Holocron
- Taken from the ship of her master during Order 66
- Unable to unlock information besides Obi-Wan's warning to any surviving Jedi and coordinates to the Roon system
- Update: After reconnecting with the Force, Sakora was able to uncover a plethora of safe havens protected by astronomical anomalies provided by Master Jentha
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Street Smarts
1
The character removes a setback dice per rank of Street Smarts from their Streetwise and Knowledge (Underworld) checks.
Skilled Jockey
1
The character removes setback dice per rank of Skilled Jockey from their Piloting (Planetary) and Piloting (Space) checks.
Full Throttle
1
The character may push a ship or vehicle past its limits of speed. They may perform the Full Throttle action, attempting a Hard Piloting check. With success, the ship's top speed increases by one for a number of rounds equal to Cunning.
Sleight of Mind
1
Force Talent. The character adds a boost dice per rank of Sleight of Mind to their Stealth checks unless the being attempting to detect the character is immune to Force Powers.
Secrets of the Jedi
1
Lightsaber becomes a career skill. The character may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half their ranks in Knowledge (Lore) (rounded up), to a minimum of Easy. This does not include checks made to install mods.
Parry
1
Suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Toughened
1
+2 Wound Threshold
Force Powers
Force Rating
1
Power
Sense
Description
The Force user can sense the Force interacting with the world around them.
The user may spend ○ to sense all living things within short range (including sentient and non-sentient beings).
The user may spend ○ to sense the current emotional state of one living target with whom they are engaged.
Upgrade
Effect
Control
Spend Light pip. The Force user senses the current thoughts of
one living target with whom they are engaged.
Control
Commit Force die. Once per round, when an attack targets the Force user, they upgrade the difficulty of the pool once.
Power
Heal
Description
Spend Force pip to heal a number of wound equal to Intellect from an engaged living creature (including user).
Upgrade
Effect
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light/Dark use): When guiding and shaping thoughts, only Dark pips may be used to generate negative emotions such as rage, fear, and hatred. Only Light pips may be used to generate positive emotions such as peace, tranquility, and friendliness.
Other emotions such as confusion can be generated with either Light or Dark pips.
The character may spend a Light pip to stress the mind of one living target they are engaged with, inflicting 1 strain.
Upgrade
Effect
Control
The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends Light pip and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
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 Light/Dark pip to cause one vehicle or starship they are engaged with to recover one system strain. The user may activate this multiple times.
Upgrade
Effect
Strength (1)
When using this power, spend Force pip to cause targets to recover 1 additional strain or system strain, or heal 1 additional wound for every Strength upgrade purchased.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend a Light pip 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 (1)
Spend Light pip to increase silhouette able to be targeted equal to strength upgrades purchased. (Silhouette 1)
Background
Sakora Nurezz was born on Glee Anselm, but taken to and raised at the Jedi Temple on Coruscant at a young age for her Force sensitivity. Sakora does not remember much about her family, but she would occasionally gets glimpses in the Force of an older brother she was never able to know.
She was part of the Mighty Bear Clan under the teachings of Grand Master Yoda until she was selected by her new master: an Ovissian named Jenira Jentha. Master Jentha was kind to young Nurezz, who struggled with her visions of home and yearning for a chance to meet her family. Her master understood, but instead encouraged Sakora to look outward and think about the families around the galaxy she will come to protect as a Jedi.
Sakora was only 9 years old when the Clone Wars broke out, but she did not become a combatant until the last year when she was deemed ready to fight alongside her master. She was assigned to lead the 229th Battalion, a legion of clones that warded off pirate and Separatist attacks on Republic and Jedi worlds in the Outer Rim. Sakora made friends with several of the clone troopers, including Commander Brawn who swore that he would see through to the end of the war by her and her master's side.
When the end of the war came, Sakora and Master Jentha were ordered to defend the Jedi Temple on Rhen Var from a Separatist invasion. In the midst of a frozen flurry and on onslaught of blaster fire, the clone's blaster fire was redirected towards their Jedi companions. Master Jentha was struck down and Sakora was hit with a blast by her friends, causing her to drop her lightsaber. She barely managed to escape with her life, taking her master's ship and the holocron stored within. With an uncertain future and pain in her heart, Sakora escaped the Jedi Purge and was left with no one but herself to rely on.
Sakora was forced to throw away her past life and became Aynama Milin. She traveled the galaxy for years as she avoided the reach of the Empire and eventually attempted to open her master's holocron. Years of isolation had diminished her abilities in the Force, but she was able to access one location listed by her master as a safe haven: the Roon system. Tired of running and desiring a new life, Aynama settled on Lightstation Galaxeed and became part of its anti-pirate fighter force: The Vanguard Aces.
As a notable member of the Vanguard Aces, Aynama attempted to keep her head and use of the Force down as she lived her new life. However, fate would come to have different plans for the Jedi survivor...
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UPDATE: Lightstation Galaxeed
During the time of the Roon Colonial Games in the sixteenth year of the Empire's rule, Aynama was caught in a plot by droid-in-disguise Governor Orleana to replace organics with droid replicas. At the same time, Aynama was discovered by an Inquisitor who claimed to be Master Jentha, somehow surviving her injuries and stealing the holocron Aynama claimed from her ship.
The events on Lightstation Galaxeed led Aynama and her friends, the Birds of Prey, to bring an end to Governor Orleana's plans and discern the truth of the Inquisitor's identity. The Inquisitor's ruse was uncovered by Aynama as the two fought side by side against Orleana's Iron Knights until the Inquisitor was felled by a surprise attack. Aynama comforted the Inquisitor as they revealed their true face and passed into the Netherworld of the Force.
At the end of the battle against Orleana, Aynama retrieved an Iron Knight's kyber crystal and the stolen holocron, then vowing to honor the memory of the fallen Inquisitor. Although the victory was cause for celebration, Aynama knew her time on Lightstation Galaxeed was over. Aynama was heartbroken to leave the friends she had made, but before departing in her starfighter she told her friends one last thing: "Sakora...My name is Sakora." She glanced back once more with a smile, then entered the bright whirl of hyperspace into the unknown.
Motivation
Spirituality/Religion: Sakora believes in the Jedi Code and protecting the innocent while being merciful to her foes. She will help someone if she sees the opportunity and holds the lives of all beings dear to her.
Morality
Current Morality: 71
Mercy: Sakora shows mercy to her foes and will put her own life on the line to prevent their deaths. She only kills when there is no other option.
Weakness: Sakora may be too trusting of those she helps, which leaves her vulnerable when she helps or spares someone who would attack her. This may result in her or her friends getting hurt.
Description
Sakora is a 28 year old red-skinned Nautolan female with distinct white tattoos on her head-tendrils and cheeks. She wears a yellow jacket with a tan undershirt, black slacks, and fingerless flight gloves. She sports a holster with her Bryar Pistol, but tries to avoid drawing it; she prefers to use it as a deterrent.
Due to her isolation as a Jedi survivor, she struggles in social situations and tends to draw out her words (such as not using contractions) which draws confusion from those she attempts to talk to. Overly formal and tends to get nervous easily.
Other Notes
Species: Nautolan
Wound Threshold: 11 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 100 XP
Special Abilities: Athletics +1
Amphibious: May breathe underwater without penalty and never suffer movement penalties when swimming.
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XP Record
- Starting XP: 100
- +5 Bonus Starting XP = 105 XP
- Universal Spec: Padawan Survivor = -20 (in-career)
- AG 2 to 3 = - 30
- Piloting (Sp) 1 to 2 = -10
- Stealth 1 to 2 = -10
- Street Smarts 0 to 1 = -5
- Skilled Jockey 0 to 1 = -5
- Full Throttle = -5
- Sense (Basic) = -10
- Sense (Control) = -10
= 0 XP remaining
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XP Update: +150 XP
- Heal Basic Power = -15
- Influence Basic Power = -10
- Manipulate Basic Power = -10
- Move Basic Power = -10
- Sleight of Mind = -10
- Secrets of the Jedi = -10
- Lightsaber 0 to 1 to 2 = -15
- Parry 0 to 1 = -5
- Toughened = -10
- Sense (Control) = -10
- Move (Strength) = -10
- Influence (Control) = -10
- Manipulate (Strength) = -5
- Cool 1 to 2 = -10
- Mechanics 1 to 2 = -10