Yornaroth by Nexxthar

Species
Togruta
Career
Seeker
Specializations
Executioner/Ataru Striker/Shadow/Padawan Survivor
System
Force and Destiny

6
Threshold 17
Current 0
Threshold 18
Current 0
Ranged 2
Melee 2

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Characteristics

3
5
2
4
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) X 2
Deception (Cun) 2
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 2
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 3
Streetwise (Cun) X 4
Survival (Cun) X 2
Vigilance (Will) X 3 +1 Vigilance Mod from Armor
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Ag) X 4
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 2
Knowledge: Core Worlds (Int) 0
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) X 0

Attacks

Double-Bladed Inquisitor Lightsaber (Spinning)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Linked 1, Unwieldy 3, Defensive 1, Deflection 1, Vicious 1
Damage
10
Critical
1
Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
Stun Setting
Damage
9
Critical
3

0
1230
2450

Weapons & Armor

Segmented Inquisitor Armour
Tracking System (Upgrade tracking checks to track a designated target once. +1 Vigilance Mod.)
Biofeedback System (+4 Strain threshold while wearing)
Superior

Inquisitorious Lightsaber
Etaan Crystal (Improved Reflect deals 2 additional damage)
Superior - Grants +1 Damage, +1 Adv
Extended - +1 Damage

Blaster Carbine

Personal Gear

Datapad
Rebel Communicator
Stimpack x 3

Assets & Resources

Critical Injuries & Conditions

Lekku Cybernetic Implant +1 Cunning

Talents

Name Rank Book & Page Description
Toughened (3) +2 WT per rank.
Grit (4) +1 ST per rank.
Street Smarts Remove Setback per rank of SS from Streetwise and Knowledge (Underworld) checks.
Mental Fortress Spend 1 Destiny Point to ignore effects of Critical Hits on Intellect and Cunning checks until end of encounter.
Codebreaker (2) Remove Setback per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Anatomy Lessons After making a successful attack, may spend 1 Destiny point to add damage equal to Intellect to one hit.
Now You See Me 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.
Master of Shadows Once per round, suffer 2 strain to decrease difficulty of next Stealth of Skullduggery check by 1.
Indistinguishable (2) Upgrade checks to identify character by ranks.
Essential Kill When making a non-Gunnery combat check, the character may add Force Die no greater than Force Rating to the check. The character may spend 1 Force Pip to add Advantage, or 3 Force Pips to add a Triumph.
Constant Vigilance May always use Vigilance when making checks to determine initiative.
Nobody's Fool 1 Upgrade the difficulty of incoming Charm, Coercion and Deception checks once per rank of NF.
Quick Draw Once per round, draw or holster a weapon or accessible item as an incidental.
Balance 1 Use Force Rating to add into checks to recover strain.
Lethal Blows Crit Rating +10
Uncanny Reactions 1 Add Boost per rank of Uncanny Reactions to all Vigilance checks.
Precise Aim (2) Once per round, perform PA maneuver. Suffer a number of strain no greater thank ranks in Precise Aim, then reduce target's melee and ranged defense by that number.
Temple Training 1 Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to his ranks in Knowledge (Lore).
Deathblow After making a successful attack with a non-starship/vehicle weapon, may spend 1 Destiny Point to add damage equal to his Willpower to one hit of the successful attack.
Marked for Death Take the MfD maneuver, committing Force Die. Add 2 Advantage to combat checks against target while committed, but cannot use this talent again until original target is incapacitated or the session ends.
Force Rating (3) +1 to Force Rating per rank.
Dedication (4) +1 Willpower, +2 Agility
Jump Up Once per round, may stand from seated or prone as an incidental.
Ataru Technique USE AGILITY INSTEAD OF BRAWN FOR SABER HITS
Parry (5) When struck by melee attack, suffer 2 strain to reduce damage by 2 plus ranks in Parry
Saber Swarm Perform the Saber Swarm maneuver, suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.
Saber Throw Perform the Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, adding Force Die no greater than Force Rating. Must spend Pip to succeed and Pip to return.
Hawk Bat Swoop Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding Force Die no greater than Force Rating. Spend 1 Pip to engage target and spend Pips to add Advantage to check.
Conditioned (2) Remove Setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Dodge (4) When targeted by combat check, perform Dodge incidental to suffer a number of strain equal to Dodge ranks, then upgrade the difficulty of that check by that number.
Quick Strike Add Boost per rank of QS to opponents who haven't acted yet.

Force Powers

Force Rating
4
Power
Sense
Description
User may spend Force Die to sense all living things within short range.
User may spend Force Die to sense the current emotional state of engaged target.
Upgrade Effect
Control Ongoing effect. Commit Force Die once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration Can be used once more per round
Strength Upgrade twice instead of once.
Power
Enhance
Description
When making an Athletics check may make Enhance power check as part of the pool.
Upgrade Effect
Control Vertical as well
Range Medium
Control Can use Enhance with Piloting Planetary
Control Maneuver rather than Check
Control Force Leap Check
Control Can use Enhance with Coordination
Control Can use Enhance with Piloting Space
Power
Farsight
Description
Upgrade Effect
Control Spend Pip to see through a single object at medium range as though it were transparent.
Range Spend Pip to increase power's range by one range band equal to Range upgrades purchased.
Duration (2) Spend Pip to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Control Spend Pip to make out fine details on a single object within medium range.
Control When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend Pips to gain Succ or Adv on the check.
Control Spend 2 Pips to see in every direction simultaneously, noticing and observing things in a full 360-degree arc.

Background

It was during his time in the Jedi Order that Yornaroth found his preference for the Ataru technique. While others sought to commune with the Force during their training, this Togruta spent a lot of his time learning to not rely on it as much. During the Clone Wars, Yornaroth and his master spent barely any time in any large scaled battles. They barely spent any time working alongside the clonetroopers of the Republic. They worked with local resistances and criminal elements opposed to the Separatists, acting as guerrilla fighters rather than generals. Prestige or rank was never a motivation for Yornaroth, merely proving his worth and getting the task at hand done.

Then, Order 66 came. Yornaroth and his master were surprised to find the clonetroopers they had fought alongside a handful of times now hunting them down. It became a game of cat and mouse along outer rim worlds, but during a skirmish on Dathomir his Yornaroth's master was killed. Fear drove him to hide, to wait for the clonetroopers to show weakness. He hid in the ruins of the Nightsister's settlement and drew the soldiers in. Systematically eliminating his pursuers one by one, he let his simmering hatred express itself in the warnings he left for those that tried to approach his lair. Over a period of time, the ruins and the events of the past began to twist his mind until finally he succumbed to the dark side. During his meditation he couldn't focus, during his sleep he was tormented with scenes of the deaths of the Nightsisters, the horrors inflicted on them began to seep into his very being. Finally, when the Grand Inquisitor arrived at his doorstep after hearing the rumors of the 'Wraith of Dathomir,' he saw not another Jedi to hunt. He saw another to add to the ranks of the Inquisitorious.

When the Inquisition was broken and shattered, becoming nothing more than a discarded tool by the Empire, Yornaroth defected to join the Ormic Order with a small group of his fellow former inquisitors. Though, with having spent so long feeling like another expendable minion of the Empire Yornaroth felt unsure of his place in the universe. Upon the departure of his friend, the Twi'lek Drell, Yornaroth slipped away from the Ormic Order and journeyed to the Outer Rim. Going from system to system exploring the universe, the Togruta wandered as he found remote locations that had history with both the Jedi and Sith. He found himself strangely at peace in his nomadic lifestyle, taking odd jobs here and there while remaining under the radar. It was only on a happenstance encounter with the New Republic Nexu battalion on Nar Shaddaa that Yornaroth was discovered, being brought to attention by the reformed Jedi Order. Having grown tired and jaded by this point, Yornaroth turned himself in. Little did he know he would find a new place among the order as one of their newly reformed Jedi Shadows.

Motivation

Morality

58
Emotional Strength- Frugality

Emotional Weakness- Fear

Description

Other Notes

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