Jorin Cass by RuusMarev

Species
Mirialan
Career
Jedi (Sentinel)
Specializations
Padawan, Knight, Sentry, Shien Expert
System
Force and Destiny

4
Threshold 22
Current 8
Threshold 21
Current 18
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
3
3
4
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 3
Cool (Pr) X 2
Coordination (Ag) X 3
Deception (Cun) X 3
Discipline (Will) X 2
Leadership (Pr) X 2
Mechanics (Int) X 3 +1 Advantage Lightsaber craft/maint.
Medicine (Int) 0
Negotiation (Pr) X 3
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 3
Resilience (Br) X 2
Skulduggery (Cun) X 4
Stealth (Ag) X 4
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2 Initiative Checks (+2 Boost on Vigilance checks)
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Cun) X 5 +1 Success ( * )
Melee (Br) X 2
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 2
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Double Bladed Lightsaber (Personalized Design, Energy Bleed, Lightweight.)
Range
Engaged
Skill
Lightsaber
Breach 2, knockdown 1, Stun 2, Linked 1, Sunder, Unwieldy 3 (add automatic Success to successful Lightsaber checks with this weapon)
Damage
10
Critical
1
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1, Pierce 1
Damage
+1
Critical
3
Shoto (Training Emitter)
Range
Engaged
Skill
Lightsaber
Defensive 1, Stun
Damage
5
Critical
0
DR-45 Dragoon
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
8
Critical
3
DC-17 (on load: SGT Gore)
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
7
Critical
3

361
2054
8/2

Weapons & Armor

Lightsaber (1 Enc, 5 HP)

Heavy Robes (1 Def, 1 Enc) <unequipped>

Jedi Reconnaissance Armor
(1 Def, 1 Soak, 2 Enc, 2 HP)

Arm bracers and Glove armor from CT-5821, Fury. After his death.

Personal Gear

Jedi Utility belt
*Three day supply food capsules
*Emergency medpack
*Lightsaber Maintenance kit
*Slim Glow rod
*Comlink
*Aqua breather

M8 Combat Knife (1Encum, 1HP)
Earbud Comlink
x1 Stimpacks
Jetpack (2encum)

Assets & Resources

Lightsaber maintenance kit
-Adds automatic Advantage to checks to build, modify, or repair Lightsabers.


(Well Rounded: Range (Light), Melee. Once Jorin trains with Camouflage. )

Long range infrabinoculars (Endless Vigil p. 48) have Encumbrance 1, allow a user to see targets up to 10 km away even in unfavourable conditions, and remove +1 Setback due to Long range or low light. They can also see through up to 2 m. of wall. (on loan from GAR)

MKIII Modular Backpack (full set)
+8 Encumbrance Threshold
(Kept in personal quarters)

Critical Injuries & Conditions

1 conflict
3 conflict to push Cha'rizor into the safety of a cave

Talents

Name Rank Book & Page Description
Parry 3 Rise of the Separatists/Shien Expert When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Perry.
Quick Draw 1 Rise of the Separatists Once per round,draw or holster a weapon or accessible item as an incidental
Toughened 4 Rise of the Separatists/Shien Gain +2 wound threshold.
Grit 7 Rise of the Separatists/ SENTRY/Shien Gain +1 strain threshold.
Reflect 6 Rise of the Separatists/ SENTRY / SHIEN EXPERT When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks of Reflect.
Well Rounded 1 Rise of the Separatists Choose any 2 skills. They become career skills
Learning Opportunity 1 Rise of the Separatists Once per round, the character may spend 3 Advantages from a check they fail to upgrade the ability of their next once.
Force Rating 2 Rise of the Separatists/Sentry Gain +1 Force rating
Something To Prove 1 Rise of the Separatists Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.
Adaptable 1 Rise of the Separatists 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 Disadvantage equal to their ranks in Cool.
Beginner's Luck 1 Rise of the Separatists Once per session when the character makes a check, may add Success equal to the number of light side Destiny Points in the Destiny Pool to the results.
Temple Training 1 Rise of the Separatists Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge Lore.
Sincerest Flattery 1 Rise of the Separatists Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add 2 Boosts.
Dedication 2 Rise of the Separatists/Sentry Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Saber Throw (lightsaber+force) 1 Sentry (Sentinel) Take the Saber Throw action; make a Lightsaber combat check as a Ranged attack at a target within Medium Range, adding (Force) no greater than Force Rating. Must spend (1 Force Pip) and succeed to hit the target; spend (1 Force Pip) to have the weapon return to hand.
Secrets of the Jedi 1 Lightsaber becomes a career skill. He may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in Knowledge Lore, rounded up to 1 difficulty. (easy)
Improved Saber Throw 1 Sentry (Sentinel) When taking the Saber Throw action, may increase the range to Long Range. When attacking a target at Long Range, spend (2 Force Pips) to have weapon return to hand.
Improved Secrets of the Jedi 1 Discipline becomes a career skill. Secrets of the Jedi may also be used when installing mods on lightsabers.
Conditioned 2 Sentry / Shien Expert Remove 1 Setback per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned.
Uncanny Reactions 2 Sentry Add 1 Boost per rank of Uncanny Reactions to all Vigilance checks.
Impossible Fall 1 Sentry Once per session, perform an Impossible Fall incidental when falling; make a Force power check and spend Light/Dark to decrease fall by one range band and land safely. Spend L/D to further decrease range.
Sleight of Mind 2 Sentry Add 1 Boost per rank of Sleight of Mind to all Stealth checks unless the opposition is immune to Force powers.
Improved Reflect 1 Sentry When Reflecting a hit that generated (Despair) or 3 (Disadvantages), may hit one target in Medium range with the same damage as the initial hit, after the origional attack resolves.
Dodge 1 Sentry When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Counterstrike 1 Shien Expert When an attack misses the character and generates (Despair) or 2 (Disadvantage), may upgrade the next Cunning-Lightsaber check by one against the attacker during the encounter.
Defensive Stance 1 Shien Expert Once per round,as a maneuver, suffer Strain up to ranks in Defensive Stance to upgrade the difficulty of all incoming melee attacks by that number for the next round.
Street Smarts 1 Shien Expert Remove one Setback per rank of Street Smarts from all Streetwise or Knowledge (Underworld) checks
Shien Technique 1 Shien Expert When making a check with the Lightsaber skill, the character may use Cunning instead of Brawn.
Constant Vigilance 1 Sentry May always use Viligance when making checks to determine initiative.

Force Powers

Force Rating
3
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 L/D to gain Success or Advantage (user's choice) on the check.
Upgrade Effect
Control Ongoing effect: Commit Force Die. The user increases his Brawn Characteristic by 1 (to a maximum of 6)
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control Enhance can be used with the Coordination skill
Control Take a Force Leap action: Make an Enhance Power Check. The user may spend L/D to jump horizontally to any location in short range.
Control Enhance can be used with the Piloting (Space) skill
Range Spend L/D to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Ongoing effect: Commit Force Die. The user increases his Agility Characteristic by 1 (to a maximum of 6)
Control Enhance can be used with the Piloting (Planetary) skill
Control The user can perform a Force Leap as a maneuver instead of an action.
Control Enhance can be used with the Resilience skill
Control Enhance can be used with the Brawl skill
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend L/D 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
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Magnitude (4) Spend L/D to increase targets affected equal to Magnitude upgrades purchased.
Range (3) Spend L/D to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength (4) Spend L/D to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control The Force user can hurl objects to damage targets, by making a Ranged Combat Check combined with a Move Power Check, dealing damage equal to 10 times silhouette.
Power
Heal / Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend light/dark pips to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend light/dark pips to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.
The Force user may spend L/D to cause one vehicle or starship he is engaged with to recover one System Strain. The user may activate this multiple times.
Upgrade Effect
Control When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend L/D to gain Success or Advantage (users choice) on the check.
Control Ongoing effect: Commit (Force). One damaged weapon or item counts as being undamaged.
Power
Alter
Description
The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.
Force user may spend Force Pips to make all terrain currently within Short range difficult terrain until the end of their next turn.
The Force user may spend Force Pips to make all terrain currently within Short range normal terrain until the end of their next turn.
Upgrade Effect
Power
Misdirect
Description
The Force user creates illusions to fool those around them.
The user may spend Force Pips 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 turn, the target cannot see or sence the hidden person or object. (May not be activated multiple times.)
Upgrade Effect
Magnitude (C1, C2) Spend L/D to affect additional targets equal to Presence per rank of Magnitude purchased.
Control (D2) Commit one or more Force Die: Add Disadvantage per Force die to all combat checks targeting Force user.
Control (B4) The user may alter the perceived appearance of the chosen person or object insteadof hiding it
Mastery (D4) Spend 2 L/D to obscure additional objects or create illusions equal to Cunning plus Deception.
Control (C4) May use this power to force the target to perceive a single illusory person or object.
Range (B1, D1, E1) Spend L/D to increase power's range by a number of range bands equal to Range upgrades purchased
Duration (B2) Commit (2 Force Die) to sustain this power while the beguiled target remains in range.
Strength (B3,C3,D3, E2) Spend L/D to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
Power
Peerless Interception
Description
Once per session as an out-of-turn incidental, the character may spend 2 Destiny Points to activate Peerless Interception. For the next two rounds, when the character uses Parry or Reflect to reduce the damage of a hit, they reduce the damage by an additional amount equal to their Force rating.
Upgrade Effect

Background

Like many in the Order, Jorin Cass was discovered at a very young age and brought to the Temple. He spent many years in study with various Jedi Masters until he participated in the Gathering on Ilum, where he successfully found his Kyber Chrystal and with the help of the ancient droid Huyang aboard the Crucible, assembled his Lightsaber.

Now a Padawan, Jorin is sent to his new Master, a female Devaronian named Sei Vanta on the front lines of the Clone Wars.

(Since the ambush that killed his Master, Jorin has taken an interest in the Clone Lieutenant that saved his life; Camouflage. After his rescue Jorin has put in multiple requests to the Jedi Archive for texts to help him become the leader these men need him to be if he is to lead them in the field.

Texts of Leadership, Special Forces and their Tactics, obscure Jedi teachings and Knowledge that are rarely taught in the Temple, but are instead taught while in the field. One such being a type of Sentinel; a Shadow. When reviewing the missions of past Shadows, their skill set and methods mirrored what Jorin had learned about ARC Trooper's and other Special Forces units.
There were also rumors he had heard of special types of Kyber crystals that emit an almost invisible blade, favored by many Shadow's who were lucky to find them. He also read of a Force ability called Misdirect, that could be very useful to a Special Forces team behind enemy lines. Jorin would have to look into them when the time was right.. First, he would endeavor to learn all he could to be the Commander these men needed him to be.. It was the least he could do, to repay them for saving his life.)

Motivation

Morality

+10xp

Current Morality: 46

Strength: Curiosity. Jorin Wants to learn everything he can so will be a worthy Commander to the men that have become his responsibility.

Weakness: Fear. Jorin is afraid that he won't measure up as the Commander that his men deserve him to be, even with the knowledge and skills he may learn.

1 Conflict, (second jump to gain access to shield generators)

Description

Age: 13 (approximately)
5'1"
Green skin, black facial tattoos
Black hair
Slim build




Jorin was given his tattoos just before leaving his family. They depict his Family and the Honor of his acceptance into the Order.

Other Notes

Starting Characteristics (110)
Brawn:(3) 30xp
Agility:(0)
Intelligence:(3) 30xp
Cunning:(2) 20xp (4)(Dedication Padawan, Dedication Sentry)
Willpower:(3) 30xp (4)(Dedication Shien Expert)
Presence:(0)

Species Bonus:
Discipline +1, Cool +1

(Specs/talents)
Jedi: Padawan (0+300)
Sentinel: Sentry (second spec) (30+260=290)
Sentinel: Shien Expert (third spec) (40+105=145)
Jedi: Knight (fourth spec) (40+10=50)
Specs/talents total: 785

(Force powers)
Manipulate (25)
Heal/Harm (10)
Alter (10)
Misdirect (10)
Force powers total: 55

Peerless Interception (Jedi Signature Ability) 30xp

(Skills)
Athletics (1, 2, 3) (25 [free])
Computers (1, 2, 3) (30)
Cool (1, 2) (0 [species, free])
Coordination (1, 2, 3) (25 [free])
Discipline (1, 2) (0 [species, free])
Deception (1, 2, 3) (30)
Leadership (1, 2 ) (15)
Mechanics (1, 2, 3) (25 [free])
Negotiation (1, 2, 3) (30)
Perception (1, 2) (15)
Piloting (Space) (1, 2, 3) (30)
Resilience (1, 2) (15)
Skulduggery (1, 2, 3, 4) (50)
Stealth (1, 2, 3, 4) (50)
Vigilance (1, 2) (15)
Lightsaber (1, 2, 3, 4, 5) (75)
Melee (1, 2) (15)
Ranged-Light (1, 2) (15)
Knowledge (Core Worlds) (1, 2) (15)
Knowledge (Education) (1, 2) (15)
Knowledge (Lore) (1, 2, 3) (30)
Skills total: 520

110+785+55+520=1470
Battle Scar talent: 15
Total with Battle Scar: 1485



IGNORE THE FOLLOWING INFORMATION (PENDING REVIEW)
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18000 credits. (Starting)
Free Illum Crystal
access to an artisan who can add 2hp to 2 pieces of gear.

Expenditures
-150 credits Lightsaber forging. Personalized Design Automatic Success when character makes a successful Lightsaber check.
-150 Heavy Robes
-800 Jedi Utility Belt
(1,100 credits spent)

-150 credits M8 Combat Knife
-4,000 credits Jedi Reconnaissance Armor
-165 credits MKIII Modular Backpack (full set) +8 Encumbrance Threshold
-75 credits Earbud Comlink
-125 credits Stimpack (5)
(4,400 credits spent)

(Well Rounded- Melee & Ranged (Light) )
-10xp Heal-basic ability (Mentor teaching discount)


Head Trauma Scar- Sixth Sense - EotEC, 142. The character gains +1 ranged defense. (15xp)

-45xp 2 ranks of Lightsaber. (4th and 5th slot)


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Jedi (Starting Spec)
Jedi: Padawan
(full tree, GM modified) -300xp

Jedi: Knight (-40xp)
Grit -5xp (A1)
Grit -5xp (A4)
(Total -10xp)

Sentinel: Sentry (-30xp)
Toughened -5xp (A1)
Reflect -5xp (A2)
Grit -5xp (A3)
Conditioned -5xp (A4)
Uncanny Reactions -10xp (B1)
Grit -10xp (B2)
Reflect-10xp (B3)
Uncanny Reactions -10xp (B4)
Sleight of Mind -15xp (C1)
Improved Saber Throw -15xp (C2)
Saber Throw -15xp (C3)
Impossible Fall -15xp (C4)
Constant Vigilance -20xp (D3)
Sleight of Mind -20xp (D4)
Force Rating -25xp (E1)
Improved Reflect -25xp (E2)
Dodge -25xp (E3)
Dedication -25xp (E4)
(Total -260xp)

Sentinel: Shien Expert (-40xp)
Conditioned -5xp (A2)
Street Smarts -5xp (A3)
Reflect -5xp (A4)
Parry -10xp (B2)
Shien Technique -10xp (B3)
Reflect -10xp (B4)
Counterstrike -15xp (C2)
Defencive Stance -20xp (D2)
Dedication -25xp (E2)
(Total -105xp)

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MANIPULATE (Force Power)
Basic power 10xp (A)
Control 5xp (B1)
Control 10xp (C1)

HEAL/HARM (Force Power)
Basic power (10xp,Mireska mentor)

ALTER (Force Power)
Base power (10xp Temple mentor)

MISDIRECT (Force Power)
Basic Power (10xp Temple mentor)
Range 5xp (B1)
Duration 5xp (B2)
Strength 5xp (B3)
Control 10xp (B4)
Magnitude 10xp (C1)
Magnitude 10xp (C2)
Strength 10xp (C3)
Control 15xp (C4)
Range 10xp (D1)
Control 15xp (D2)
Strength 15xp (D3)
Mastery 20xp (D4)
Range 15xp (E1)
Strength 15xp (E2)
-----------------
total xp 210
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SKILLS
Mechanic, 3rd Rank 15xp
Computer, 1st, 2nd, 3rd Rank (5xp, 10xp, 15xp) 30xp
Coordination,
Perception, 1st, 2nd Rank (5xp, 10xp) 15xp
Piloting (Space) 2nd, 3rd Rank (10xp, 15xp) 25xp
Stealth, 1st, 2nd Rank (5xp, 10xp) 15xp
Skulduggery, 1st Rank (5xp) 5xp
Ranged (light), 1st Rank (5xp) 5xp
Melee, 1st Rank (5xp) 5xp
SKILL TOTAL 100xp
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Final Total of upgrades, XP 560

NEW Double bladed Light saber.
1st attempt: Fail 300 credits
2nd attempt: success 150 credits (reforged)

NEW Crystophsis crystal MOD rolls.
x1 Breach +1 (active)
x1 Knockdown +1 (active)
x3 Damage +1 (active)
2x Critical Rating -1 (active)

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