Cipher by Cruelparody

Species
Devaronian
Career
Sentiel
Specializations
Shien Expert, Padawan, Knight, Armourer
System
Force and Destiny

4
Threshold 17
Current 0
Threshold 16
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
3
5
3
1

Skills

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

Attacks

Temple Guard Lightsaber Pike
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Linked 1, Defensive 1, Stun 4, Superior (1 Auto Advantage)
Damage
9
Critical
1
Sith Assassin lightsaber x2
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Sunder, Vicious 2
Damage
9
Critical
2
Sith Apprentice Lightsaber x2
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Sunder, Vicious 2, Dual Phase, Superior (1 Auto Advantage)
Damage
10
Critical
1
Sith Master Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Sunder, Vicious 2, Superior (1 Auto Advantage)
Damage
10
Critical
1

4
604
40860
0/7

Weapons & Armor

Heavy Clothing














----------------------------

Temple Guard Lightsaber Pike, Superior - 4HP (1 Used) 2E
Ilum Crystal (Crit -1, +2 Damage)
Breach 1, Sunder, Linked 1, Defensive 1, Stun 4, Superior (1 Auto Advantage), Damage 9 Crit 1

Jedi Temple Guard Armour, Cortosis Weave, Superior (Extra armour +1E +1S) - 2D 3S - 3HP (3 Used) 2(5)E

2 Sith Assassin Lightsabers 1E each
Breach 1, Defensive 1, Sunder, Vicious 2, Damage 9, Crit 2


2 Sith Apprentice Lightsabers 1E each
Breach 1, Defensive 1, Sunder, Vicious 2, Dual Phase, Superior (1 Auto Advantage), Damage 10, Crit 1


1 Sith Master Lightsaber 1E
Breach 1, Defensive 1, Sunder, Vicious 2, Superior (1 Auto Advantage), Damage 10, Crit 1

Personal Gear









--------------------------------------------

Jedi Utility Belt:- Contains 3 Days worth of food capsules, Emergency Medpac, Lightsaber Maintenance Kit, Glow Rod and 1 Aquata breather.
Increases Encumbrance Threshold by 1.
Load-Bearing Gear - increases encumberance by 3

Concealed Climbing Cord

Jedi Temple Guard Mask :- Contains integrated Comlink and in helmet Scanner

Backpack :- Increases Encumbrance Threshold by 4

Assets & Resources







-----------------------------------

Slicer gear 2E
Medpac 2E
8 stimpacks
2 personal transponders
1bag sun petals


bee stinger
2 binders
small green crystal
fuel tank for flamethrower

4000 worth of ship components
500 worth droid components droids

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Resilient Metabolism 1 Add a success result to resilience checks
Street Smarts 1 Remove ■ per rank of Street Smarts from Street­wise and Knowledge (Un­derworld) checks.
Shien Expert 1 When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.
Reflect 3 When hit by a ranged at­tack, suffer 3 strain to re­duce damage by 2 plus ranks in Reflect
Improved Reflect 1 When reflecting a hit that generated Despair or 3 Threats ,may hit one target in medi­um range with the same damage as the initial hit, af­ter original attack resolves
Quick Draw 1 Draw or holster weapon or item as an incidental, instead of a maneuver.
Parry 2 When hit by a melee at­tack, suffer 3 strain to re­duce damage by 2 plus ranks in Parry
Well Rounded 1 The character chooses any two skills. They perma­nently become career skills - (Survival, Streetwise)
Sense Danger 1 Once per game session, the character may remove ■ ■ from any one skill chec
Force Rating 2 Gain +1 Force Rating
Dedication 1 +1 Cunning
Adaptable 1 When resolving a check that uses a skill in which they have no ranks the character may spend one destiny point to remove despair or to remove threat equal to ranks in cool
Gearhead 1 remove ■ from mechanics checks per rank and half credit cost to add mods to attachments
Grit 3 Gain +1 strain Threshold
Armour Master 1 When wearing Armour increase soak by 1
Armour Master (Improved) 1 When wearing armor with a soak value of two or higher. the character increases his defense by one.
Saber Throw 1 Make Lightsaber com­bat check as ranged attack at target within medium range, adding □ no greater than Force rating. Must spend □ and succeed to hit target; spend □ to have weapon return to hand
Toughened 2 Gain +2 wound Threshold
Jump Up 1 Once per round may stand up from seated or prone as an incidental
Clever Solution 1 Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his cunning is helping him overcome this challenge

Force Powers

Force Rating
3
Power
farsight
Description
The Force user expands normal visual senses through a connection to the Force.
Upgrade Effect
Basic The user may spend ■/□ to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
Upgrade Effect
Basic The user may spend ■/□ to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Control Instead of merely hiding an object or person from the target with this power, the user may alter the appearance of that object or person, making it appear to be something or someone else to the target.
Range Spend ■/□ to increase the maximum range at which the Force user can affect tar­gets with this power by a number of range bands equal to the number of Range up­grades purchased. The user may activate this multiple times, increasing the range by this number each time.
Duration Force users skilled in fooling the senses of others can extend the effects of the ability, shrouding themselves or creating phantasms that last as long as they need such diversions. The power gains the ongoing effect:Commit 2 force Die after successful­ly activating the basic power. This power remains in effect on each affected target as long as the target stays within range of the power. If a target moves beyond the range of the power, the effects end for him but not for any other targets of the power.
Power
Move
Description
The Force user can move small objects via the power of the Force.
Upgrade Effect
Basic The user may spend ■/□ to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Strength 2 Spend ■/□ to increase sil­houette able to be target­ed equal to Strength up­grades purchased. The user may activate this multiple times.
Range 2 Spend ■/□ to increase power's range by a number of range bands equal to Range upgrades purchased. The user may activate this multiple times.
Control The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough ■/□ to move the object. Silhouette 0 objects deal 5 dam­age, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten
Upgrade Effect
Basic The user may spend 2 ■/□ to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend ■/□ and succeed at an Average (♦ ♦) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Magnitude Spend ■/□ to gain one additional detail per Magnitude upgrade purchased. The user may activate this multiple times.
Power
Enhance
Description
Enhance allows Force user to perform athletic feats beyond the original scope of their natural abilities.
Upgrade Effect
Basic When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend ■/□ to gain Success or Advatage (his choice) on the check.
Control - Coordination Enhance can be used with the Coordination skill
Power
Jerserras Influence
Description
The Force user can project terrifying visions on to foes forcing them to face their greatest fears
Upgrade Effect
Basic The user may spend ■/□ to target one character within short range, That charcter must immediately make an average (♦ ♦) fear check as an out of turn incidental

Background

Cipher Background

Begrudingly raised by his older Brother Kuzimu, The leader of the Obsidian Horns, a small gang of unremarkable ne'er-do-wells, after his parents died in a tragic pod racing accident.

The young Devaronian quickly gained the moniker Cipher from some of the gang members due to his computer skills and impressive ability to obscure the truth, leaving only his brother to call him by birth name Erebus.
Although Cipher was very young Kuzimu decided to put him to work in the gang, Stating "I'm only keeping you while you're pulling your weight".
Cipher took to crime like a duck to water. Believing he had mastered the art of theft Cipher was confident no job was too big and that he could steal anything. It was due to this over confidence that he took on a bet that he couldn't steal from the Jedi Temple.

Cipher believed he entered the temple without drawing attention to himself but Jedi Master Scytale had sensed the intrusion. Master Scytale originally intended to stop the would be criminal but found himself intrigued by Cipher as he managed to evade the detection of other Jedi as he snuck in to the holocron vault in the Jedi archives. Cipher felt one of the holocrons 'calling' to him, upon nearing the holocron he lost sight of his initial goal instead becoming somewhat mesmerised. Following shortly behind Cipher Master Scytale was surprise to find a holocron, that he himself had added to the archive, being opened by the would be thief. Master Scytale's arrival startled Cipher causing him to drop the holocron and leave empty handed.
Master Scytale tracked Cipher back to The Blood Tiger, the Obsidian Horns Ship, and offered him a new life within the jedi order. Cipher was initially torn but Kuzimu helped to provide clarity by kicking him out of the gang due to his losing the bet and bringing the attention of the Jedi down upon them.

Master Scytale decided to take Cipher as his own padawan believing he would make a fine sentinel due to his knowledge of the underworld

Ciphers new life at the Jedi temple was a stark contrast with his past. Now no longer needing to steal to survive and having a father figure that cared for and nurtured him.
Cipher excelled at his Jedi Studies but was always looking to improve, trying ceaselessly to impress his master and prove his worth. Cipher would often spend his free time in the temple on the computers or tinkering with any tech he could find. He also enjoyed spending time meditation garden connecting with nature.


TLDR
key points
1) Real Name Erebus, Gained the name Cipher due to computer and deception skills
2) Dead Parents, Raised by Brother - Kuzimu
3) Believes himself a 'Master Criminal' after youth spent in gang
4) Jedi Master became surrogate father figure
5) Enjoys working with Computers and Tech




Cipher was heart broken at the death of his master but found strength in the jedi teachings knowing that master Scytale was now one with the force. It was not long after the sacking of the coruscant that cipher was called upon to take the Jedi trials

Trial of spirit
Cipher undertook the trial of spirit with his trademark confidence but upon the start of the trial he found himself faced with a darkness he thought he'd long since conquered. Cipher found himself face to face with man he would have become had Master Scytale not intervened. They fought evenly matched for what felt like days until Cipher finally came to the realization that his past was not something to be conquered rather its should be accepted. Cipher stopped fighting admitting his past would always be part of him and his dark reflection dissipated. He had passed the trial of spirit.

Trial of insight
Cipher found the trial of insight to be easier than the trial of spirit. Having spent a lot of time dealing with the underworld both before and during his time as a padawan attention to detail had always been vital.

Life as a knight
Cipher had achieved his goal of becoming a Jedi Knight and following in the footsteps of the late Master Scytale he began to walk the path of the Jedi Sentinel. Cipher began to spend his free time in the company of the older master artisans, who were happy to pass on the knowledge and skills they had acquired over their lengthy time in the order.

It was under the tutelage of Jedi Master Telchar that Cipher would learn the intricacies of crafting and mechanics. Together they worked on many projects as Cipher would bring him any new piece of tech he came across while away from the temple.

After a few years ridding the streets of crime and routing out darkside force users Cipher was called upon to become a temple guardian. While initially this appeared to be a good fit due to his dedication to the jedi order, Cipher struggled with the complete emotional detachment required and found the lack of freedom clashed with his innate wanderlust causing him to feel trapped in the temple. After serving for couple of years Cipher stopped being a temple guard feeling he was better suited to the sentinel life style.

Although Cipher was no longer a temple guard he had grown a fondness for their armour so he Crafted his own black version as the typical colouring wasn't chosen with stealth in mind. With Master Telchars assistance Cipher managed to incorporate a cortosis weave throughout his new armour and made improvments to his lightsaber.

Motivation

Ambition - Expertise
Cipher wants to be the best Jedi/Sentinel. Seeking any chance to improve his skills and show Master Scytale his worth.

Morality

Duty :- 30 Tech Procurement
There is no more prolific or productive time for technological developments than during a war, and this one is no exception. This Player Character sees the true opportunity for Alliance victory in the hands of scientists, engineers, and technicians. Not only can they get the most performance from existing machines and resources, but they can design and develop new ships, weapons, medical techniques, and equipment that can provide the vital edge necessary to survive against the Empire's might. The way this PC sees it, stealing the best developments of the Empire is a crucial way to even the odds.

Morality :- 45
Strength Ambition :- An ambitious character sets a lofty goal for himself and then strives to accomplish it. The harder the task, the more willing the character is to take it on, and the greater the triumph when he finally succeed
Weakness Greed :- An ambitious character is only as selfless as his goals. Those who strive for worldly pleasures, whether power, wealth, or personal comforts, can quickly find their ambition turning to simple greed

-1 Morality keeping Sith Lightsabers
+1 morality Burning Sith cremation
? using sith lightsabers
-5 darkside use

Description

Male Devaronian
5' 9"
Red Skin
Red Eyes
Black Horns - Waxed and Polished.
Has a few small scars from his childhood
Styled himself after Master Scytale wearing black robes, using dual bladed lightsaber and post timeskip going so far as to copy his masters goatee although Ciphers goatee is black
Yellow Lightsaber Blade
Wears a black version of the Jedi Temple Guard armour and Mask

Other Notes

Master Alberti Scytale
Human Sentinel
6' 0"
Brown slick back hair, Goatee.
Wears Black Robes as they aid when hiding in the dim lit areas which he often finds himself when routing out the darkside and dealing with criminals.
Wields a Yellow Dual Bladed Lightsaber with a Krayt Dragon Pearl Core he 'liberated' from the treasure room of Trandoshan crime boss he took down.
Found Cipher mere hours after his previous padawan, an Arcona by the name of Mar Vin, had progress to the rank of Jedi Knight. Seeing this as especially fortuitous timing he felt the force must have guided them together and decided to take Cipher as his new Padawan.


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