Tsunir Bourka by donkyo

Species
Iktotchi
Career
Seeker
Specializations
Pathfinder, Ataru Striker, Hermit
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 19
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
2
2
3
1

Skills

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

Attacks

Presicion Lightfoil (Yellow)
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Sunder
Damage
5
Critical
2

10
510
500

Weapons & Armor

Concealing Robes

Personal Gear

Climbing Gear
Extra Reload (slugs)
Utility Belt
Electro-binoculars
Ration pack (single person, 1-2 days)
Breathing Mask
0 Stimpack
Axel's Tooth
Zion's Tooth
Dale's Tooth
Timone's Tusk
Leritor Creature and Plant Holobook
Emergency Medpac
an elder scroll
Salucami Creature and Plant Holobook

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Precognition (Racial ability) 1 Keeping the Peace, 18 At GM's discretion, an Iktotchi may spend one truimph on a check to determine Initiative to perform a free maneuvar before the encounter begins or to allow an ally to have a free maneuvar before the encoutner begins.
Swift 1 F&D, 89 The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Grit 3 F&D, 89 Each rank of Grit increases a character's strain threshold by one.
Keen Eyed 2 F&D, 89 Remove (Challenge dice) per rank of Keen Eyed from Perception and Vigilance checks, Decrease the time to search area by half.
Animal Empathy 1 F&D, 89 When making checks to handle or tame animals, add (Force dice) no greater than Force rating to the check. Spend (Force point) to add Success or Advantage to check.
Outdoorsman 1 F&D, 89 The character removes (Challenge dice) per rank of Outdoorsman from checks to move through terrain or manage ter-rain or environmental effects. Decrease overland trav-el times by 50% (this does not decrease with multiple ranks of Outdoorsman).
Animal Bond 1 F&D, 89 Develop long-term bond with single animal of silhouette no greater than half Force rating roudned down.
Quick Draw 1 F&D, 87 Once per round, draw or holster a weapon or item as an incidental.
Jump Up 1 F&D, 87 Once per round, may stand from seated or prone as an incidental.
Ataru Technique 1 F&D, 87 When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.
Force Rating 1 F&D 89 Gain +1 Force Rating
Parry 1 F&D, 87 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Conditioned 1 F&D 87 Remove CHallenge Die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Dodge 1 F&D 87 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Quick Strike 2 F&D 87 Add Boost Die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Forager 1 F&D 89 Remove up to two setback die from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Toughened 1 f&d, 89 Gain +2 wound threshold
Soothing Tone 1 hermit Once per encounter when riding a beast, peform Soothing Tone action (2p Xeno Check). Beast recovers strain equal to number of successes on check (if beast has no strain threshold, recovers wounds instead).
Mental Bond 1 f&d, 89 May perform the Mental Bond action. Commit a Force Die. While commited, may communicate with bonded animal at long range and see and hear through it's sense.

Force Powers

Force Rating
2
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend (Force dice) to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Control (part 1) When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend (Force dice) to gain (Success) on the check.
Duration (2 ranks) Spend Force Point to increase the days into the future the user can see equal to Duration upgrades purchased.
Strength (2 ranks) Spend Force Point to pick out specific details equal to Strength upgrades purchased.
Control (part 2) Affected targets increase their ranged and melee defense by 2 for the first round of combat.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Upgrade Effect
None Heal (Light Side Only): Spend Force Die to heal number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend Force Die to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 conflict.
Power
Sense
Description
The Force user can sense the Force interacting with the world around him. Can sense all living things in short range and sense the current emotional state of one target in engaged proximity.
Upgrade Effect
Control (1) Ongoing effect: Commit Force Die, once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.

Background

Tsunir Bourka (SUE-near BOAR-ka), like many of his kin, foresaw the expansion of the Republic and opted to be at the fore-front of exploration efforts. Even when the Clone Wars broke out shortly after leaving his home world, Tsunir ignored his premonitions urging him to return home and kept exploring the galaxy. On his journeys he met many Jedi, and fostered great respect for the Order. Even with a sinking feeling of dread hanging over him, Tsunir enjoyed his life on the road, seeing the rich diversity of the galaxy up close.

Of course, this all changed with the end of the Clone Wars, and the rise of the Empire. Feeling foolish for ignoring his visions before, Tsunir now feels the pull back to his home world stronger than ever. Tsunir has seen the upcoming Galactic Civil War, and now finds himself looking for any way to get back home.

Motivation

Faith, The Cosmic Force.

Tsunir, in the past, has ignored his visions as nothing more than suggestions. With the rise of the Empire, and the death of the Jedi, Tsunir has refocused himself, and not will take all his visions from the Force to heart.

Morality

Emotional Strength: Discipline
Emotional Weakness: Obstinance

Tsunir is generally kind, and not quick to violence. He is always willing to let someone live if it is not necessary they die. There must be a purpose to a kill, but if there is a purpose, he has no qualms with killing.

Morality: 90/100
Light Side Paragon: Add one Light Side point to Destiny pool
+1 strain threshold

Description

Tsunir is a male Iktotchi with pale green skin. He is of average weight, with some muscle owing to his wilderness life. Tsunir stands about 5'8. His robes are fitted to be more like a poncho. His horns curl upward and inward, resembling a ram. There is a cut across the bridge of his nose, the wound from a close encounter with a nexu.

Other Notes

Obligation: Responsibility: A character with the Responsibility Obligation feels a strong sense of accountability or relationship to a person, place, or thing (a responsibility to kin falls under the Family Obligation described above). This could include a strong connection to a mentor, a strong desire to care for orphans in a given location, or taking on the needs of an under-represented minority.
Tsunir feels an immense Responsibility to keep the natural fauna and ecosystem of planets intact. (Obligation: 10)

Return to Top