Zegram by juantamad

Species
Human
Career
Sentinel
Specializations
Shien Expert / Force Sensitive Exile
System
Force and Destiny

6
Threshold 15
Current
Threshold 16
Current
Ranged 2
Melee 2

Placeholder Image

Characteristics

3
2
2
4
2
2

Skills

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

Attacks

Vibro-ax [ Serrated Edge ]
Range
Engaged
Skill
Melee
Pierce 2, Sunder, Vicious 4
Damage
+3
Critical
2
Ancient Sword [ Mono-molecular Edge ]
Range
Engaged
Skill
Lightsaber
Pierce 6, Defensive 1 (Pierce 7 on first hit)
Damage
+2
Critical
3
Cortosis Shield [ Shield Discharge Pack ]
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Defensive 2, Deflection 2, Defensive Stance
Damage
+0
Critical
6
Cortosis Gauntlets
Range
Engaged
Skill
Brawl
Cortosis
Damage
+1
Critical
4

11
331
4065
18 / 18

Weapons & Armor

Ancient Sword [ Mono-Molecular Edge ]
Vibro-ax [ Serrated Edge ]
Cortosis Shield [ Shield Discharge Pack ]
Cortosis Gauntlets
Laminate Armor [ Superior, Biofeedback System ]

Personal Gear

Load Bearing Gear
Military Backpack
Electrobinoculars
Thermal Cloak
Utility Belt

____________________

(On Ship)
Disguise Kit
Medpac
Synthetic Incomplete Lightsaber Crystal

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Side Step Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Conditioned Remove 1 Black Die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling 1 per rank of Conditioned.
Street Smarts [ Rank 2 ] Remove 1 Black Die per rank of Street Smarts (2) from Streetwise or Knowledge (Underworld) checks.
Reflect When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Parry When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Shien Technique When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.
Uncanny Senses Add Blue Die per rank of Uncanny Senses to all Perception checks.
Uncanny Reactions Add Blue Die per rank of Uncanny Reactions to all Vigilance checks.
Insight Perception and Discipline become career skills.
Toughened Gain +2 wound threshold.
Quick Draw Once per round, draw or holster a weapon or item as an incidental.
Touch of Fate Once per session, add 2 Blue Die to any one check.

Force Powers

Force Rating
1
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend Force Pips to sense all living things within short range (including sentient and non-sentient beings).
Upgrade Effect
Control Ongoing effect: Commit 1 Force Die. Once per round, when an attack
targets the Force user, he upgrades 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 Ongoing effect: Commit 1 Force Die. Once per round, when making a
combat check, he upgrades the ability of that check once.

Background

Early Life and Childhood – Street urchin and petty thief in the slums of Corellia. Used Sense to deceive and hide from people. Found on happenstance by Jedi Master Dyne Shatterstar at the age of 11. Taken under Shatterstar's wing and traversed across the galaxy. Trained to be a Jedi Knight and a Sentinel, suited to his life of dealing with the underworld. Not quite adept at any other Force talents aside from Sense, but became particularly well versed in Form V, or Shien, in lightsaber training.

Age 15 – Officially a Padawan and passed the trial for his lightsaber crystal. Shortly afterwards Order 66 occurred and Master Shatterstar died ensuring Zegram's escape. Forced into hiding he contacts Trigger, and spends several years on the run with him in Outer Rim.

Age 18 – Trigger acquired information which places him in too much danger and splits. His recommendation was for Zegram to return to the seedy belly of the underworld in Corellia. Zegram eventually found himself working for an offshoot of Black Sun known as the Syndicate as an enforcer/loan shark, while simultaneously being protected from Imperial forces. Became known as “Zeg the Dreg”

Age 22 – Paired up with Bhazett for the first time. Focused on gun-running with her in partnership, mostly within the Outer Rim. They fall into a nova-like relationship for a year amongst a string of successes. Trigger returned after several years and the trio are known for smuggling weapons to factions opposing the Empire. Worked alongside Maris Tokani briefly on several gun-running missions.

24 – Black Sun hires/threatens Bhazett to take down Zegram and Trigger when they are offered to join the Rebel Alliance. After a deadly standoff Bhazett broke the Jedi's lightsaber, earning her the nickname "Bhazett the Blade," but ultimately let her former partners and friends go. Zegram and Trigger are welcomed into the Alliance for their skills.

29 (Present time)

Motivation

Survival at first. He has expanded this to those around him and those in the Alliance, and ultimately to the restoration of the Jedi Order.

Morality

Grey. After having lost his mentor at a relatively early age and not completed his training, Zegram's sense of the Jedi Code leans on a fine line. While he knows it is important to embrace the Light Side lest he be consumed, he also has a strong sense of attachment and emotion. In his experiences he feels that emotions have ultimately strengthened him and let him survive this long while never altered his use of the Force.

Description

Duty
-Internal Security
--Magnitude 8

Obligations
-Betrayal [ Syndicate / Order 66 ]
--Magnitude 5

Other Notes

[ Zegram's thoughts on his teammates ]

Maris Tokani: Having worked as a partner with her on gunrunning missions in the past, he thinks she's one of the best pilots he's ever witnessed. Zegram wishes he could console her considering her loss of family and home planet of Alderaan, but cannot find the means to do so. He genuinely likes her disposition otherwise.

Ryvius: The former Imperial's sense of humor and kind nature warmed up to Zegram immediately to a fast friendship. In his opinion Ryvius is a clear cut example of what a member of the Alliance should be and hope for the future in an otherwise bleak time.

Lupus: While Zegram understands the background and cirumstances of the Klatooinian, he thinks that Lupus is a little too rough around the edges for his liking. There is a certain ferocity Zegram admires in Lupus, and even though he is a talented mechanic and has some sense of book smarts, there isn't much practical knowledge to Lupus and he lets his emotions get the better of him too easily.

Vex (and Mabuccee): The Gand likes to talk the talk, but haphazardly walks the walk and this leads to Zegram's comical view of him. Mabuccee is a constant source of happiness that Zegram keeps to himself.

Brax: Zegram thinks the Xexto has incomparable aim and cannot ever miss a shot. Therefore he's one of the best allies Zegram could ever have.

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