Orion Drayra by ArkhamMan11

Species
Mirialan
Career
Sentinel
Specializations
Shadow, Shien Expert
System
Force and Destiny

5
Threshold 18
Current 0
Threshold 17
Current 0
Ranged 4
Melee 4

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Characteristics

5
5
5
5
4
5

Skills

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

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
8
Critical
2
BlasTech DH-17
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3
WP-19 Incendiary Grenade
Range
Short
Skill
Blast 8, Burn 4
Damage
8
Critical
3

55
1720
1

Weapons & Armor

Lightsaber
BlasTech DH-17
Armored clothing

Personal Gear

Holo-messenger
Electrobinoculars
Utility belt

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Indistinguishable 2 Shadow Upgrade difficulty of checks to identify character once per rank of indistinguishable
Codebreaker 2 Shadow Remove ■ per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1
Grit 4 Shien Expert/Shadow/Artisan Gain +1 strain threshold
Sleight of Mind 1 Shadow Add □ to all Stealth checks unless the opposition is immune to Force powers.
Conditioned 1 Shadow Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Parry 2 Shien Expert When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 1 Shien Expert Gain +2 wound threshold
Street Smarts 1 Shadow Remove ■ per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.
Shien Technique 1 Shien Expert When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn
Now You See Me 1 Shadow Once per session, take Now You See Me action. Make a Hard (♦♦♦) Deception check to make a number of NPCs equal to Cunning within medium range forget about character.
Anatomy Lessons 1 Shadow After making a succesful attack, may spend 1 Destiny Point to add damage equal to intellect to one hit.
Reflect 3 Shien Expert When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Djem So Deflection 1 Shien Expert After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent.
Improved Reflect 1 Shien Expert When reflecting a hit that generated (despair) or (threat) <5; (threat), may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Unmatched Vigilance 1 Sentinel Signature Once per game session at the beginning of a structured encounter, the character may spend 2 Destiny Points. If he does so, he determines the initiative order of the first round of the encounter. Characters still make checks to determine initiative, but these results will only apply after Unmatched Vigilance's effects end.
Group Preparation 1 Sentinel Signature All NPCs add (6) to their combat checks targeting any PC who has not yet taken a turn in the current round.
Duration 2 Sentinel Signature The Intitiative order the base ability establishes lasts 1 additional round per Duration upgrade purchased.
Destiny 1 Sentinel Signature To activate the Unmatched Vigilance base ability, the character only needs to spend 1 Destiny Point instead of the normal 2.
Combat Readiness 1 Sentinel Signature After activating Unmatched Vigilance, the character may immediatley perform 1 free maneuver.
Combat Preparation 1 Sentinel Signature When the character activates Unmatched Vigilance, he may choose to introduce a "fact" or additional context directly into the narrative as if he had spent a Destiny Point
Always Alert 1 Sentinel Signature After activating Unmatched Vigilance, the character may choose to use either Cool or Vigilance for his initiative check.
Group Vigilance 1 Sentinel Signature All PCs add (6) to their combat checks targetting any NPC who has already taken a turn during the current round.
Master of Shadows 1 Shadow Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulldugger check by 1.
Dedication 1 Shadow Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Dodge 2 Shadow 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.
Falling Avalanche 1 Shien Expert Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn.
Solid Repairs 2 Artisan When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs.
Inventor 1 Artisan When constructing new items or modifying attachments, add (boost) or remove (setback), per rank of Inventor

Force Powers

Force Rating
2
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend 3 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
Strength--Rank 4 Spend (X) to increase silhouette able to be targeted equal to Strength upgrades purchased
Magnitude--Rank 4 Spend (X) to increase targets affected equal to Magnitude upgrades purchased
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Range--Rank 3 Spend (X) to increase power's range by a number of range bands equal to Range 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.
Control The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend 3 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 next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Control--Rank 2 The user may alter the perceived appearance of the chosen person or object instead of hiding it. May use this power to force the target to percieve a single illusory person or object.
Strength--Rank 4 Spend (X) (X) to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade threshold.
Mastery Spend (X) (X) to obscure additional objects or create illusions equal to Cunning plus Deception
Magnitude--Rank 2 Spend (X) to affect additional targets equal to Presence per rank of Magnitude purchased.
Duration Commit (O) (O) to sustain this power while the beguiled target remains in range
Control Commit one or more (O) Add (8) per (O) to all combat checks targetting Force user.
Range--Rank 3 Spend (X) to increase power's range by a number of range bands equal to Range upgrades purchased.
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 (X) to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.
Upgrade Effect
Strength--Rank 1 When using this power, spend (X) to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.
Control--Rank 1 Ongoing effect: Commit (8). Increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per (8) committed.
Range--Rank 1 Spend (X) to increase the power's range by a number of range bands equal to Range upgrades purchased.
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 (Force) to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend (Force) to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Control--Rank 2 Rank 1:
Heal: If no (Dark Side) generated (Force) target heals strain equal to wounds healed.
Harm: If any (Dark Side) were used to generate (Force) user heals strain equal to wounds inflicted.
Rank 2:
Heal: Spend (Force) to remove one status effect from target.
Harm: The user may spend (Force) to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict.
Strength--Rank 1 Rank 1:
Heal: Spend (Force) to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend (Force) to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Mastery Heal: Once per session, spend (4x Force) to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one engaged character who died this encounter to life. Each character gains 7 Conflict

Background

Born on Mirial as the son to two survivors of Order 66, Orion Drayra was raised in a galaxy where he was constantly in danger. As he grew, Orion became an activist of sorts, but not one in the public eye. Instead, he would use the shadows to his advantage and undermine agents of the Empire using his skills in Force misdirection to his advantage. Orion works best at undermining his enemy for his allies to take the big hits, though that doesn't mean he can't handle himself in a fight.

Though Orion was raised on modified teachings of the Jedi Order and taught to control and master his connection to the Force, his parents, Jedi Knights Eskel and Some Drayra, wanted their son to stay hidden and follow his predetermined path. Orion moved against his parents wishes and became something of a local vigilante on Ord Mantell, disrupting Empire operations in the area. And it seems, his work was enough to be recruited by the Rebel Alliance.

Maybe with their help he can find his missing father, Eskel.

Motivation

Cause: Orion fights for the Rebel cause. While his parents are against him being out in the galaxy using his Force abilities at all he just can't sit back and watch the Empire continue its reign of terror.

Morality

Malleability: Orion acts based off of what he thinks will be best for the community rather than what the code, rules, or laws think is right.

Dogmatic: But when Orion is pressed emotionally he falls back on the teachings his parents taught him, and almost becomes like a droid.

Light side: 83
Conflict: 7
Dark side: 2

Description

6ft tall mirialan male with light green skin, purple eyes, black hair, and black markings. Orion's marks travel alongside his eyes, as well as above and below them and parallel to the bridge of his nose. Orion has medium, shoulder length hair that is swept back.

He wears black, red and purple boots with dark brown leather pants and black and purple chaps. On the top, Orion wears a sleeveless red and purple leather jacket over a longsleeved black and white shirt with black and white fingerless gloves.

His armaments include a blaster pistol he bought with his own credits and a modified version of his mother's lightsaber.

Other Notes

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