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Character Image: Jaylen MarrakForce and Destiny

Jaylen Marrak

Zabrak
Consular
Niman Discipline
16
120
5'6

Physical Appearance

The young Zabrak stands 5'6" and has yet to hit his growth spurt. He has pale skin with brown eyes. He has a distinctive horn pattern of three small horns in the center of his head flanked by larger horns on each side of his head. His facial tattoos are simple thin lines which connect the three small horns to the horns in the back of his head. The lack of ornate tattoos were to show simplicity and restraint that aligned with the calling of the Jedi.

Personality

Jaylen spends most of his time in solitude studying ancient books whether in the Archives or outside in nature. He has spent his entire life at the Jedi Temple and is very much naïve of the galaxy and its inhabitants. He is overly trusting and compassionate. While he is well skilled in lightsaber techniques, learning mostly from books, he does not enjoy sparring with other Padawans. He has problems understanding sarcasm, and has the tendency to take statements literally.

Species Features

  • A Zabrak adds automatic :e^: to all Coercion checks he makes.
4
12 0
14 0
0 0
1 0
2 2 4 2 4 1
General Skills Career Rank
Astrogation (INT)
Athletics (BR)
Charm (PR)
Coercion (WILL)
Computers (INT)
Cool (PR)
Coordination (AG)
Deception (CUN)
Discipline (WILL)
Leadership (PR)
Mechanics (INT)
Medicine (INT)
Negotiation (PR)
Perception (CUN)
Piloting - Planetary (AG)
Piloting - Space (AG)
Resilience (BR)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Vigilance (WILL)
Combat Skills Career Rank
Brawl (BR)
Gunnery (AG)
Lightsaber (INT)
Melee (BR)
Ranged - Heavy (AG)
Ranged - Light (AG)
Knowledge Skills Career Rank
Core Worlds (INT)
Education (INT)
Lore (INT)
Outer Rim (INT)
Underworld (INT)
Warfare (INT)
Xenology (INT)
Weapons Skill Damage Crit Range Qualities
Training Lightsaber Lightsaber
6 - Engaged Stun Damage
training-lightsaber-3892
Lightsaber
6
-
Engaged
400
1
5
6

Qualities

Stun Damage

Attachments

Cost

Rarity

Hard Points: -/5

0 160 500 12 4
Critical Injury Difficulty Severity Description
Armor Soak Defense Qualities
Padawan Clothing 2 -
padawan-clothing-1992
2
-
500
2
0
1

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

Equipment and Gear Quantity Encumbrance Rarity Price
Jedi Utility Belt 1 - 8 1000
jedi-utility-belt-5743
1
-
8
1000

Jedi Utility Belt

Skilled artisans in the employ of the Jedi Order designed a utility belt for the use of Jedi Knights in the field centuries ago, incorporating a number of useful tools and items of fine manufacture. Jedi utility belts are visually nondescript, and the pouches worn on them, as well as the compartments within them, contain a number of useful items and tools. These utility belts were not worn by every Jedi Knight in the field, but many found them to be useful, so various iterations and models stayed in circulation throughout the centuries.

While Jedi utility belts found in circulation or on abandoned battlefields are typically empty, having long ago been picked over, Jedi caches have been known to contain Jedi utility belts that are still supplied. A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac, a Jedi multitool, a slim glow rod, a comlink, and an aquata breather. A number of empty pouches are concealed along the belt's interior side, allowing the wearer to hide small items. In addition, a standard lightsaber can be securely hung from the belt for easy access.

In addition to potentially containing the supplies listed above, the Jedi utility belt increases the wearer's encumbrance threshold by 1.

Qualities

Stimpack 4 - 1 25
stimpack-6215
4
-
1
25

Stimpack

Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field. There are countless makers of stimpacks, from Chiewab Amalgamated Pharmaceuticals to Athakam MedTech.

It takes a maneuver for a character to inject a stimpack in himself or another. Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and for him to be able to use them at full effectiveness. .

Qualities

Backpack 1 - 1 50
backpack-9052
1
-
1
50

Backpack

A backpack can serve many important functions: it can be used for carrying survival gear or even smaller allies and droids. Most are simple affairs of fabric and straps, with better styles including internal bracing and back support so that heavier weights can be carried far longer.

Backpacks increase the character's encumbrance threshold by 4.

Qualities

Comlink (handheld) 1 - - 25
comlink-handheld-5569
1
-
-
25

Comlink (handheld)

A common device found across the galaxy, comlinks come in a variety of forms depending on their function and user. Each allows for audio messaging between two parties though advanced models can transmit multiple users or network groups together. Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments. Longer-range versions are usually carried as large satchels or in backpacks, and can reach across a planet and to ships in high orbit (or even elsewhere in the same star system). Most operate on a standard net of frequencies that can be adjusted as desired to elude detection.

Qualities

Datapad 1 1 1 75
datapad-1367
1
1
1
75

Datapad

Datapads are common on most technologically civilized planets, and are used to record, store, display, and organize almost any kind of data from basic text to holographic recordings. Most come with a small display screen, though some use holoprojectors and are small enough to be easily carried in one or two hands, depending on the model. They are commonly encoded or encrypted so that only the actual owner can operate them; some are even set to wipe all data if unauthorized users attempt access.

Qualities

Thermal Cloak 1 2 1 200
thermal-cloak-5439
1
2
1
200

Thermal Cloak

For those not used to extremes of heat or cold, thermal protection is a must. Thermal cloaks can be worn while on the move, or used as a blanket or makeshift tent. Depending on the technical access of the user, these could be simple but effective fabric blends or ultra-thin synthetic meshes than can collapse into a pocket. Most offer support for cold environments, with more clever models having reflective materials to also aid in areas of excessive heat.

Thermal blankets and thermal cloaks remove up to ■■ (2 setbacks) from any checks made to handle the effects of extreme heat or cold.

Qualities

Protective Amulet 1 - 4 300
protective-amulet-4278
1
-
4
300

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.

Qualities

Derived Attributes

  • Wounds = 10 + 2 (Brawn) = 12
  • Strain = 10 + 4 (Willpower) = 14
  • Soak = 2 (Brawn) + 2 (Padawan Robes) = 4
  • Encumbrance: Lightsaber 1 + Datapad 1 + Thermal Cloak 2 = 4
  • Enc Threshold: 5 + Brawn 2 + Backpack 4 + Jedi Utility Belt 1 = 12

Combat Notes

  • Incidental = Parry (rank 1) = Suffer 3 strain, Reduce damage by 3
  • Maneuver = Nobody's Fool (rank 1) = Upgrade incoming Charm, Coercion, or Deception checks by 1

Character Development Goals

  • Continue with pacifist approach practicing with non-lethal lightsaber techniques
  • Continue learning of Jedi and Sith Lore, searching for answers to the galaxy's conflicts
  • Continue mediation and research into Force Powers, interested subjects include Sense, Enhance, Healing
  • Continue studying and practicing the Jar'Kai methods and techniques
  • Continue spending time with creatures and nature

Character Generation

XP

SourceItemXP CostXP Total
InitialSpecies: Zabrak+100 xp100 xp
InitialSpecies: Survival0100 xp
InitialStarting Bonus+10 xp110 xp
InitialUpgrade Intellect 2 to 3-30 xp80 xp
InitialUpgrade Intellect 3 to 4-40 xp40 xp
InitialUpgrade Willpower 3 to 4-40 xp0 xp
InitialCareer Skill: Cool 100
InitialCareer Skill: Discipline 100
InitialCareer Skill: Lore 100
InitialSpecialization Skill: Discipline 200
InitialSpecialization Skill: Lightsaber 100
Post Char-GenBonus XP+50 xp50 xp
Post Char-GenForce: Move (Mentor)-5xp45 xp
Post Char-GenBuy Niman Disciple: Parry (rank 1)-5 xp40 xp
Post Char-GenBuy Niman Disciple: Nobody's Fool (rank 1)-5 xp35 xp
Post Char-GenBuy Niman Disciple: Niman Technique-10 xp25 xp
Post Char-GenUpgrade Lightsaber skill 1 to 2-10 xp15 xp
Post Char-GenUpgrade Lore skill 1 to 2-10 xp5 xp
Post Char-GenUpgrade Education skill 0 to 1-5 xp0 xp

Credits

SourceItemCostTotal
StartingStarting Credits+1000c1000c
StartingBuy Thermal Cloak-200c800c
StartingBuy Protective Amulet-300c500c
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