Kran'Tir by Cirex22

Species
Human
Career
Jedi
Specializations
Padawan, Makashi Duelist, Sage
System
Force and Destiny

3
Threshold 14
Current 0
Threshold 16
Current 0
Ranged 0
Melee 1

Placeholder Image

Characteristics

2
3
3
2
3
5

Skills

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

Attacks

Kran'Tir's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Defensive 1, Gain 1 advantage to checks when engaged with a single opponent
Damage
6
Critical
2
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3
Kran'Tir's Lightsaber (Sparring Configuration)
Range
Engaged
Skill
Lightsaber
Stun Damage, Defensive 1, Gain 1 advantage to checks when engaged with a single opponent
Damage
6 (Stun)
Critical
2

0
615
2000
4/8

Weapons & Armor

Kran'Tir's Lightsaber [2/5 HP] (Green colored blade, Curved Hilt (Defensive Mod)), Heavy Robes

He owns a training emitter for his lightsaber that he uses for sparring, rather than having to borrow a training lightsaber.

Kran'Tir also owns a Heavy Blaster Pistol and a set of Heavy Clothing that he brings to missions where discretion is necessary.

Personal Gear

Jedi Utility Belt (3 days of rations, Emergency medpack, Lightsaber Maintenance Kit , Slim Glow Rod, a Commlink, Aquata Breather)
Stimpacks (9)

Assets & Resources

As a Jedi of the Republic, Kran'Tir has many resources an average citizen in the Galaxy would not.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Resist Disarm FaD 82 Suffer 2 strain to avoid being disarmed or have weapon damaged/destroyed
Makashi Technique FaD 82 May use Presence for Lightsaber skill
Grit (3) Fad 82 | FaD 71 Gain +1 Strain threshold per rank in Grit
Quick Draw RoTS 27 Once per round, draw or sheath a weapon/accessible item as an incidental.
Well Rounded RoTS 27 Choose any 2 skills. (Ranged Light/Medicine) They permanently become career skills.
Sense Danger RoTS 27 Once per session, remove 2 setbacks from any check.
Force Rating (2) RoTS 27 | FaD 71 Gain +1 Force Rating
Reflect (1) RoTS 27 When hit by a Ranged attack, suffer 3 strain to reduce damage by 2+ (Ranks) [4 Total]
Parry (3) RoTS 27 | FaD 82 (2) When hit by a Melee/Lightsaber attack, suffer 3 strain to reduce damage by 2+ (Ranks) [5 Total]
Toughened (1) RotS 27 Gain +2 Wound threshold per rank in Toughened
Adaptable RotS 27 When resolving a check that uses a skill in which they have no ranks, Kran'Tir may spend a destiny point to remove Despair or Threat in an amount up to his ranks in Cool
Dedication (2) RotS 27 | FaD 82 Gain +1 to a single characteristic (Presence) (Presence)
Something to Prove RotS 27 Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, Kran'Tir heals 4 strain
Feint (1) FaD 82 Spend a Triumph or 3 Advantage generated on a missed melee attack to upgrade difficulty of an opponent's next attack targeting Kran'Tir by ranks of Feint
Improved Parry FaD 82 When parrying a hit that generated a Despair or three Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.)
Intense Presence FaD 82 Spend 1 destiny point to recover strain equal to Presence rating
Sun Djem FaD 82 May spend a Triumph or two Advantage with a successful Lightsaber attack to disarm opponent. The disarmed weapon lands anywhere within short range of the engagement (Kran'Tir's choice). [Per FaD 152/153]
Duelist's Training FaD 82 Add Boost to Melee and Lightsaber checks when engaged with only one opponent.
Kill with Kindness FaD 71 Remove Setbacks per rank of Kill with Kindness from all Charm and Leadership checks.
Researcher FaD 71 Remove Setbacks per rank of Re searcher from all Knowledge checks. Researching a subject takes half the time.
Smooth Talker (Charm) FaD 71 When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend a Triumph to gain additional success equal to ranks in Smooth Talker

Force Powers

Force Rating
3
Power
Sense
Description
Kran'Tir can sense the Force interacting with the world around him.

The user may spend a Force Pip to sense all living things within short range (including sentient and non-sentient beings).

Kran'Tir may spend a Force Pip to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control | Duration |Control Commit a Force die. Twice per round, when an attack targets Kran'Tir, he upgrades the difficulty of that pool twice.
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 F to gain Success or Advantage (user’s choice) on the check.
Upgrade Effect
Control Take a Force leap action; make an Enhance power check. The
user may spend F to jump horizontally to any location in
short range.
Control When performing a Force Leap, the user can jump vertically in
addition to horizontally.
Control The user can perform a Force Leap as a maneuver instead of
an action.
Range Spend F to increase
power’s range by a number
of range bands equal to
Range upgrades purchased.

Background

Kran'Tir is what most would call a model Padawan. He's been with his master- A Quarren named Kryze Vidic, for about seven years.

They've grown together, Vidic's harsh exterior softened by Kran'Tir's eternally charming optimism and love of books- With Kran'Tir's disdain for violence dulled by proper training in Form II, so that he may end a fight sooner.

They've gone on many missions together by now- tracking poachers from Batuu to Ryloth, Research on the ancient battleground at Rusaan, Relief missions to impoverished Lothal, learning from the Galaxy, the Force, and each other.

Attachment is forbidden, but Kran'Tir can't help but forge a close bond with his Master. After all, what would he do without him?

When they're sent to investigate rumoured pirate activity on the peaceful farming world of Balamak- Kran'Tir is in the pilot's chair when he gets shot down by opposing forces. Rendered comatose, he isn't there when Master Vidic needs him most.

Rescued by local security forces, Kran'Tir wakes up in the Jedi Temple to an entirely changed Galaxy. A war has begun, his Master is dead, and Kran'Tir has been sent to rendezvous with the Ashen Legion on Geonosis.

Masterless, the Padawan Kran'Tir travels to assist with the fallout of the first battle of the Clone War- his self confidence utterly shattered, and his "eternal optimism" vanished...

Motivation

MOTIVATION:
Demilitarization: Kran'Tir believes violence begets violence, and longs for the day he can put away his lightsaber and go back to a quiet life of studying.

When he can't avoid violence entirely, he will put all of his focus towards ending it as quickly and safely as possible.

Morality

DUTY (102) [CR: 1]
Support: Kran'Tir is devoted to helping others, despite what he might get in return.

CONFLICT
Dark Pips used: 6

Description

Only 17 years old, Kran'Tir is a dark-haired human that stands at 1.72 meters.

With a soft complexion, a sharp jaw, and deep eyes, if the Padawan valued looks he'd be more than happy with himself.

Favoring a more traditional garb, Kran'Tir doesn't add armor to his beige-and-grey robes.

A long, thin burn scar lays on his left temple, moving into his hairline above his ear.

Other Notes

Other Motivations:
Freedom: Kran'Tir opposes anyone who would infringe on other being's liberties- something the Separatists do wantonly over the course of the war. It's also slightly worrying to him the level of power the Chancellor has been garnering, but he'll worry about that when he has put his lightsaber away.

Crime: Kran'Tir despises pirates or anyone else who would take the opportunity to profit from the Clone War- an aversion made all the more strong (or perhaps created) by his Master's fate.
------------------------------------------------------------------------------------------------------------------------------
110 Starting XP
Free Rank in Negotiation, Leadership (Human)
Free Rank in Lightsaber, Piloting Space, Knowledge Lore (Jedi Career)
Free rank in Mechanics and Vigilance (Padawan Starting Spec)
-30 for Presence 3
-30 AG 3
-30 INT 3
20 xp remaining
+150 XP for Veteran Level Play
-30 for Makashi Duelist Spec
-5 Resist Disarm
-10 Makashi Technique
-5 grit
-5 grit
-5 Quick Draw
-10 Well Rounded (Ranged Light, Medicine)
-10 Sense Danger
-15 Force Rating
-10 Enhance
-10 Enhance Control
-10 Enhance Control
-10 Enhance Range
-10 Enhance Control
-10 Reflect
0xp Remaining
+25 from the Asseles Mission
-5 Parry
-5 Parry
-10 Toughened
-5 Grit
+25 For Trill Outpost
-20 for Adaptable
-5 for Cool
+25 gained from Scavengers
-25 for Dedication
+30 for Getting Inside
-20 for Something to Prove
-10 for Lightsaber rank 2
+20 for Quarterly Reports
-15 Feint
+20 (GM) Diamond in the Rough
-20 Improved Parry
*25 for Social Graces
-20 for Intense Presence
+20 (GM) Starlight and Laserburns
-25 Dedication
5xp Remaining
+20 House of the Rising Suns
-25 Sun Djem
+10 Resident Maleficence
-10 sense
+20 Smoke them Out
-10 Sense Control
-10 Sense Duration
+35 for The Great Hunt
-10 Duelist's Training
-15 Parry (MD below Duelist's Training)
+20 GMing Fool who Follows Him
+25 For Hutt's Mercy
+35 for Scout Destroyers
+20 (GM) Out of the Kettle
-40 Consular Sage Spec
-5 Kill with Kindness
-10 Researcher
-15 Smooth Talker (Charm)
-20 Grit (Sage Tree, third on second branch)
-20 Force Rating (Next to above)
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3500 Credits
-2500 for Starting Lightsaber
-150 for Heavy Robes
-400 for Jedi Utility Belt
-50 for Stimpacks
0 Credits remaining
+300 for the Asseles Mission
+500 for Trill Outpost
+500 for Scavengers
-1200 for Curved Hilt/Defensive mod
+250 for Getting Inside
+500 for Quarterly Reports
+250 for Social Graces
-700 for Heavy Blaster Pistol
+500 Gained for House of the Rising Suns
-100 for stimpacks
-50 for heavy clothing
+250 Resident Maleficence
750 Credits remaining.
-100 training emitter
+250 Smoke them out
+250 The Great Hunt
-150 Stimpacks (6)
+500 The Hutt's Mercy
+500 Scout Destroyers
------------------------------------------------------------------------------------------------------------------------------
DUTY:
10 Gained from The Assailes Mission
5 Gained for doing the report on it
11 Gained for Trill Outpost
10 gained from Scavengers
10 gained from Getting inside
11 Gained for Quarterly Reports
10 Gained for Social Graces
11 Gained for House of the Rising Suns
11 Gained for Resident Maleficence
5 gained for Smoke them Out
10 gained for The Great Hunt
14 Gained for Hutt's Mercy
14 Gained for Scout Destroyers
5 Gained for Hutt's Mercy Mission Report

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