Thayain by TheOddOne

Species
Chiss
Career
Guardian
Specializations
Armorer & Magus
System
Force and Destiny

5
Threshold 16
Current 0
Threshold 12
Current 0
Ranged 2
Melee 2

Characteristics

2
2
3
2
2
1

Skills

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

Attacks

Sureswift
Range
Engaged
Skill
Melee
Pierce 1, Sunder, Vicious 1
Damage
4
Critical
2
Gungan Energy Shield
Range
Engaged
Skill
Melee
Defensive 2, Deflection 2
Damage
-1
Critical
5
Thayain's Lightsaber
Range
Engaged
Skill
Lightsaber
Accurate 2, Breach 1, Sunder, Vicious 1, Quick Draw, Personalized Design
Damage
5
Critical
1

20
225
1113
12

Weapons & Armor

Light Crystalline Armor, Soak 3, Defense 0, Encumbrance 2
Protective Amulet (Bad Feeling)

Thayain's Lightsaber
1. Precision Hilt
- Personalized Design: (+1 auto-success for the wielder, +1 auto-threat for anyone else)
- Lightweight: -1 Encumbrance
2. Master Maris' Kyber Crystal
- Vicious Modification
- Critical Reduction Modification
3. Magnetic Weapon Tether (May recover weapon as Incidental within Engaged range)
- Quick Draw Modification
4. Custom Grip (Remove 1 Setback from checks, all other users gain 2 Setback)
- Accurate Modification





Personal Gear

Gungan Energy Shield (Enc.4) - 1,000
Vibro-Machete (Enc.2) - 550
Mercantiler Datapad (Enc.1) - 250 D
Data Goggles (Enc.1) - 250
Neural Recorder (Enc.0) - 250
3-MAL Secure Comlink (Enc.0) - 250
Urban Compass (Enc.1) - 125 D
Heavy Clothing - 50
Quick Draw Sheath - 60
Emergency Medkit (Enc.1) - 100
Cultural Etiquette Manual (Enc.0) - 35 D
Military Field Manual (Enc.1) - 25 D
Insider’s Guide (Enc.0) - 25 D
Utility Belt - 25
Verpine Bond Gauntlets - 250

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened Gain +2 wound threshold.
Gearhead Remove Black per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Inventor When constructing new items or modifying attachments, add Blue or remove Black per rank of Inventor.
Secret Lore Remove Setback per rank of Secret Lore to all Knowledge (Lore) checks. Reduce Difficulty of Knowledge (Lore) checks.
Healing Trance Commit F. For every full encounter F remains committed, heal 1 wound per rank of Healing Trance.
Toughened Gain +2 wound threshold.
Mental Tools Always count as having the right tools for the job when performing Mechanics checks.
Supreme Armor Master Once per round, may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10 per point of soak, minimum 1.
Confidence May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Inventor When constructing new items or modifying attachments, add Blue or remove Black per rank of Inventor.
Healing Trance Commit F. For every full encounter F remains committed, heal 1 wound per rank of Healing Trance.
Infravision Chiss have adapted to be able to see in both the infrared and normal visual spectra. This enables Chiss to remove up to • added to checks by lighting conditions.

Force Powers

Force Rating
1
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
Upgrade Effect
Base The user may spend F to gain vague hints of events to come up to a day into his future.
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 Enhance can be used with the Resilience Skill.
Control Commit Force dice to increase Brawn by 1 per.
Control Enhance can be used with the Brawl Skill.
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
Upgrade Effect
Base The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Power
Endure
Description
The basic power of Endure allows a Force user to temporarily ignore the effects of injury.
Upgrade Effect
Base When the character suffers a Critical Injury with a severity no greater than Easy (+ 1 • the character may activate Endure as an out-of-tum incidental and commit F to temporarily ignore the effects of that injury. The character does not apply any results from me Critical Injury or add + 10 to further rolls on the Critical Injury Result table while F remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Strength Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
Upgrade Effect
Base The user may spend F F to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.

The user may spend F and succeed at a Difficulty 2 Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.

Background

Loth’amireh’inrokini, or Thamirehin, was an erstwhile experimenter and scientist who was rather unusual among the Chiss; he enjoyed traveling. In his younger days he spent much of his time interacting with other cultures using the emerging designs of hyper-space travel pioneered by Chiss engineers with a reluctant crew of explorers. His expedition promised to return with a wealth of technological information with which to enrich the Chiss tradition and actionable profits besides. He made his way from Csilla with a handful of stars, his eyes towards the sky, and dreams in his heart.

Fast forward. Upon returning, with none of his crew remaining and little to show for his travels aside from unspoken horrors, Thamirehin found that his sister had begun to sire a family, including two daughters and one son; Thayain, Thottoin, and Thrawin. Having spent his time so far from Chiss and too old to start a family of his own, Thamirehin took to guiding and mentoring the children as best he could. His former connections found themselves frozen over as he was not able to deliver on much of his years old promises upon return. He was not able to do much in the way of mentoring any of his sister’s children, either, as the youngest son and firstborn daughter were glacially focused on their studies. He did, however, find a kindred spirit in Thayain.

Thayain was not like her siblings. She did not subscribe to lofty ideals of polite, controlled Chiss society, or studies she did not believe were important. She wished to hear of her uncle’s stories, exist out in the city to see the people, tinker with things, and generally explore. Understand...to know. But not things like mathematics, statistics, and chemistry on their own. Thayain believed in, and understood, there was a higher process at work, and in her own way, believed it worth controlling, if only to achieve a better society. Thamirehin found some synergy in these thoughts, too. What had he hoped to do, if not benefit the Ascendency with the connectivity of other species technology? It was not so strange…

Up until her tenth birthday, Thayain found herself often in trouble for outbursts, accidental experiments, and similar misadventures. This culminated in a discover upon her tenth birthday of her Force sensitivity and the subsequent decision by her parents to have this...surgically suppressed. Naturally Thayain rebelled against this idea, but to what ends? A ten year old was without much means to turn the tides of the nobility’s decision, but her uncle was not without such options.

Thayain departed the Chiss Ascendency on the fumes of the last of her uncle’s remaining connections and resources, bound for a friend he told her could help her understand herself. This connection, he told her, was the only friend he’d truly made in all his traveling of the galaxy, and knew there’d come a time where Thamirehin would require his help, though he had never known the manner in which it’d manifest. He was sure, though, that that time was now. Thamirehin was likely put to death for his spiriting away of his niece to Brentaal IV, though Thayain has not heard from him, or, indeed, the Ascendency at large, since her induction into the Kismeti. Even so, she continues to interface with the communications system she unearthed from the craft upon her crash landing.

Motivation

Morality

Emotional Strength - Caution
Emotional Weakness - Coldness
OBLIGATION - Bounty

Description

Data Goggles:
A combination scanner and cross-reference tool, a set of Data Goggles may be implanted via cybernetic eye or lens implant, and will overlay information from the HoloNet and other electronic sources onto a wearer's field of vision. Select 1 knowledge skill at the beginning of the encounter. Add 1 automatic success result to all checks made using that skill while wearing the goggles for the duration of the encounter.
Cultural Etiquette Manual:
A character with a cultural etiquette manual adds automatic 1 advantage to social checks made to interact with members of the culture to which the manual pertains.
3-MAL Secure Comlink:
Add 1 setback die to intercept and decrypt the signal. Monitoring a clear frequency on a civilized world adds 2 boost dice to Knowledge check related to current events.
Urban Compass:
Remove 2 setback dice to navigate unfamiliar cities. Add 1 boost die to checks related to using information about the city.
Insider’s Guide:
A character using an insider's guide adds automatic 1 advantage to any check to find a specific location or service within the region the guide covers.
Military Field Manual:
Add 1 boost die to any military-related check once per session.
Mercantiler Datapad:
Grants 1 blue die to any Negotiation skill checks made to buy or sell goods.
Verpine Bond Gauntlets:
Grant their user a Boost to checks made to handle volatile materials or perform delicate work.
Protective Amulet:
While active, the talisman allows the user to ignore environmental effects such as fire, acid, and corrosive atmospheres. They always act as if in a standard gravity field and may breathe normally even underwater and in a vacuum. Weapons with the Burn quality do not count as having that quality when used as part of an attack against the user.

Other Notes

XP Spends:
CC
ARMORER TALENTS
Inventor 5
Gearhead 10
Mental Tools 15
Magus Specialization 30 XP
MAGUS TALENTS
Toughened 5
Healing Trance 10
Secret Lore 15
Knowledge (Lore) - 5 XP
Medicine 1 - 5 XP

Session 1
Enhance - 5 XP
Enhance (Control) - 5 XP
Toughened - 5 XP

Session 2
Enhance (Control) - 5 XP
Supreme Armor Master - 20 XP

Session 3
Enhance (Control) - 10 XP
Confidence - 10 XP

Session 4
Inventor - 15 XP

Session 5
Endure - 5 XP
Endure (Strength) - 5 XP
Lightsaber 1 - 5 XP
Healing Trance - 5 XP

Session 6
Vigilance 1 - 5 XP
Seek - 5 XP

Session 7
No Spends.

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