolyte and potential future Apprentice. Renarin has been sent off to Korriban for more training and a chance to prove himself worthy.

Motivation

Ambition: Given Renarin's slave origins and unknown parentage, he seeks to gain as much arcane Sith knowledge as possible and prove himself better than the petty bickering Sith that have looked down on him. He wishes to become a renowned sorcerer with the ultimate goal of acquiring a seat on the Dark Council. The ends justify the means for Renarin, there isn't much he won't do in order to achieve his goals.

Morality

-10, +10xp
Strength (Compassion): Renarin has a soft spot for animals and children. The extreme training, bordering on torture, he endured as a child has made him sympathetic for younglings and animals.

Weakness (Coldness): Renarin has accomplished much despite his unfortunate background. If he has been able to thrive despite having been a slave and being sold to a Sith, why should he care about sentients who cannot help themselves?

Description

Other Notes

Total: 250
Characteristics XP: Int (30)
Magus Talents XP: (135)
Force Powers XP: Protect/Unleash (40), Influence (20), Move (10)
Skills XP: 15

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