Shefaa S'Arrarrour by Chrisfertina

Species
Tusken
Career
Seeker
Specializations
Hermit, Navigator, Ataru striker
System
Force and Destiny

4
Threshold 14
Current 7
Threshold 15
Current 10
Ranged 0
Melee 0

Characteristics

3
5
2
2
2
1

Skills

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

Attacks

Lightsaber w krayt dragon pearl focus
Range
Engaged
Skill
Lightsaber
breach 1, sunder, vicious 1, "personalized design" (add 1 advantage when S attacks, one threat when anyone else does). Pearlescent blade and makes eerie howling noise when swung) 5 HP
Damage
9
Critical
1
Corellian arms blaster pistol
Range
Medium
Skill
Ranged: Light
stun setting
Damage
7
Critical
4

173
463
7525

Weapons & Armor

Verpine fibre (soak 1, defence 2 if powered on, enc. 3, HP 2)

Aura of Terror (force headband, not usually worn):
User may choose to have an enemy character who is attempting to move into engaged range with them to first make formidable (PPPPP) Fear check as an out of turn incidental. Failure prevents them from performing that move maneuver, but may perform a different maneuver instead.

Personal Gear

stun cuffs
proximity detonators
binoculars
riding tack
generic lightsaber crystal

Assets & Resources

7 stim packs
2 waters of life - heal all wounds or strain, or possibly revive someone dead
Shield remote with 1 rank in bodyguard talent, use maneouver to tell remote to protect someone - upgrades difficulty of combat check against, but at the cost of one wound (total 6)

Critical Injuries & Conditions

1 stim pack used (March 9)

Talents

Name Rank Book & Page Description
One with nature 1 SS p.27 Recover strain with simple survival check in wilderness
Menace 1 SS p. 27 Enemies near pet add setback to combat check on player
Soothing tone 1 SS p. 27 Once per encounter riding, animal recovers strain.
Expert tracker 1 SS W p. 29 Remove setback die and decrease time tracking by half
Improved shortcut 1 SS W p. 29 When chasing or racing, may suffer 2 strain to add success equal to ranks in Shortcut to the check.
Galaxy mapper 1 SS p. 29 Remove one setback from astrogation checks per rank, which take half normal time.
Jump up 1 FoD Ataru striker p.87 Once per round, may stand from seated or prone as an incidental
Ataru technique 1 Ataru striker Use agility rather than brawn for lightsaber checks
Parry 2 Ataru striker When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Reflect 2 Ataru striker When hit by ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect
Conditioned 2 Remove setback per rank from Athletics and Coordination checks. Reduce damage and strain from falling by 1 per rank.
Grit 2 +1 strain threshold
Quick draw 1 Ataru striker Once per round, draw or holster a weapon or accessible item as an incidental.
Quick strike 1 Ataru striker Add boost per rank of Quick Strike to combat checks against targets that have not acted vet this encounter.
Disorient 1 https://star-wars-fringe.obsidianportal.com/wikis/disorient After hitting with a combat check, the character may spend two Advantages to disorient his foe. Disoriented targets add a Setback Die (Black Die) to all skill checks. The target is disoriented for a number of round equal to the attacker’s ranks in Disorient.

Force Powers

Force Rating
3
Power
Bind
Description
Force user restrains an enemy, preventing target from acting May spend 1 force point to immobilize target within short range until the end of the user's next turn. If the user used any dark side points, the target also suffers one wound per force point (of either side I think) spent (ignoring soak).
Upgrade Effect
duration 1 Commit 3 force dice to sustain the ongoing effects of the power on each affected target.
strength 2 Spend 1 point to disorient the target for a number of rounds equal to ranks
range 2 Spend force dice to increase power’s range by a number of range bands equal to Range upgrades purchased
magnitude 2 Spend 2 points to affect 1 additional target per rank.
Power
Protect/unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.

Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 force points to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Dark side Force users may only protect themselves. Until the beginning of the next turn.

Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (♦♦) Discipline check for difficulty. If check succeeds and spends 2 force points. the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict. Uses discipline
Upgrade Effect
Strength 1 Spend 1 force point to decrease damage or add damage equal to ranks of Strength purchased
Range 2 Spend 2 force points lo increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.

Special Rule (light side/dark side use): When guiding and shaping thoughts, only points generated from dark side may be used to generate negative emotions such as rage, fear, and hatred. Only points generated from light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from points generated from either O or •

The character may spend 1 point to stress the mind of one living target he is engaged with, inflicting I strain.
Upgrade Effect
Control 1 The Force user may make an opposed Discipline vs. Discipline check
combined with an Influence power check If the user spends 1 point and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for l round or 5 minutes.
Range 1 Spend points to increase power's range by a number of range bands equal to Range upgrades purchased
Strength 1 When stressing the mind of a target, the character inflicts 2 strain.
Magnitude 1 Spend points to increase targets affected equal to Magnitude upgrades purchased.

Background

As a Force-sensitive child of the Tusken, Shefaa was noticed by the Muun Jedi master Kaf Buho, who had dedicated the latter part of his career to mediating between Tusken and settler communities on Tatooine. Since the Tusken were not citizens of the republic, Kaf had no authority to remove her from her family and send her to Coruscant for training. Nor did he wish to, knowing that such a move would earn him the undying enmity of any Tusken that learned of it. However, he reported her existence to the Jedi Council, and resolved to keep an eye on her as she grew up, making sure he was on hand to guide her if she showed signs of developing her connection to the Force on her own.

In fact, she started to show such signs quite early. Luckily, her clan was one with whom he had built a particularly good relationship, and he was the only outsider allowed to come and go as he pleased. So it wasn’t as difficult as it might have been to befriend the young girl, and although he never named the Force as such, he did begin to guide her thinking in ways he hoped would encourage the calm and responsible use of any power she discovered. Unfortunately, while Kaf was away in another part of the planet, a series of escalating events triggered conflict between her village and a nearby off-worlder settlement, ending in the massacre of her clan by a vengeful settler militia. Master Kaf arrived on the scene too late, but found that Shefaa had survived, hiding herself instinctively by means of the Force.

The remains of Shefaa's clan were no longer enough to survive as an independent community, and faced no good choices in the harsh environment of Tatooine. They would likely have to scatter and seek refuge among other clans, where they would exist on the margins, the first to suffer and die if their new community fell on hard times.

So Master Kaf offered her a choice: to return to the remains of her clan, or to let him send her off into the sky, where she would learn to wield power the way he did. Perhaps he let a touch of Force influence push her towards the latter, because he feared for her safety, and for her fate if left to develop Force talents on her own under such circumstances. Either way, she agreed. He hid her from her people, and spent some time teaching her rudimentary Galactic Basic and the uses of everyday advanced technology. Then he put her on a ship to Coruscant, likely the first Tusken in many generations to leave Tatooine.

Shefaa did not have an easy time at the Jedi Academy, at least at first. She was a little older than most new trainees, and no one spoke or understood her native language. While it was certainly not uncommon for new Jedis-in-training to suffer homesickness, few had to deal with the utter strangeness that Shefaa was surrounded by, and all while she was still in mourning for her family.

Her evident loneliness and despair prompted a debate among the Jedi masters on how best to ease her transition into her new life. Some thought she would more easily be able to leave her old life behind if she could be persuaded to set aside her people’s taboo against exposing flesh to the eyes of another. They argued that the taboo was rooted in ignorance and a closing-off of oneself to the wider universe, while the path of a Jedi must be founded on knowledge - that only by relinquishing her attachment to this practice could she find her way forward. Others insisted that as she grew in wisdom and understanding, she would find her own reasons for either continuing the practice or setting it aside, and that the choice and the meaning would be hers alone - that in the meantime, others imposing their own interpretation on the matter would be counterproductive.

Perhaps both attitudes helped her overcome her initial depression: on the one hand, she slowly grew to trust the masters who demonstrated understanding and faith in her potential. On the other, she threw herself zealously to her studies in defiance of those who suggested she could not be a true Jedi while following Tusken customs. Though she never quite excelled in academic study, she grew quickly in her confidence and connection with the Force. She truly flourished when she was allowed to study piloting, and was never happier than when she was left alone at the controls of a small craft, either traversing the emptiness of space or exploring a planet’s uninhabited places.

She was less happy in her situation after advancing to the rank of padawan. She had held out hope that she might be apprenticed to Master Kaf, with whom she had remained in contact throughout her time as a trainee. However, he felt his duty still bound him to Tatooine, and both knew that the revelation of his having sent a young Tusken off-world would irredeemably compromise his work there. Instead, she found herself accompanying one Master Doja Lan to Felucia, where the Jedi master and her new padawan were to mediate a trade dispute. Shafaa quickly became frustrated by the whole affair, disagreeing strenuously with her master on a number of points, particularly as to the weight that should accorded the interests of the indigenous Felucians.

The longer she spent dealing with Republic politics, the more frustrated she became, believing the Jedi too protective of powerful interests in the name of galactic stability. Throughout the negotiations she was reprimanded often by her master for letting her discipline slip. Finally, she sent a missive to the council begging for another assignment. When that was refused, she asked to be allowed to leave the Jedi order, expressing a desire to seek peace in solitude rather than service to the Republic. This was granted, the council judging that she had progressed enough to safely leave off the rest of her training, though not enough to leave as a full Jedi knight. She was free to seek her own path, and it was suggested that in the future she might apply to resume her training and her service, if she wished.

Later, as Count Dooku’s propaganda became an increasing cause for concern, the Galactic Senate and Jedi council both wondered whether they should not have been keeping a closer eye on politically disaffected Jedi such as Shefaa. But by then, she had made herself hard to find, and the Republic had no resources to spend on such relatively minor concerns.

Motivation

Morality

Pride/disdain

Morality: 57
Conflict: 12

Description

Christmas gift: 1 free talent (25 or down) except dedication from any talent tree

Other Notes

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