Raj Vashin

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Star Wars: Clone Wars Missions
GM
Rotating
Game
XP: 725
House Rules • Bestiary
Jedi Knights
Akari Sora
Chandra Devi
Raj Vashin
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

History

Raj is a tinkerer, intrigued by the link between a trained jedi and their attuned weapon. As a Jedi Knight, he spends much of his time at a workbench, experimenting with styles and assembly techniques, different techniques of attunement. He hasn't had much luck getting the Jedi order to give him extra Kyber Crystals, but he's been making do with modified youngling training emitters. But the mechanical side of the bond isnt Raj's only source of interest. His interest in the rituals of assembly and attunement, in using the force to manipulate the physical, matches his interest in the mechanical aspects. He is still seeking the perfect bond, a matching of crystal, weapon, and wielder that brings out the best of all three.


Characteristics

Species: Bothan

Specialization(s): Counsular/Nimian Disciple

Brawn Agility Intellect Cunning Willpower Presence
1 2 3 3 3 2


stats

Soak Wounds Strain Defense
(Melee)
Defense
(Ranged)
Force
Rating
2 11/11 11/14 0 0 4

Morality

  • Current Morality: 34 (+5XP/+1000c)
  • Emotional Strength: Curiosity
  • Emotional Weakness: Obsession

Experience

  • Race XP: -100
  • Morality XP: -5
  • XP spent on stats: 60
  • XP spent on skills: 80
  • XP spent on trees: 70
  • XP spent on Talents: 405
  • XP spent on Force Powers: 180
  • Unspent XP: 35
  • Total bonus XP: 725

Skills

  • Class: Cool*, Discipline*,Education, Lore*, Leadership, Negotiation
  • Specialization:
    • Nimian Disciple: Discipline, Leadership, Lightsaber*, Negotiation*
    • Artisan: Astrogation, Computers, Mechanics
    • Magus: Coercion, Discipline, lore, Medicine
  • ✓ denotes class/specialization skill
Skill Ability Level Roll
General Skills
✓ Astrogation Intelligence
Athletics Brawn
Charm Presence
✓ Coercion Willpower ■
✓ Computer Intelligence ■■
✓ Cool Presence ■
Coordination Agility
Deceit Cunning
✓ Discipline Willpower ■■■
✓ Leadership Presence
✓ Mechanics Intelligence ■■
✓ Medicine Intelligence
✓ Negotiation Presence ■
Perception Cunning
Pilot (Planetary) Agility
Pilot (Space) Agility
Resilience Brawn
Skulduggery Cunning
Stealth Agility
Streetwise Cunning
Survival Cunning
Vigilance Willpower
Combat Skills
Brawl Brawn
Gunnery Agility
Melee Brawn
Ranged (Light) Agility
Ranged (Heavy) Agility
✓ Lightsaber Willpower ■■
Knowledge Skills
Core Worlds Intelligence
✓ Education Intelligence
✓ Lore Intelligence ■■
Warfare Intelligence
Outer Rim Intelligence
✓ Under World Intelligence
Xenology Intelligence

Talents

XP spent on trees: 70 XP spent on Talents: 145+70+140

Bothan

  • Convincing Demeanor: The character removes a setback die per rank of Convincing Demeanor from [their] Deception and Skulduggery checks

Nimian Disciple

  • Parry (5) When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They 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.
    • Nobody's fool (5) The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
      • Reflect (5) When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
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    • Nimin Technique (10)
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  • Parry (15)
    • Sence Emotions (15) The character adds a boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
      • Reflect (15)
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    • Reflect (20)
      • Draw Closer (20) The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of Force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). [They] may also spend Force points to add success results to the combat check. If the character cannot move [their] target to engage [them], the combat check automatically misses.
        • Center of Being (20) Once per round, when wielding a lightsaber, the character may perform a Center of Being maneuver. Until the beginning of the character's next turn, whenever an enemy makes a melee attack targeting the character, the critical rating of the enemy's weapon counts as 1 higher per rank of Center of Being.
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      • Force Rating +1 (25)
        • Improved Center of Being (25) The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver.

Artisan

  • Solid Repairs (5) Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs.
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  • Grit (10)
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  • Inventor (15) When constructing new items or modifying existing attachments, the character may choose to add boost dice or remove setback dice from the check per rank of Inventor.
    • Imbue Item (15) (commit force die and suffer one strain per round to grant a weapon, armor or item an improvement)
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  • Solid Repairs (20)
    • Force Rating 2 (20)
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Magus (40)

  • Healing Trance (5) The character may commit a Force die. For every full encounter a Force die remains committed, the character heals 1 wound [they] are suffering per rank of Healing Trance. This is in addition to wounds healed due to natural rest or other abilities. If in a situation without defined encounters, the GM can have Healing Trance take effect every 12 hours.
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      • Confidence (5) The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check.
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  • Confidence (10)
    • Healing Trance (10)
      • Channel Agony (10) After rolling a Force dice, the character may choose to suffer wounds no greater than twice their ranks in Channel Agony. For every two wounds, they add a dark point to the results. A character who has purchased this talent automatically gains 1 Conflict per rank purchased at the beginning of a game session.
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  • Improved Healing Trance(15) Whenever the character heals wounds as a result of Healing Trance, if the character is suffering from a Critical Injury, [they] make a Resilience check with the difficulty equal to the Critical Injury's severity rating. On a successful check, the character recovers from the Critical Injury. If the character is suffering from multiple Critical Injuries, [they] choose which one to attempt to recover from.
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      • Resolve(15) When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.
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      • Toughened (20)
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      • Transmogrify (25) When making a crafting check, the character may add Force dice no greater than Force rating to the check. The character may spend a Force point to add a success to the result, and may spend two Force points to add an advantage to the result.)
        • Force Rating (25)

Force Powers

Enhance

  • Basic (5)
    • Resiliance (5)

Influence

  • Basic (5)

Sence

  • Basic (5)
  • Control defenses (10)

Move

  • Basic (5)
    • Range (5)
      • Control-Throw (10)
    • Strength (10)
    • Magnitude (5)
    • Control-Secure mountings (5)

Manipulate

  • Basic (5)- heal vehical strain
  • Control- reverse sunder (5)
  • Control- Force Mechanics (10)
  • Control- Commit for extra hull threshold (15)
  • Range (15)
  • Mastery (20)- 2 pips on mechanics is a triumph
  • Control (15)- commit to upgrade computers and mechanics checks

Protect/Unleash

  • basic (20) Protect: power check+ Average discipline. spend 2 force pips to reduce energy damage vs self or engaged, by Willpower+1 per success. Unleash: power check+ Average discipline. spend 2 force pips- range short, base damage of will anc crit 4. User gains 1 conflict
  • Strength (5) spend force pips to decrease or add damage equal to number of strength upgrades.

Equipment

Credits Encumbrance
Capacity Current
1000c 6 6

Armour

  • Heavy Robes (heavy clothing): (50c) 0 defence, 1 soak, 1 encumberance, 0 hardpoints, 0 rarity

Weapons

  • (blue)Ilium Shoto Saber (Lightweight, 11 damage, crit rating 1, Vicius 2, Twinned(1), accurate) (9450c)
  • (blue)Ilium Shoto Saber (Lightweight, 7 damage, +2 advantage, (superior) crit rating 1, Vicius 2, Twinned(1), accurate) (9450c)
  • (yellow)Training emitter Shoto (Genelock, detonator) (900c)
  • Shoto Hilt(+1 hardpoint)
  • Shoto hilt (0 encumberance)

General Items

  • Assorted Hilt components (2 hilts) (600c)
  • Lightsaber crystal (unspecified)
  • Training Emitter (100c)
  • Toolkit (350c)