Akari Sora

From The Z-Team Wiki
Jump to navigation Jump to search

Needs Updating

Star Wars: Clone Wars Missions
GM
Rotating
Game
XP: 710
House RulesBestiary
Jedi Knights
Akari Sora
Chandra Devi
Tammine Zinko
Tyndale
Zak Tanner
Jedi Padawans
Wrrlevgebev
Key NPCs
Jedi Master Haneul
CC-5535 "C.C. Sass"
Droids & Aids
Cammy
IM-6 "IMAX"
Associated Jedi
Ami Kyuchi
Raj Vashin
Shalla Tane

Background

Jedi Knight Akari Sora

Akari was born on the Mirkaluka home world of Alpheridies. At a young age, like most Jedi, she was taken from her home world to the Jedi temple for training. At the temple, Akari was found to be unusually strong in the Force. Despite this her training was typical of all younglings. It wasn’t until she started having visions that it was decided that she needed extra training. It was Master Yoda that took over her training at that time. He taught her that vision were not absolute and that the future was always in motion. Force visions were left up to much interpretation, with the emotions of the witness potentially clouding their judgement on the issue or otherwise causing them to misread the vision. She was eventually taken as an apprentice by a Jedi Master. He was a Jedi mystic that spent his time studying other Force traditions.

Characteristics

Career/Specializations: Jedi (Padawan, Knight, Seer)

Brawn Agility Intellect Cunning Willpower Presence
3 2 2 2 3 3


Soak Wounds Strain Defense
(Melee)
Defense
(Ranged)
Force
Rating
3 16 16 2 2 5



Morality Strength Weakness Motivation
84 Clarity Confusion Mysteries
Clarity Certainty relies on faith, Clarity relies on knowledge. These Mystics know without a doubt that the path they walk is the right one and can communicate it to others without misunderstanding.
Confusion With visions come possibilities. The future isn't set in stone, but a river that can flow in one direction or another. When Mystics delve deep into the future, they may become paralyzed by the myriad of possibilities.
Mysteries Any being can be motivated by their ambition or a cause, but a Mystic tends to be deeply interested in the most fundamental mysteries of their universe. They want to understand their world on a profound, even instinctual level, and often eschew worldly things for such knowledge. Sometimes they seek answers to these mysteries for personal growth and enlightenment. Sometimes they seek them for power. And sometimes, as they seek one, they find the other as well.
The Force What is the Force? How and why does it exist, and does it have a will of its own? Does the Force determine one's actions, or obey one's commands? Or is it both, and if that is true, how is that possible? Many ancient Jedi meditated on the mysteries of the Force, though to solve them all is likely impossible.



XP Total XP Unspent
580 0

Skills

  • Career: Athletics, Cool, Discipline, Lightsaber, Lore, Piloting - Space
  • Specialization(s): Cool, Leadership, Lightsaber, Negotiation, Coordination, Education, Mechanics, Vigilance, Discipline, Lore, Survival
  • Miraluka Bonus: Discipline
  • Talent Bonus (Well-Rounded): Perception, Charm
  • ✓ denotes class/specialization skill
  • ■ denotes one rank in the skill
Skill Ability Level Roll Notes
General Skills
Astrogation Intelligence
Athletics Brawn
Charm Presence
Coercion Willpower
Computer Intelligence
Cool Presence
Coordination Agility
Deception Cunning
Discipline Willpower ■■
Leadership Presence
Mechanics Intelligence
Medicine Intelligence
Negotiation Presence
Perception Cunning Remove
Pilot (Planetary) Agility
Pilot (Space) Agility
Resilience Brawn
Skulduggery Cunning
Stealth Agility
Streetwise Cunning
Survival Cunning
Vigilance Willpower Remove
Combat Skills
Brawl Brawn
Gunnery Agility
Lightsaber Cunning ■■
Melee Brawn
Ranged (Light) Agility
Ranged (Heavy) Agility
Knowledge Skills
Core Worlds Intelligence Remove two
Education Intelligence Remove two
Lore Intelligence Remove two
Outer Rim Intelligence Remove two
Underworld Intelligence Remove two
Xenology Intelligence Remove two
War Intelligence Remove two

Talents

Mystic: Seer

Jedi: Padawan

Jedi: Knight

Signature Ability

Prophecy

  • Base Ability

Force Powers

Alter

  • Basic Power

Bind

  • Basic Power
  • Strength

Conjure

  • Basic Power

Ebb/Flow

  • Basic Power

Enhance

  • Basic Power
  • Control: Force Leap (Horizontal)
  • Control: Force Leap (Vertical)

Farsight

  • Basic Power

Foresee

  • Basic Power
  • Control: Initiative (Success)
  • Strength

Influence

  • Basic Power
  • Control: Emotion/Belief

Misdirect

  • Basic Power
  • Range
  • Duration
  • Strength
  • Control: Appearance

Move

  • Basic Power
  • Magnitude
  • Strength
  • Range
  • Control: Hurl
  • Control: Pull

Sense

  • Basic Power
  • Control: Sense Thoughts
  • Range

Equipment

Credits Encumbrance
Capacity Current
500 13 3

Armour

  • Heavy Robes (Soak 0, Encumbrance 1, Hard Points 0, Melee Def:1, Ranged Def:1)
  • Concealing Robes (Soak 1, Encumbrance 1 (0 when worn), Hard Points 0) - Not normally worn

Weapons

  • Lightsaber (Green) (Dam 12, Crit 1, Enc 1, HP 5 (5 used))
    • Breach 1, Sunder, Vicious 1, Defensive 1, Deflection 1, Superior
    • Hilt
      • Combat Tested: Add to Discipline checks., Add to check to resist fear.
      • Reflex grip: When lightsaber is used to Parry or Reflect, suffer 1 additional strain, but count Parry and Reflect ranks as 1 higher.
        • 1 Quality (Defensive 1) Mod
        • 1 Quality (Deflection 1) Mod
      • Superior customization which grants Superior (A Superior weapon generates an automatic "advantage" on all checks related to its use, and its based damage is increased by one.)
    • Crystal (Mephite)(Mephite crystals are Force-reactive and can be infused with a small amount of a Force user's power. When installed in a lightsaber and infused with the Force, mephite crystals give off a small but steady Force signature that can be sensed by any nearby Force user.)
      • Mods: Damage +3, Reduce Critical Rating by 1, Vicious +1
      • Force-sensitive characters using Force powers to sense their surroundings automatically detect a lightsaber using a mephite crystal if it is within the range of the power.
    • Roll:

General Items

  • Comlink (Handheld)
  • Jedi Utility Belt (+1 Enc)
  • Jedi Multi-tool
    • Counts as having the right tool for the job for most Mechanics checks.
    • Adds automatic "advantage" to build, modify, or repair lightsabers.
  • Backpack (+4 Enc)
  • Breath Mask