Azaan Sleev (High Republic) by CorvusComplex

Species
Togruta
Career
Sentinel
Specializations
Sentry, Investigator, Shien Expert, Makashi Duelist
System
Force and Destiny

1
Threshold 15
Current 15
Threshold 16
Current 16
Ranged 4
Melee 4

Characteristics

1
3
3
6
3
2

Skills

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

Attacks

Azaan's Main-Hand Lightsaber
Range
Engaged
Skill
Lightsaber
Accurate 1, breach 1, superior, sunder, vicious 2
Damage
11
Critical
1
Azaan's Off-Hand Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, defensive 3, deflection 3, sunder
Damage
7
Critical
2

0
1110
0
3 / 6

Weapons & Armor

Heavy robes - 1

Azaan's Main-Hand Lightsaber - 1
Custom Lightsaber Hilt
- Customizable, Personalized Design
- Ilum Crystal - 4 Damage Mods, Critical Rating Mod, 2 Item Quality (Vicious +1) Mods
- Custom Grip - Item Quality (Accurate 1) Mod
- Superior Hilt Personalization
- Magnetic Weapon Tether
- Paired Weapon (Off-Hand Saber)
(Remove 1 Setback die from combat checks. Add 1 Success result and 1 Advantage result to all combat checks with this weapon. Other beings using your saber add 1 Threat result instead of 1 Success, and add 2 Setback dice instead of removing 1. Requires 1 Advantage to hit with paired weapon instead of 2 when two-weapon fighting. You may recover this weapon as an incidental on your turn if it is in engagement range.)

Azaan's Off-hand Lightsaber - 1
Custom Lightsaber Hilt
- Customizable
- Lorrdian Gemstone - Item Quality (Defensive +1) Mod, 2 Item Quality (Deflection +1) Mods
- Reflex Grip - Item Quality (Defensive +1) Mod, Item Quality (Deflection +1) Mod
- Magnetic Weapon Tether
- Paired Weapon (Main-Hand Saber)
(When you use a Parry or Reflect incidental with this lightsaber, you suffer 1 additional strain, but count your ranks in Parry and Reflect as 1 higher. You may recover this weapon as an incidental on your turn if it is in engagement range.)

Personal Gear

Handheld comlink - 0
4* stimpacks - 0
5* field ration packs - 0

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Pack Instincts 1 F&D 60 When performing the assist maneuver, you grant 2 Boost dice instead of 1.
Reflect 2 F&D 150 When hit by a ranged attack, you may suffer 3 strain to reduce the attack's damage by 2 plus your ranks in Reflect.
Conditioned 2 F&D 141 You remove 1 Setback die per rank of Conditioned from Athletics and Coordination checks. Additionally, you reduce the damage and strain suffered by falling from 1 per rank of Conditioned.
Street Smarts 2 F&D 152 You remove 1 Setback die per rank of Street Smarts from Streetwise and Knowledge: Underworld checks.
Grit 4 F&D 144 You gain +1 strain threshold per rank of Grit.
Uncanny Reactions 2 F&D 153 You add 1 Boost die per rank of Uncanny Reactions to Vigilance checks.
Shien Technique 1 F&D 151 You may use Cunning instead of Brawn for Lightsaber checks.
Saber Throw 1 F&D 151 You may make a ranged attack with medium range with a Lightsaber weapon, adding Force dice no greater than your Force Rating. You must spend 1 Force and succeed on the check to hit your target, and spend an additional Force to return the weapon to your hand.
Saber Throw (Improved) 1 EV 31 You may use Saber Throw at long range. Returning your blade to your hand at long range requires 2 Force instead of 1.
Impossible Fall 1 EV 31 Once per session when falling, you may perform the Impossible Fall incidental. You make a Force power check, and may spend 1 Force to land somewhere safe such as a pile of empty boxes in the street or a muddy patch in a lava field. You may then spend additional Force to reduce the effects of the fall by 1 range band per Force spent.
Sleight of Mind 2 F&D 152 You add +1 Boost die to Stealth checks unless the opposition is immune to Force powers.
Constant Vigilance 1 EV 30 You may always use Vigilance when making initiative checks.
Dodge 2 F&D 142 When targeted by an attack, you may perform a Dodge incidental to suffer a number of strain no greater than your ranks in Dodge, then upgrade the difficulty of the attack check by that number.
Reflect (Improved) 1 F&D 150 When you use Reflect and the triggering attack generated 1 Despair or 3 Threat results, you may automatically hit one target in medium range with the same damage as the triggering attack, after it is fully resolved.
Dedication 3 F&D 141 Each rank permanently increases one characteristic by +1, to a maximum of 6.
Force Rating 2 F&D 143 Each rank permanently increase your Force Rating by 1.
Parry 2 F&D 149 When hit by a melee attack, you may suffer 3 strain to reduce the attack's damage by 2 plus your ranks in Parry.
Counterstrike 1 F&D 141 When an attack misses you and generates 1 Despair or 2 Threat results, you may upgrade the next Lightsaber (Cunning) check you make against the attacker during your next turn once.
Toughened 2 F&D 153 Each rank permanently increases your wound threshold by 2.
Keen Eyed 2 F&D 146 You remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Searching an area takes you half the time it normally would.
Uncanny Senses 1 F&D 153 You add 1 Boost die to Perception checks.
Reconstruct the Scene 1 EV 31 You can perform the Reconstruct the Scene action: make a Hard difficulty Perception check to identify the physical characteristics of a person present at the scene of a crime in the past 24 hours.
Sense the Scene 1 EV 31 You can perform the Sense the Scene action: make a Hard difficulty Perception check and add Force dice no greater than your Force Rating. If successful, spend 1 Force to learn the emotional characteristics of one person involved in the crime.
Clever Solution 1 EV 30 Once per session, you can make one skill check using Cunning rather than the normal characteristic linked to the skill.
Unrelenting Skeptic 1 EV 31 When targeted by a Deception check, you add a number of Failure results to the check equal to your ranks in Vigilance.
Resist Disarm 1 F&D 151 You may suffer 2 strain to avoid being disarmed or having your weapon damaged or destroyed.
Makashi Technique 1 F&D 146 You may use Presence for Lightsaber checks instead of Brawn.
Duelist's Training 1 F&D 142 You add 1 Boost die to Melee and Lightsaber checks when there is only one opponent in engagement range.
Feint 1 F&D 142 You may spend 1 Triumph or 3 Advantage results on a missed melee attack to upgrade the difficulty of the target's next attack targeting you once for eahc of your ranks in Feint.
Parry (Improved) 1 F&D 149 When you Parry a hit that generated 1 Despair or 3 Threat results, you may automatically hit the attacker with one Lightsaber, Brawl, or Melee weapon, dealing its base damage, after the triggering attack is resolved.
Sum Djem 1 F&D 152 You may spend 1 Triumph or 2 Advantage results on a successful attack to disarm your target.
Unmatched Vigilance 1 EV 35 Once per game, at the beginning of a structured encounter, you may spend 1 Destiny Point. You may then determine the initiative order of the first two rounds, and perform one free maneuver. All characters must still make initiative rolls at the start of the encounter, to be used after the first two rounds.
Group Vigilance 1 EV 35 All PCs in your presence add 1 Boost die to their combat checks targeting NPCs who have already acted in the current round.
Group Preparation 1 EV 35 All NPCs in your presence add 1 Setback die to their combat checks targeting PCs who have yet to act in the current round.

Force Powers

Force Rating
3
Power
Move
Description
You can move small objects via the power of the Force.

You may spend 1 Force to move one object of silhouette 0 that is within short range. up to your maximum range. The default maximum range is short range.
Upgrade Effect
Strength Spend 1 Force to increase silhouette able to be targeted equal to Strength upgrades purchased.
Magnitude Spend 1 Force to increase targets affected equal to Magnitude upgrades purchased.
Range Spend 1 Force to increase power's range by a number of range bands equal to Range upgrades purchased.
Control You may hurl objects at a target by making a ranged combat check combined with a Move power check.
Control You can pull objects out of secure mountings or out of an opponent's grasp.
Control You can perform fine manipulation of objects, as if you were using your real hands.
Power
Sense
Description
You can sense the Force interacting with the world around you.

You may spend 1 Force to sense all living things within short range, including sentient and non-sentient beings.

You may spend 1 Force ro sense the current emotional state of one living target in engagement range.
Upgrade Effect
Control Ongoing effect: Commit 1 Force die. Once per round, when an attack targets you, you may upgrade the difficulty of the pool once.
Duration Sense's ongoing effects may be triggered twice per round instead of once.
Strength When using Sense's ongoing effects, you may upgrade the pool twice instead of once.
Power
Seek
Description
You can allow the will of the Force to lead you to something lost or forgotten.

You may spend 2 Force to gain insight into the general location or direction of a person or object that you know about, regardless of its current distance to you.

You may spend 1 Force and succeed at an Average difficulty Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions, mystical or physical).
Upgrade Effect
Power
Enhance
Description
When you make an Athletics check, you may make an Enhance power check as part of the pool.

You may spend 1 Force to gain a Success or Advantage result (your choice) on the check.
Upgrade Effect
Control You can take the Force Leap action: Make an Enhance power check. You may spend 1 Force to jump horizontally to a location within short range.
Control When performing a Force Leap, you may jump vertically as well as horizontally.
Range You may spend 1 Force to increase power's range by a number of range bands equal to Range upgrades purchased.
Control You can perform a Force Leap as a maneuver instead of an action.

Background

Azaan, like the vast majority of Jedi, has spent virtually his entire life with the Order. Hailing from Shili, he was surrendered to the Order at 3 years old, as his village felt ill-equipped to raise a Force-sensitive child. As a youngling, he had a surplus of energy and a tendency to be slightly impulsive, but otherwise seemed a perfectly normal child.

After achieving the rank of Padawan, however, Azaan's personality began to manifest itself more identifiably. Under the tutelage of Master Tana Mur, a Jedi investigator, Azaan demonstrated a tendency to question everything, and a powerful intuition guided by the Force. As a result, he has a tendency to overthink things and struggles at times to control his anxieties, but at his best he displays a level of preternatural awareness that is notable even amongst the precognitive Jedi.

He was invited to undergo the Trials shortly after his master was tragically killed during a conflict between a rogue Trade Federation regional overseer and a population of workers who had been secretly indentured. While Azaan was successfully able to take the despot into custody, he accidentally exposed himself to a lethal blow, which his master intercepted. The experience nearly broke him, but he controlled the immense guilt he felt and successfully became a full-fledged Jedi Knight.

Azaan is also more willing to question the Jedi Council than a typical Jedi, largely thanks to his Master's constant reminders to trust his own senses of right and wrong above any dogma. While his struggles with intense emotions sometimes give others difficulty in trusting these instincts, those he is close to know that his intuitions are usually worth consideration.

Motivation

Injustice (Poverty) - Having witnessed the financial crisis that afflicts his homeworld, Azaan views poverty and wealth inequality as one of the greatest evils of the galaxy. He dedicates his talents as an investigator to uncovering the corruption of the wealthy and powerful, and restoring what they have taken for themselves to the masses they would crush underfoot. This goal is shared with his Jedi compatriot Droga, and they have often collaborated in this endeavor.

Oath (Departed) - Azaan is tormented by the guilt of his master's death, and his main method of coping is to uphold her tutelage and philosophy as much as possible. As such he is dedicated to uncovering corruption (whether it be in the galaxy at large, the Republic, or even the Jedi Order), protecting the people around him, and forging his own path in the face of external pressure.

Morality

Light / Dark Balance - 50

Caution / Paranoia - Azaan's intuitive foresight often leads him to warn others of danger, and at his best he is a protective force for those around him. At his worst, however, he is unable to let his guard down or place his trust in others.

Independence / Arrogance - Azaan is a highly competent and intelligent individual, accustomed to making his own judgements and decisions. This sometimes leads him to look down on others as less capable unfairly, and to assign himself responsibility for their choices.

Description

At first impression, Azaan is a wiry, blue and red Togruta male, seemingly incapable of sitting still. He usually wears grey and black robes with integrated armored plating, and bears yellow tattoos on his face and shoulders. He carries two elegant lightsabers at his belt, with amethyst blades when ignited.

Standing at 1.8 meters tall and weighing about 60 kilograms, Azaan's lean build is typical of most Togruta, with strong legs and slender arms. His skin consists of shifting hues of reds and blues, with striped lekku and montrals adorning his head. After visiting his homeworld as a fresh Jedi Knight, he received yellow tattoos in the traditional Shili style on his face and upper body.

Azaan's golden eyes are constantly shifting, just as he is always tapping his foot or fiddling with his hands. His face usually appears neutral and reserved, but in moments of great emotion he is intensely expressive. In conversation he tends to remain guarded, except around his close friends in the Order, who bring out a much more humorous side of him. In combat he is light on his feet, mobile, and defensive, blocking strikes and retreating until he feels the right moment to lash out.

Azaan's usual robes are selected for movement, loose enough for maximum range of motion without being too baggy for running. He normally chooses black and grey colors, to assist in stealth when necessary. His lightsabers are very delicately crafted, with metal casings of beskar steel, joined blue copper trim, and boiled bloggin hide leather grips. They bear a smooth design with angled emitters, and when ignited, their blades are a bright amethyst purple, owing to the balance Azaan fights to maintain between inner peace and trusting his emotional instincts.

Other Notes

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