Tamrin Katari "Aerik Venn" by Khesh

Species
Human
Career
Consular
Specializations
Niman Disciple, Sage, Master, Teacher
System
Force and Destiny

5
Threshold 14
Current 0
Threshold 20
Current 0
Ranged 0
Melee 1

Placeholder Image

Characteristics

2
2
3
2
5
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) 0 Add Force Dice
Charm (Pr) X 1 Add 1 Boost
Coercion (Will) 0 Add 1 Boost
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0 Add Force Dice
Deception (Cun) 0 Add 1 Boost
Discipline (Will) X 4 -2 Difficulty on Fear checks
Leadership (Pr) X 1
Mechanics (Int) 1
Medicine (Int) X 2
Negotiation (Pr) X 1
Perception (Cun) X 1
Piloting: Planetary (Ag) 0 Add Force Dice
Piloting: Space (Ag) 0 Add Force Dice
Resilience (Br) 0 Add Force Dice
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 0 Add Force Dice
Gunnery (Ag) 0
Lightsaber (Will) X 4
Melee (Br) 0
Ranged: Light (Ag) 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0 Remove 1 Setback
Knowledge: Education (Int) X 1 Remove 1 Setback
Knowledge: Lore (Int) X 4 Remove 1 Setback
Knowledge: Outer Rim (Int) 0 Remove 1 Setback
Knowledge: Underworld (Int) 0 Remove 1 Setback
Knowledge: Warfare (Int) 0 Remove 1 Setback
Knowledge: Xenology (Int) 0 Remove 1 Setback

Attacks

Lightsaber (Askajian Crystal)
Range
Engaged
Skill
Lightsaber
Breach 1, Deflection 2, Sunder
Damage
10
Critical
1
Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6
Damage
8
Critical
4
Stun Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 3, Stun damage
Damage
8
Critical
--
Training Stick
Range
Engaged
Skill
Lightsaber
Accurate 1, Disorient 1, Stun Damage
Damage
+1
Critical
5

25
1690
1515
4/ 8

Weapons & Armor

- Combat Armor (+3 Soak, 3 Encumbrance (0 Worn), 3 hard points, Whisper Crafted, +1 Melee Defense, Lightweight, Bonus Soak)
--- Chedak Communications Multi-Band Comlink (long range comlink)

- Cortosis Bracers (allows parry)

- Lightsaber (Encumbrance 1, 5 Hard Points) with:
--- Askajian Crystal, Green (Base Stats: Damage 7, Crit 3, Breach 1, Deflection 1, Sunder // Possible Mods: 3 Damage +1 (+++), 2 Crit -1 (++), 1 Deflection +1 (+))
--- Lightsaber crystal bond (strong sense of where it is, double Triumph mod roll)
--- Twinned copy of the crystal (Double Triumph) - given to Zarina
--- Personalized Inlay. Reduce the difficulty of checks to modify any lightsaber crystal installed in this weapon by 1.
--- Hilt-masking kit (Holomessenger, DoH, 50; 1 Hard Point, fully mod'd (one fail), add 3 fails to detection checks)

- Blaster Pistol (Encumbrance 1)

- 1 Stun Grenade

Personal Gear

- Emergency Medpac (Encumbrance 1)
- 2 Stimpacks

- Utility Belt (+1 Encumbrance)
- Military Belt Pouch (DC 59, hold 2 encum 0 items, draw as incidental)
- A99 Aquata Breather (KtP 52, Encumbrance 0)
- Mirlan Vasque's red lightsaber crystal
- Extra Reload (Encumbrance 1)
- Glow rod

Assets & Resources

On Ship:
- Heavy Clothing (1 Encumbrance, 0 worn)
- Thermal Cloak (remove 2 setback from cold, Encumbrance 2)
- Training Stick (Encumbrance 2)
- Deflective Armor (+1 Soak, 1 Ranged Defense, 2 Melee Defense, 2 Encumbrance, 0 worn, 1 hard point, Whisper crafted)

Critical Injuries & Conditions

Used 0 stimpacks

Conflict: 0

Talents

Name Rank Book & Page Description
Nobody's Fool 2 F&D 148 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Niman Technique F&D 148 When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Reflect 3 F&D 150 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Researcher F&D 150 Remove 1 ■ per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.
Parry 3 F&D 149 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Confidence 2 F&D 141 Decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Knowledge Specialization: Lore 2 F&D 146 May spend 1 Triumph to gain successes equal to ranks in Knowledge Specialization.
Preemptive Avoidance F&D 149 Immediately after an opponent moves to engage, may spend 1 Destiny Point to disengage (out of turn incidental).
Grit 6 F&D 144 Gain +1 strain threshold.
Force Rating 5 F&D 143 Gain +1 Force rating.
Sense Emotions F&D 151 Add boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Draw Closer F&D 142 Action. Lightsaber (WP) attack vs silhouette 1 target in medium range. Add Force dice up to rating. Spend pips to move target one range band closer or to add successes to check.
The Force is My Ally F&D 153 Once/session, spend 2 Strain to take Force Action as a Maneuver.
Sum Djem F&D 152 On a successful lightsaber attack, spend 1 triumph or 2 advantage to disarm opponent. Weapon lands anywhere within short range.
Dedication F&D 141 Increase Willpower from 3 to 4.
Toughened 1 F&D 153 Gain +2 wound threshold.
Center of Being 3 F&D 140 Once per round, when wielding a lightsaber, can make a Center of Being maneuver. Until the beginning of my next turn, whenever an enemy makes a melee attack targeting me, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being.
Center of Being (Improved) F&D 140 Suffer one strain to perform Center of Being as an incidental instead of a maneuver.
One with the Universe F&D 149 Once per session, spend several minutes meditating and make an Average Astrogation check. If successful, during the next encounter add one white Force pip to all Force power checks. If I succeed with threat, add a black pip instead.
Defensive Training 2 F&D 141 When I wield a Lightsaber, Melee, or Brawl weapon, the weapon gains ranks in Defensive equal to my ranks in Defensive Training. This replaces any ranks in Defensive the weapon has.
Improved Confidence CotR 38 May spend Triumph on fear checks to give allies in Short range an additional success on the same fear check.
Flows Through All Things CotR 39 Perform a maneuver to recover Strain equal to my Force Rating.
Powerful Ally CotR 42 Spend a Destiny Point to use the basic version of a Force Power I do not have or apply the effects of an unpurchased control upgrade.
There is No Try CotR 44 Once per session, before an ally rolls a skill check, spend a Destiny Point to allow the ally to succeed with one success.
Master of the Order CotR 41 Can spend 2 Destiny Points in a single action.
Dedication F&D 141 Increase Presence from 2 to 3.
Supreme Center of Being CotR 37 Center of Being applies to ranged attacks as well.
Well-rounded F&D 153 Medicine, Vigilance
Encouraging Words DoH 28 Out-of-turn incidental. Engaged ally fails check. Suffer 1 Strain, assist ally's next check.
Skilled Teacher 2 DoH 30 Incidental. Ally at short range with lower ranks in a skill. Suffer strain up to skill ranks, add that # of successes to ally's next check.
Master Instructor 1 DoH 29 1/rd. Out of turn incidental. Short range. Suffer 2 strain to allow ally to use my ranks in Discipline for their next Discipline check.
Once the Learner 1 DoH 29 Action. Suffer 4 strain. Increase FR of short range ally by my current FR until end of my next turn.
Now the Master 1 DoH 29 Once per session, choose one talent or Force power that any character in the current encounter possesses. Gain that talent or Force power until the end of the encounter. Includes all ranks and powers.
Wise Warrior 1 When making a combat check, as an incidental, spend 1 destiny point and use any characteristic for the check.
Improved Wise Warrior 1 When performing Wise Warrior, one ally at short range may use the same characteristic for the next combat check the ally makes before the end of the character's next turn.
Dedication 1 Increase Willpower from 4 to 5.

Force Powers

Force Rating
6
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 Force points to gain success or advantage (user's choice) on the check.
Upgrade Effect
Control: Brawn Commit 1 FR. Increase Brawn by 1 (max of 6).
Control: Vertical Leap When performing a Force Leap, can leap vertically as well as horizontally.
Range Spend 1 Force pip to increase range to Medium
Control: Skills As Base power, but for Coordination, Piloting (Planetary), Piloting (Space), Resilience, and Brawl checks.
Control: Force Leap Take a Force Leap action. Make an Enhance power check. Spend a force point to jump horizontally to any point in short range. One activation only.
Control: Agility Commit 1 FR. Increase Agility by 1 (max of 6).
Control: Force Leap Maneuver Can perform Force Leap as a maneuver instead of an action.
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: Defense Ongoing effect: Commit 1 FR. Once per round, when an attack targets me, I upgrade the difficulty of the pool once.
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: Offense Ongoing effect: Commit 1 FR. Once per round, when I make a combat check, I upgrade the ability of the pool once.
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend 1 Force point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Magnitude (2) Spend 1 FP to increase targets affected equal to Magnitude upgrades purchased.
Control: Pull secure objects Pull objects out of secure mountings or an opponent's grasp.
Control: Hurl Hurl objects to damage targets. Discipline ranged combat check (diff=silhouette) + Move power check. Damage = 10 x silhouette.
Range (2) Spend FP to increase range by a number of range bands equal to Range upgrades.
Strength (3) Spend 1 FP to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Ebb/Flow
Description
When the user makes a skill check:

Ebb: Spend a force pip to suffer 1 Strain, then inflict 1 Strain on other Engaged characters. Activate only once.

Flow: Spend a force pip to heal 1 Strain. Activate only once.
Upgrade Effect
Magnitude Spend 1 FP to exclude a number of targets equal to Magnitude upgrades from being affected.
Strength May spend one force pip to increase the Strain healed or inflicted by 1.
Control Spend 3 FP once per encounter to ask the GM a single "yes" or "no" question pertaining to current game events.
Power
Protect/Unleash
Description
Protect: Average Discipline check. Spend 2 Force pips to reduce damage (energy-based) to self or engaged character (Willpower + 1/success)

Unleash: Average Discipline check. Spend 2 Force pips.
Range: Short
Damage: Willpower
Critical Rating 4.

Gain 1 Conflict.
Upgrade Effect
Control (Defense) Protect: Spend advantage to gain Defense equal to advantage spent.
Unleash: Spend advantage to inflict 1 Strain on target.
Duration Protect: If no DS FP generated to use the power, it reduces damage of all attacks until the beginning of the user's next turn.
Unleash: Spend 1 FP to give the attack Burn 2.
Control (All attack types) Protect: Spend FP to allow the power to protect against all types of attack.
Unleash: Spent FP to give this attach Ensnare 2.
Magnitude Spend 1 FP to affect one additional target within range per rank of Magnitude upgrades.
Range (2) Spend 2 FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Control (out-of-turn) Protect: LS Force users may spend 1 Destiny Point to use Protect as an out-of-turn incidental once per session.
Unleash: DS Force users may spend 1 Destiny Point to use Unleash as a maneuver once per session.
Strength (2) Spend 1 FP to decrease or add damage equal to ranks in Strength upgrades purchased.
Power
Bind
Description
Spend FP to immobilize a target within short range until end of my next turn. If I use any DS FP, target suffers 1 wound (ignore soak) per FP spent. May activate only once.
Upgrade Effect
Control Spend FP. Whenever a target affected by Bind takes an action, target suffers strain equal to Willpower.
Range Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude Spend 2 FP to affect one additional target within range per rank of Magnitude purchased.

Background

Cultural Background: The Poor and Hungry. Tamrin grew up in constant want. He and his family scrambled for the basic necessities. (Tamrin has told Vek that his parents sent him away to school when he was young, this led to the initial belief that Tamrin grew up with wealth and privilege, but since learned the truth)

Experiencing the Force: One with the Force. Tamrin's education gave him a grounding in Force philosophies and perceives the world through its lens.

Heeding the Call: With Great Power... Tamrin cannot stand by while watching the evils the Empire inflicts on the galaxy.

Tamrin was born in 35 BBY (Before Battle of Yavin) on the planet of Chandrila. His parents were farmers there. His memories of them are faint, but slightly fond. At age 4, he was discovered by the Jedi and taken to Coruscant for training as an initiate. He was placed with the Heliost Clan for his training, spending time with the temple’s Lore Keepers in the process, and remained with the initiate clan until 27 BBY (age 8). Jedi Master Jocasta Nu (Chief Librarian of the Jedi Archives) selected him to become her padawan. He studied dutifully under her for 8 years.

Physical maturity came to him and he also showed great promise with the lightsaber. It wasn’t his passion, but it was his talent. Master Nu sat down and discussed it with him. The decision had been made. He would be re-assigned to a new Master. The Council had decided that the Jedi did not need another trained archivist at present, with the Clone Wars in full swing, they needed Jedi on the battlefield.

The details were being worked out, but Master Nu would not let her pupil sit idle. She sent him on one last task for her before his reassignment. He traveled to the Outer Rim, to Askaj (off the Rimma Trade Route). The Askajians were not nearly so technologically advanced as most societies. He had been tasked with going to record and retrieve some of the oral histories of the planet’s tribes. His reassignment was sent to him while on Askaj. He was to report back immediately to begin training under Master Kelo Fiyed (a Miralukan Jedi Shadow, noted as a premiere duelist in the Jedi Order, noted in particular for his mastery of the Niman and Shien forms). Instead, he stayed two more days to finish his task for Master Nu, partially out of duty and partially out of resentment for the reassignment. On completion of his task, another message came, this one calling all Jedi back to Coruscant. He arranged to get on a ship that would get him into the Inner Rim. While there, waiting to get on a flight back to Coruscant proper, he received Master Kenobi’s counter-message. He found himself bereft of home, Order, and master. He was 16 (19 BBY) and he was alone.

Tamrin ran, repeatedly, and in short order, from planet to planet during the first year after becoming bereft of the Order. Throughout, his thoughts and dreams were plagued with doubt. What if he had immediately come back when the reassignment order had been given? Could he have helped Master Nu? His new master? When Master Kenobi’s message was received, why had he gone into hiding? Was it respect for Master Kenobi? Was it fear? Fear has certainly had a prominent place in his life in the years since.

He eventually settled, feeling like he had shaken any possible connections or trail that would lead to him. There, on planet Phaeda, over the following year (18 BBY), he began to feel safe in spite of the very scummy nature of the planet. He began to form new attachments. Everything seemed like it was going to be alright. He was wrong. The Imperials eventually found him and when they did, something wonderful and terrible happened. One of the people he had become attached to, Zarina (a Twi'lek), stood up for him. She fought to protect him from the Imperials. When he saw this his fear overtook him. Zarina wasn't going to succeed. He ran and she died. He kept running for the next 11 years.

During that time, Tamrin laid low. He kept moving. He kept his distance. He learned that Master Kelo Fiyed had also been ambushed and killed (among so many others) on his way from Nar Shaddaa to Coruscant. Tamrin's continued fear, his failure, his guilt, these things ensured he would keep his distance from people. He couldn't allow a repeat of Phaeda. He worked odd jobs as a mechanic to make ends meet, hopping worlds, colonies, cities, always moving, fearful of being found out again and caught if he stayed anywhere for too long. Fearful of people getting hurt again. He was not a paragon of Light during this time. He avoided a Phaeda-repeat, but in many other small ways, he strayed from the straight and narrow as a matter of survival. (I am leaving this period largely blank, to be filled in as needed during play.)

Some time later, on Eriadu (~6 BBY), Tamrin is again working odd mechanical jobs, which has him near the spaceport. There, his attention is drawn to Vek and Vek's father, but they are not long on Eriadu (just being part of one of their regular runs). He dismisses it. But Vek returns, and again, Tamrin is drawn to him. Once could maybe be convinced, but twice ... there are no such things as coincidences, there is the Force. He begins watching Vek, but keeping his distance. He starts to worry, the old fears surfacing. It is time to move on. Then, Vek's father and his ship vanish, leaving Vek stranded on the planet. Tamrin's plans change, he can't just leave now. There is something about Vek and that becomes more apparent as Tamrin watches him. Vek is lucky, too lucky. He has potential with the Force, Tamrin is certain of it.

This comes to a head during a bout of such luck at a cantina (5 BBY). Tamrin is lurking nearby and Vek is called out as a cheat. Vek does an admirable job of almost completely talking things down and then strides across the room right at Tamrin, bluntly and brashly confronting him about this being the sixth time he's seen Tamrin watching him and demanding to know why. Providence intervenes and one of the men who felt cheated escalated things, blasters were drawn, bolts flew across the room and Tamrin had Vek's back. Actions speak loudly. After that, explanations were not as important and secrecy was less critical.

In the months that followed, Tamrin was there for Vek, as best he could, but no one is perfect. Vek learned that Tamrin was fallible. In turn, Tamrin learned that Vek could be counted on when matters were serious, but that Vek could become "distracted", even flaky, if things were not critical.

During this time, Vek's gotten a sense that Tamrin isn't completely normal either. Tamrin has good "instincts", noted by Vek during a mutual run from some unsavory sorts. Vek believed that they were clear to move from an alley, but Tamrin held him back and just moments later, a previously unseen goon had passed by. This is the first hint Vek has that Tamrin is more than what he seems.

Being drawn back into society through repeated contact with Vek also helped to reinvigorate Tamrin's compassion. He began helping some of the poor and downtrodden that lived in the same neighborhood as him. Specifically, with medical care that they otherwise could not have afforded or might have been afraid to seek for assorted reasons. It started small, just a person here or there, but he began to develop a reputation for being there to help. At the same time, Tamrin's boss (for his mechanics work) kept pushing Tamrin to work fulltime for him, but Tamrin kept refusing. He worked enough to get by, and to have enough to help others, but the bulk of his day was spent helping others. It seems this was the one, and perhaps crucial, lesson that stuck with him from the Jedi.

Motivation

Cause: Restore the Jedi -- Tamrin wants to see the Jedi Order restored and rebuilt, although what he knows of the Jedi may be limited or even inaccurate. He wants to be a Jedi as well as see them return to being a presence in the galaxy.

Morality

Morality: 86
Emotional Strength/Weakness: Compassion/Hatred

Compassion: The character cares about the tribulations others face and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.

Hatred: The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer. When a character’s mind roils with simmering hatred, that hatred may be all too slow to fade.

Description

Tamrin is approximately 1.9 meters tall with brown hair and green eyes. His skin is only slightly tanned, having spent much of his time indoors.

Contacts:
Zarina/Red Sister: Inquisitor who hunted Tamrin. Blast from the past (Phaeda).
Chief Boona: Askajian tribal chief
Bail Organa: senator and "rebel"
Echo: computer specialist, works for Bail Organa, was frozen in carbonite (and shipped around by the crew in the earliest sessions)
Master Zon'la: holographic master on Askaj
Leena: Vek's mother. Ex-Jedi Knight.
Tal: Young Paladin from Weik.
CRU-47: Leena's droid.

Kobb's 9 Team:
Oversight on ship: Kobb
Comms: Echo
Insertion team (pilot, tech, versatile): Vek, Whisper, Tamrin
Gambler for tournament: Kobb knows someone, fell through, now Elrod Thume
Bodyguards: Rocky Someson, Sunder
Protocol droid: OP-86

Other Notes

Coruscant Fake Name: Vir Arkanus

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