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  1. [size=large][b]Winn [338/338 CP][/b][/size]
  2. [i]Jedi Sentinel N. W. "Winn" Tarask[/i]
  3.  
  4. [b]Age[/b] 20 (Born March 24th); [b]Englishman[/b]; [b]Height[/b] 6'1"; [b]Weight[/b] 152 lbs
  5.  
  6. [b]ST[/b] 10 [0]; [b]DX[/b] 14 [80]; [b]IQ[/b] 13 [60]; [b]HT[/b] 10 [0].
  7. [b]Damage[/b] 1d-2 thr/1d sw; [b]BL[/b] 20 lbs.; [b]HP[/b] 10/10 [0]; [b]Will[/b] 14 [5]; [b]Per[/b] 13 [0]; [b]FP and ER[/b] 10/10 and 0/0 [0].
  8. [b]Basic Speed[/b] 6 [0]; [b]Basic Move[/b] 6 [0]; [b]Parry[/b] 15 or 15; [b]Dodge[/b] 10¹; [b]Block[/b] 10¹; [b]Fright[/b] 16 (Will+2); [b]Styles[/b] force-swordsmanship (reduce penalty from deceptive attacks and feints by 1)
  9.  
  10. [b]Current CP:[/b] 0 left of 38 earned; 300 base, 100 disadvantages.
  11. [b]Social Background:[/b] TL 11 [0]; CF: Galactic Republic [0], Terra [0], Jedi [-]
  12. [b]Languages:[/b] Galactic Basic (Native) [0], English (Native) [0]
  13.  
  14. [b]Advantages [132][/b]
  15. Claim to Hospitality (jedi) [-]
  16. Combat Reflexes [15]
  17. Empath 2 [10]
  18. Enhanced Parry (Force Sword; Force-based, -10%) [-]
  19. Extra Attack (Multi-Strike, +20%; Single Skill, Force Sword, -20%; Accessibility, Only when attacking with a single weapon, -10%; Force-based, -10%) [-]
  20. Force Talent 2 [30]
  21. Jedi Sentinel 3 [45]
  22. Signature Gear 1 (lightsaber) [1]
  23. Talker 3 [15]
  24. Weapon Master (Force Sword; No damage bonus, -50%) [10]
  25. [i]Perks [6]:[/i] Attribute Substitution (Breath Control based on Will), Special Setup (Power Blow works with Force Swords), Style Familiarity (Force-Swordsmanship), Sure-Footed (Uneven), Weapon Adaptation (Force Sword to Saber), Weapon Bond (lightsabers).
  26.  
  27. [b]Disadvantages [-100][/b]
  28. Charitable (12 or less) [-15]
  29. Code of Honor (Jedi Code) [-10]
  30. Compulsive Behavior (must challenge powerful foes to single combat; 12 or less) [-5]
  31. Discipline of Faith (Asceticism) [-15]
  32. Fanaticism (Jedi Code) [-15]
  33. Pacifism (cannot harm innocents) [-10]
  34. Selfless (12 or less) [-5]
  35. Sense of Duty (the galaxy) [-10]
  36. Vow (Never kill) [-5]
  37. Workaholic (consumed with perfection) [-5]
  38. [i]Quirks [-5]:[/i] Broad-Minded, Congenial, Delusion (Give lesser foes a sporting chance), Dislikes (Doing nothing), Personality Change (Overconfident in combat).
  39.  
  40. [b]Combat Skills [14][/b]
  41. Beam Weapons (Pistol)-14 (DX+0/E) [1]
  42. Fast Draw (force sword)-15 (DX+0/E) [1]
  43. Force Sword-19 (DX+2/A) [8]±
  44. Karate-13 (DX-1/H) [2]
  45. Thrown Weapon (Force Sword)-15 (DX+0/E) [2]
  46.  
  47. [b]Techniques [11][/b]
  48. Clipping Strike-16 (Default (Force Sword)-3/H) [2]
  49. Curved-Hilt Saber-19 (Default (Force Sword)+0/H) [3]
  50. Disarming (Force Sword)-19 (Default (Force Sword)+0/H) [0]
  51. Feint (Force Sword)-19 (Default (Force Sword)+0/H) [0]
  52. Lightsaber Parry (Force Sword)-15 (Default (Parry)-0/H) [6]
  53. Spinning Strike (Force Sword)-17 (Defaut (Force Sword)-2/H) [0]
  54. Springing Attack (Force Sword)-17 (Default (Force Sword)-2/H) [0]
  55. Targeted Attack (Force Sword; Swing/Arm)-17 (Default (Force Sword)-2/H) [0]
  56. Targeted Attack (Force Sword; Swing/Leg)-17 (Default (Force Sword)-2/H) [0]
  57. Targeted Attack (Force Sword; Swing/Neck)-14 (Default (Force Sword)-5/H) [0]
  58. Targeted Attack (Force Sword; Swing/Vitals)-16 (Default (Force Sword)-3/H) [0]
  59. Targeted Attack (Force Sword; Swing/Weapon)-15 (Default (Force Sword)-4/H) [0]
  60. Whirlwind Attack (Force Sword)-14 (Default (Force Sword)-5/H) [0]
  61.  
  62. [b]Non-Combat Skills [39][/b]
  63. Acrobatics-12 (DX-2/H) [1]
  64. Acting-12 (IQ-1/A) [1]
  65. Administration-12 (IQ-1/A) [1]
  66. Area Knowledge (member states)-13 (IQ+0/E) [1]
  67. Area Knowledge (galaxy)-13 (IQ+0/E) [1]
  68. Armory (melee weapons)-12 (IQ-1/A) [1]
  69. Body Language-17 (Per-1/A) [1]†±
  70. Computer Operation-13 (IQ+0/E) [1]
  71. Crewman (spacer)-13 (IQ+0/E) [1]
  72. Criminology-15 (IQ-1/A) [1]±
  73. Detect Lies-19 (IQ-2/H) [1]†††±
  74. Diplomacy-19 (IQ-2/H) [1]†††±
  75. Fast-Talk-18 (IQ-1/A) [1]††±
  76. First Aid-13 (IQ+0/E) [1]
  77. Hiking-10 (HT-1/A) [1]
  78. Intelligence Analysis-14 (IQ-2/H) [1]±
  79. Interrogation-15 (IQ-1/A) [1]±
  80. Jumping-14 (DX+0/E) [1]
  81. Law (galactic republic criminal)-14 (IQ-2/H) [1]±
  82. Lip Reading-12 (Per-1/A) [1]
  83. Naturalist (earthlike)-11 (IQ-2/H) [1]
  84. Navigation (land)-12 (IQ-1/A) [1]
  85. Navigation (space)-12 (IQ-1/A) [1]
  86. Observation-15 (Per-1/A) [1]±
  87. Piloting (spacecrafts)-13 (DX-1/A) [1]
  88. Politics-12 (IQ-1/A) [1]­
  89. Poisons-11 (IQ-2/H) [1]
  90. Philosophy (Jedi)-14 (IQ-2/H) [1]±
  91. Psychology (human)-16 (IQ-2/H) [1]†††
  92. Running-10 (HT-1/A) [1]
  93. Savoir-Faire (jedi)-19 (IQ+0/E) [1]††±
  94. Savoir-Faire (police)-19 (IQ+0/E) [1]††±
  95. Scrounging-13 (Per+0/E) [1]
  96. Search-15 (Per-1/A) [1]±
  97. Shadowing-15 (IQ-1/A) [1]±
  98. Stealth-16 (DX-1/A) [1]±
  99. Streetwise-12 (IQ-1/A) [1]
  100. Tactics-11 (IQ-2/H) [1]
  101. Teaching-12 (IQ-1/A) [1]­
  102. * This skill has an optional specialization
  103. ± This skill is improved by Jedi Consular +3
  104. † This skill is improved by Empath +2
  105. †† This skill is improved by Talker +3
  106. ††† This skill is improved by Empath and Talker +5
  107.  
  108. [b]Force Skills [12][/b]
  109. Autohypnosis-12 (Will-2/H) [1]
  110. Breath Control-13 (Will-1/H) [2]
  111. Flying Leap-11 (IQ-2/H) [1]
  112. Meditation-12 (Will-2/H) [1]
  113. Mental Strength-15 (Will+1/E) [2]
  114. Parry Missile Weapons (Force Sword)-19 (DX+0/A*) [2]‡±
  115. Lockpicking (Telekinesis)-18 (IQ-1/A*) [1]‡
  116. Power Blow-12 (Will-2/H) [1]
  117. Alter: Force Push (Innate Attack)-16 (DX+0/E) [1]‡
  118. Alter: Burst of Speed-15 (IQ+2) [-]‡
  119. Alter: Force Jump-16 (Jumping+2) [-]‡
  120. Alter: Force Grip-16 (Will+2) [-]‡
  121. Alter: Saber Throw-17 (Thrown Weapon+2) [-]‡
  122. Alter: Telepathy (Mind Tricks and Force Confusion)-15 (IQ+2) [-]‡
  123. Alter: Telepathy (Force Persuasion)-17 (Interrogation+2) [-]‡
  124. Sense: Force Sense (Detect)-15 (Per+2) [-]‡
  125. Sense: Force Sense (Intuition)-10 (IQ (8 for now)+2) [-]‡
  126. Sense: Force Sense (Psychometry)-15 (IQ+2) [-]‡
  127. ‡ This skill is improved by Force Talent
  128.  
  129. [b]Force Powers Summary:[/b]
  130. • Force Power - Mind Tricks: Mind Control (Suggest only; Hearing-based). [b]Note:[/b] This power compels a subject to obey a course of action using vocal commands.
  131. • Alternate Power - Force persuasion: Mind Probe (Hearing-based). [b]Note:[/b] This power rips answers from a subject's mind during questioning.
  132. • Alternate Power - Force confusion: Mind Control (Emotion only; Hearing-based). [b]Note:[/b] This power intils emotions in a subject by simply speaking to it.
  133. • Force Power - Force sense: Detect (the force), Intuition. [b]Note:[/b] This power provides a vague sense of the force and impressions about the future.
  134. • Alternate Power - Force reading: Psychometry. [b]Note:[/b] This power allows you to gain psychic insights about an object or location and requires a successful IQ check to use. Costs 1 FP.
  135. • Force Power - Force push: Crushing Attack. [b]Note:[/b] This power causes a phantom force to slam into the target, violently pushing it back but causing no damage. Costs 1 FP used at 7d or less, or 2 FP at 8d or more.
  136. • Alternate Power - Saber Throw: Burning Attack (Thrown Force Sword gains Increased 1/2D) + Extra Attack (Multi-Strike) + Telekinesis (Reflexive). [b]Note:[/b] A thrown lightsaber attacks up to 2 enemies. It can be telekinetically retrieved, but requires a successful DX roll to be ready. Costs 1 FP.
  137. • Alternate Power - Force grip: Telekinesis. [b]Note:[/b] This power requires a successful Will check and moves an object within 20 yards up to 10 yards per second at ST 10 (BL 20). Improves with concentration and super-effort, and can lift at ST 20/110 (BL 80/2,420). Costs 1 FP per minute, and 1 FP for super-effort.
  138. • Force Power - Burst of Speed: Increased Basic Move 0, Enhanced Move 1.5. [b]Note:[/b] This power requires requires a Concentrate maneuver with a successful IQ check to activate. It increases Ground Speed to 15 (30.6 mph). Costs 1 FP.
  139. • Alternate Power - Lightsaber Charge: Increased Basic Move (Maximum Duration, 1 second). [b]Note:[/b] This power lets you charge forward with great speed. Costs 1 FP.
  140. • Alternate Power - Critical Defense: Luck (Defensive). [b]Note:[/b] This power allows you to reroll or force a reroll in any defensive combat situations, or when an opponent rolls a critical hit against you. Using this power renders it and any other power in the tree unavailable for 1 hour of game time. Costs 2 FP.
  141.  
  142.  
  143.  
  144. [b]Equipment (Money: $0; carry 2/20 lbs, +18 lbs armored):[/b]
  145. Lightsaber (curved hilt and fine crystal; spare steady grip)
  146. White suit
  147. Dark robes
  148. Universal translator
  149.  
  150. [i]Rucksack (weight: 2 lbs, 18 lbs w/ armor and weapons; basic move -0 and dodge -0 when carried):[/i]
  151. Training lightsaber
  152. Battle robes (monocrys suit w/o vest, light clamshell armor)
  153.  
  154. [i]Armored Suit (when worn, +8 lbs):[/i]
  155. - All: DR 36/6*, Tailored Ablative Nanoplas Suit (DR reduced by 1 per 4 damage taken)
  156.  
  157. [i]Armored Robes (when worn, +18 lbs):[/i]
  158. - Torso: DR 60, Light Clamshell
  159. - Limbs, Groin, Extremities: DR 24/8*, Monocrys (flexible, piercing and cutting)
  160.  
  161. [i]Lightsaber-20[/i]
  162. Reach 1, 2; wt 2; parry 15 (attacks), 15 (missiles and beams); ST 3
  163. Damage: 8d+1(5) burn; clipping strikes (-3) at 8d-7 to 8d-31, minimum 1
  164. Special: Weapon bond
  165. [i]Lightsaber Hilt:[/i] Curved hilt (attacks at -2, opponents defend at -1), steady grip (Fast Draw-2, Parry+1)
  166. [i]Defensive Grip:[/i] Lightsaber held with two hands (+1 to parry from the front, -1 from the sides). Include Defensive Attacks for -8 damage but +1 parry.
  167. [i]Saber Style:[/i] Lightsaber is a fencing weapon (successive parries at -1; +3 retreating parry)
  168.  
  169. [i]Saber Throw-18[/i]
  170. Range 2.5×ST/5×ST; wt 2; bulk -0; ST 3
  171. Damage: 8d+1(5) burn; accuracy 0
  172. Special: Weapon bond, extra attack (any other enemy within range), return weapon to hand (DX or the weapon is unready)
  173.  
  174. [i]Force Push-16[/i]
  175. Damage: 1d×2 to 13d×2 knockback only; Range 20/40; RoF 1; rcl 1; acc 3
  176. Special: Costs 1 FP (7d or less), 2 FP (8d or more)
  177.  
  178. [i]Unarmed-13 Punch, 11 Kick[/i]
  179. Reach C, 1; wt 0; parry 9; ST -
  180. Damage: [b]punch[/b] thr 1d-2 cr; [b]kick[/b] thr 1d cr
  181.  
  182. [b]Powers [86]:[/b][list]
  183. [*][b]Lightsaber Duelist:[/b] Enhanced Parry (Single Skill, Force Sword, -50%; Force-based, -10%) + Extra Attack (Multi-Strike, +20%; Single Skill, Force Sword, -20%; Accessibility, Only when attacking with a single weapon, -10%; Force-based, -10%) [24]
  184. [*][i]Alter: Telepathy (Force-based, -10%):[/i] Power tree, alternate powers at 1/5th cost (round up).[list]
  185. [*][b]Primary (Mind Tricks):[/b] Mind Control (Suggestion only, -40%; Hearing-based, -20%; Costs 1 FP, -10%) [10/5=2]
  186. [*][b]Alternate (Force persuasion):[/b] Mind Probe (Hearing-based, -20%; Costs 2 FP, -20%) [10]
  187. [*][b]Alternate (Force confusion):[/b] Mind Control (Emotion only, -40%; Hearing-based, -20%; Costs 1 FP, -10%) [10/5=2][/list]
  188. [*][i]Sense: Force sense (Force-based, -10%):[/i] Power tree.[list]
  189. [*][b]Primary (Force sense):[/b] Detect (the force; Vague, -50%), Intuition (Untrainable, -40%) [10]
  190. [*][b]Alternate (Force reading):[/b] Psychometry (Active only, -20%; Costs 2 FP, -20%) [10/5=2][/list]
  191. [*][i]Alter: Telekinesis (Force-based, -10%):[/i] Power tree.[list]
  192. [*][b]Primary (Force push):[/b] Crushing Attack 13 (Increased 1/2D, x2, +5%; Double Knockback, +20%; Variable, +5%; No Wounding, -50%; No Blunt Trauma, -20%, Costs 2 FP, -20%) [20/5=4]
  193. [*][b]Alternate (Saber Throw):[/b] Burning Attack 8d (Thrown Force Sword gains Increased 1/2D x5, +20%; Follow-Up, Extra Attack, +0%; Enhances Thrown Weapon (Force Sword) attacks up to 8d only, -100%) + Extra Attack (Multi-Strike, +20%; Single Skill, Thrown Weapon (Thrown Force Sword), -20%; Follow-Up, Telekinesis, +0%; Accessibility, Only on different targets, -40%; Costs FP 1, -10%) + Telekinesis 2 (Reflexive, +40%; Returns thrown force sword to hand, -80%; Nuisance Effect, Requires DX or weapon is unready, -10%) [20]
  194. [*][b]Alternate (Force grip):[/b] Telekinesis 10 (Increased Range, Full-strength out to 10 yd and half-strength out to 20 yd, +5%; Visible, Can be sensed by those with Detect (Force), -10%; Can't strike directly, -20%; Can levitate downwards instead of fly, -20%; Takes Recharge, Time spent using Force grip, -10%; Requires Will, -5%; Costs 1 FP per minute then 1 every 2 minutes, -5%) + Telekinesis +10/+100 (Super-Effort, +400%; Takes Extra Time (45 seconds), -450%; Requires Will-2, -15%) [20/5=4][/list]
  195. [*][i]Alter: Art of Movement (Force-based, -10%):[/i] Power tree.[list]
  196. [*][b]Primary (Force speed):[/b] Increased Basic Move 0 + Enhanced Move 1.5 (Requires IQ Roll, -10%; Maximum Duration, 10 minutes, -50%; Costs 2 FP then 2 FP every 2 minutes, -10%) [6]
  197. [*][b]Alternate (Lightsaber Charge):[/b] Increased Basic Move 5 (Maximum Duration (1 second), -75%; Move and Attack maneuver only, -10%; Costs 1 FP, -10%) [5/5=1]
  198. [*][b]Alternate (Critical Defense):[/b] Luck (Defensive, -20%; Combat only, -20%; Costs 2 FP, -20%) [5/5=1][/list][/list]
  199.  
  200. [b]Combat Options:[/b]
  201. [i]Acrobatic Dodge:[/i] Winn can make an Acrobatics check to attempt an Acrobatic Dodge once per turn. This grants him a +2 bonus to a single dodge attepmt.
  202. [i]Feverish Defense:[/i] Winn gains a +2 bonus to a single active defense roll at the cost of 1 FP. Unusable during all-out attack.
  203. [i]Deceptive Attack:[/i] Winn can make a Deceptive Attack against his opponents, imposing a penalty to active defenses equal to -1 for every -2 he lowers his own skill by. Winn cannot make a deceptive attack that would reduce his unmodified skill below 10.
  204. [i]Defensive Grip:[/i] Winn can take a Ready action to adopt a defensive grip or do so when Fast Drawing a Force Sword to wield it two-handed, and gain +1 to parry attacks from the front, but -1 from the sides (total -3).
  205. [i]Distance Penalties:[/i] Winn can make attacks up to 2 yd without a penalty, and beyond suffers: -1 (3 yd), -2 (5 yd), -3 (7 yd), -4 (10 yd), -5 (15 yd).
  206. [i]Heroic Charge:[/i] Winn can spend 1 FP to make a heroic charge, moving his full speed and attacking without a maximum adjusted skill.
  207. [i]Hit Locations:[/i] Winn can make called shots: skull for x4 dam (-7), face for no DR (-5), eye to blind (-9), groin for shock (-3), arm/leg to cripple (-2), hand/feet to cripple (-4) and vitals for x3 dam (-3).
  208. [i]Rate of Fire Bonuses:[/i] Winn gains a bonus on attack rolls depending on the number of shots fired in one attack: +0 (4 or less), +1 (5-8 shots), +2 (9-12 shots), +3 (13-16 shots), +4 (17-24 shots), +5 (25-49 shots), +6 (50-99 shots).
  209. [i]Mighty Strike:[/i] Winn can gain the benefits of an all-out attack (+2 damage, or +1 die if that would be better) using only an attack maneuver by spending 1 FP. This imposes no penalty to defenses, but cannot be combined with rapid strike.
  210. [i]Rapid Strike:[/i] Winn can make two attacks with Force Swords at a -3 penalty or -1 at the cost of 1 FP. This cannot be combined with mighty strike.
  211. [b]Reaction Modifiers:[/b] Jedi Sentinel +3 (jedi and jedi supporters), Talker +3 (investigators, clients), Workaholic -2 (non-workaholics)
  212.  
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  219.  
  220.  
  221.  
  222. [size=large][b]Winn Tarask[/b][/size]
  223. [img]https://i.imgur.com/lizv7oG.jpg[/img]
  224.  
  225. [b]Physical Information[/b]
  226. Winn is tall and very lean, with plain features but piercing blue eyes full of confidence. He keeps his head shaved and his skin a dark tan, in contrast with the crisp, form-fitting white suits he favors.
  227. [b]Background Information[/b]
  228. [i]Transcript of interviews following the transfer of Jedi Sentinel Nigel Winslow Tarask, DCR-Archives-181511.91.3-T.[/i]
  229.  
  230. [b][TIME CODE 0000][/b][list]
  231. Interview with Connor Marius Percival Tarask conducted by department assessor M. Anoja#19856501.
  232. [*][b]ASSESSOR[/b]
  233. Please state your name, title and relationship with the subject.
  234. [*][b]C. TARASK[/b]
  235. Uh, Connor Tarask, mechanic. I'm his brother, or I guess I used to be.
  236. [*][b]ASSESSOR[/b]
  237. Proceed.
  238. [*][b]C. TARASK[/b]
  239. Oh, okay. Well, it started when we were on a leisure cruiser around the Eagle Nebula for a family trip. I was 7, which made him 4 or 5. We'd been there for a few days already when they came --
  240. [*][b]ASSESSOR[/b]
  241. They?
  242. [*][b]C. TARASK[/b]
  243. Sorry, the Jedi -- right. He was always a good kid, yeah? But it wasn't, like, he was anything special, you know? I guess he had us fooled, though. I actually remember how saw a few people lurking for days on before this lanky brute of a drell showed at our cabin and told my parents they were taking my little brother away. It was weird, you know? I was in the other room eavesdropping when it happened, but the thing that I remember best about this whole thing was how calm my parents were while it was happening. They freaked out once he left -- while it was happening, though? Not a peep. It was the strangest thing.
  244. [/list][b][TIME CODE 0184][/b][list]
  245. Interview with Jedi Master Lara Senn conducted in Khelish by department assessor A. Bastra#5400010.
  246. [*][b]L. SENN[/b]
  247. Jedi Master Lara'Senn nar Pter. I am a Jedi Instructor at the Academy, and was in charge of the class of initiates Nigel Tarask belonged to.
  248. [*][b]ASSESSOR[/b]
  249. Proceed.
  250. [*][b]L. SENN[/b]
  251. Thank you. Nigel was a fair student, and demonstrated exemplary conduct throughout his time under my tutelage. His keen insight in during social interactions and his empathy, in particular, motivated my recommendation to the Jedi Consulars following his ascent to Jedi padawan. The Jedi Council later notified me that, after consideration, my recommendation would not be followed.
  252. [*][b]ASSESSOR[/b]
  253. --
  254. [*][b]L. SENN[/b]
  255. Yes, that is all. Thank you.
  256. [/list][b][TIME CODE 0291][/b][list]
  257. Interview with Jedi Master Zoras Staven conducted by department assessor M. Anoja#19856501.
  258. [*][b]Z. STAVEN[/b]
  259. I am Jedi Master Zoras Staven. I am a Jedi Instructor at the Academy, and was in charge of the class of initiates Nigel Tarask belonged to.
  260. [*][b]ASSESSOR[/b]
  261. Proceed.
  262. [*][b]Z. STAVEN[/b]
  263. I first met Winn when he was just a boy. My padawan at the time was investigating a matter of corruption at a station on the Eagle Nebula and felt his potential in the Force. She contacted me immediately, and I soon met the boy myself. I admit I was taken aback by the boy's instrincts. Terran strong in the Force being such a rarity, I felt it was my duty to see him initiated into the Order. I brought him before the Jedi Council, and the rest is history.
  264. --
  265. Our apprenticeship was not, in itself, particularly noteworthy. As a Jedi Sentinel, my predisposition is not towards outright conflict, so in choosing my padawans I prefer those of strong moral fibre and with keen insinct. In training them, I favor the basics over specialization, as it has been my experience that a broad set of skills is useful in many more circumstances than few.
  266. --
  267. It is of note that, during his time as my padawan, we were instrumental in finding and dismantling several cells of guerilla rebels in Siim space.
  268. [/list][b][TIME CODE 0582][/b][list]
  269. Interview with Jedi Knight Nigel Winslow Tarask conducted in English by department assessor M. Anoja#19856501.
  270. [*][b]N. W. TARASK[/b]
  271. Winn Tarask, Jedi Sentinel.
  272. [*][b]ASSESSOR[/b]
  273. Proceed.
  274. [*][b]N. W. TARASK[/b]
  275. So, you must be wondering how a lad from Cambridge came to be a Jedi Knight, right? Well, I'll tell you --
  276. [*][b]ASSESSOR[/b]
  277. We have that information.
  278. [*][b]N. W. TARASK[/b]
  279. Oh. --
  280. [*][b]ASSESSOR[/b]
  281. Our records are very thorough.
  282. [*][b]N. W. TARASK[/b]
  283. Yes. Alright. Well, what's to tell? My parents gave me away to the Jedi Order when I was young. I was inducted immediately, where I impressed instructors at the Academy until Master Staven chose me to be his padawan until I attained the rank of Knight -- with honors, may I say, even though they keep saying there's no such thing, as if I couldn't see the looks they gave me.
  284. --
  285. Approximately a year ago, not long before I became a Jedi Knight, Master Staven and I took down Vohs Merrell and his so-called Arisen. Not that I care about such things, but we made quite an impression then. Newscasters galaxy-wide were talking about it -- well, talking about Master Staven, really, but it was a team effort. And now here I am. I requested this transfer, keen to make my mark on the galaxy -- and lucky for me, the Department of Civil Rights seems like the perfect place to do it.[/list]
  286.  
  287.  
  288.  
  289.  
  290. [size=medium][b]Character Material[/b][/size]
  291. The following is a list of pertinent but potentially arcane bits of ruling in use by the character.
  292.  
  293. [b]Empath (Talent):[/b] This talent gives a bonus to Body Language, Detect Lies, Diplomacy, Fortune-Telling, and Psychology. You can roll against IQ-4 when first meeting someone to gain an impression, +1 per talent level. [i]5 points/level[/i].
  294. [b]Jedi Sentinel (Talent):[/b] This talent gives a bonus to Body Language, Criminology, Detect Lies, Diplomacy, Fast-Talk, Force Sword, Intelligence Analysis, Law (any criminal), Interrogation, Observation, Parry Missile Weapons (Force Sword), Philosophy (Jedi), Savoir-Faire, Search, Shadowing, Stealth. It offers a reaction bonus during interactions with Jedi and Jedi supporters. [i]15 points/level[/i].
  295. [b]Talker (Talent):[/b] This talent gives a bonus to Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire. It offers a reaction bonus with investigators and people asking you to investigate [i]5 points/level[/i].
  296. [b]Code of Honor (Jedi Code):[/b] Jedi are the guardians of peace in the galaxy. Jedi use their powers to defend and protect, never to attack others. Jedi respect all life, in any form. Jedi serve others rather than ruling over them, for the good of the galaxy. Jedi seek to improve themselves through knowledge and training. [i]-10 points.[/i]
  297.  
  298. [b][i]Clipping Strike[/b][/i]*
  299. [b]Hard[/b]
  300. [i]Default:[/i] prerequisite-4.
  301. [i]Prerequisites:[/i] Force Sword, Force Glaive; cannot exceed prerequisite skill.
  302.  
  303. A clipping strike is a special technique used by lightsaber duelists to deal only superficial damage with an otherwise deadly weapon. When making a successful clipping strike, reduce the damage you deal by –1 [i]per die[/i], and you cannot cripple limbs! You can further reduce the damage of a clipping strike at your discretion, up to –4 per die.
  304.  
  305. [b][i]Curved-Hilt Saber[/b][/i]*
  306. [b]Hard[/b]
  307. [i]Default:[/i] prerequisite-2.
  308. [i]Prerequisites:[/i] Force Sword; cannot exceed prerequisite skill.
  309.  
  310. This technique lets you buy off the –2 to attack for attacking with a force sword equipped with a curved hilt. Roll against Curved-Hilt Saber [i]instead[/i] of the prerequisite skill when using such a weapon.
  311.  
  312. [b][i]Lightsaber Parry[/b][/i]*
  313. [b]Hard[/b]
  314. [i]Default:[/i] Parry (Parry Missile Weapons)-5.
  315. [i]Prerequisites:[/i] Parry Missile Weapons, Force Sword 18+; cannot exceed Parry (Parry Missile Weapons) skill.
  316.  
  317. This technique is used by Jedi to deflect blaster bolts. It lets you buy-off the penalty to Parry bullets and beams from using Parry Missile Weapons with Enhanced Time Sense.
  318.  
  319.  
  320. [b][i]Jedi Talents *[/b][/i]
  321. The three talents give bonuses to skills that fall under each purview of the three Jedi sects: Consulars, Guardians and Sentinels. The GM should consider limiting each character to just one of these.
  322.  
  323. [b]Jedi Consular[/b]
  324. [i]15 points/level[/i]
  325.  
  326. Autohypnosis, Connoisseur (Jedi relics), Detect Lies, Diplomacy, Hidden Lore (the Force), History (Jedi), Leadership, Literature, Meditation, Mental Strength, Parry Missile Weapons (Force Sword), Philosophy (Jedi), Research, Savoir-Faire (Jedi), Teaching, Theology. [i]Reaction Bonus:[/i] Jedi supporters and other Jedi.
  327.  
  328. [b]Jedi Guardian[/b]
  329. [i]15 points/level[/i]
  330.  
  331. Acrobatics, Armoury (Melee Weapons), Body Control, Flying Leap, Force Sword, Force Sword Art, Intimidation, Jumping, Leadership, Mental Strength, Parry Missile Weapons, Power Blow, Public Speaking, Savoir-Faire, Strategy, Tactics. [i]Reaction Bonus:[/i] Jedi supporters and other Jedi.
  332.  
  333. [b]Jedi Sentinel[/b]
  334. [i]15 points/level[/i]
  335.  
  336. Body Language, Criminology, Detect Lies, Diplomacy, Fast-Talk, Force Sword, Intelligence Analysis, Law (any criminal), Interrogation, Observation, Parry Missile Weapons (Force Sword), Philosophy (Jedi), Savoir-Faire, Search, Shadowing, Stealth. [i]Reaction Bonus:[/i] Jedi supporters and other Jedi.
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