Zak Tanner

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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
Jedi Knight Zak Tanner

Characteristics

Career/Specialization(s): Sentinel (Shadow, Shien Expert)

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


Soak Wounds Strain Defense
(Melee)
Defense
(Ranged)
Force
Rating
3 16 15 0 0 3
  • +2 strain from Light Side


Morality Strength Weakness
94 Independence Coldness
Motivation
Defeat the Confederacy of Independent Systems
Independence The character believes in relying on himself. He does not count on others to perform tasks for him; instead, he ensures he can handle the situation he encounters. He refuses to be a burden on the others.
Coldness Self-reliance can slip into isolation if one is not careful. A cold character doesn't just desire to rely only on himself, but has nothing but disinterest for anyone else. If they can't help themselves, why should he aid them?
Defeat the Confederacy of Independent Systems The Confederacy has created a civilization based on inequality and injustice. He seeks to end its tyranny and existence, in coordination with the Republic.



XP Total XP Unspent
690 20

Skills

  • Class: Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, Stealth
  • Specialization: Athletics, Resilience, Skulduggery, Streetwise, Lightsaber, Knowledge (Core Worlds, Underworld)
  • Human Bonus: Discipline, Knowledge (Lore)
  • Talent Bonus (Well-Rounded): Knowledge (Lore), Vigilance
  • ✓ denotes class/specialization skill
  • ■ denotes one rank in the skill
Skill Ability Level Roll Notes
General Skills
Astrogation Intelligence
Athletics Brawn Remove one
Charm Presence
Coercion Willpower
Computer Intelligence ■■
Cool Presence
Coordination Agility Remove one
Deception Cunning ■■
Discipline Willpower
Leadership Presence
Mechanics Intelligence
Medicine Intelligence
Negotiation Presence
Perception Cunning ■■ +1 upgrade, see Seek Power below
Pilot (Planetary) Agility
Pilot (Space) Agility
Resilience Brawn
Skulduggery Cunning ■■
Stealth Agility ■■■ Talents
Streetwise Cunning ■■ Remove three
Survival Cunning
Vigilance Willpower ■■ +1 upgrade, see Seek Power below
Combat Skills
Brawl Brawn
Gunnery Agility
Lightsaber Cunning ■■
Melee Brawn
Ranged (Light) Agility
Ranged (Heavy) Agility
Knowledge Skills
Core Worlds Intelligence
Education Intelligence
Lore Intelligence
Outer Rim Intelligence
Underworld Intelligence ■■
Xenology Intelligence
War Intelligence

Talents

Sentinel: Shadow

  • Street Smarts (5 xp)
  • Sleight of Hand (5 xp)
  • Indistinguishable (5 xp)
  • Mental Fortress (10 xp)
  • Well-Rounded (10 xp)
  • Dodge (15 xp)
  • Sleight of Hand (15 xp)
  • Code Breaker (20 xp)
  • Now You See Me (20 xp)
  • Anatomy Lessons (25 xp)
  • Force Rating +1 (25 xp)
  • Master of Shadows (25 xp)
  • Dedication (Agility) (25 xp)

Sentinel: Shien Expert

  • Conditioned (5 xp)
  • Street Smarts (5 xp)
  • Reflect (5 xp)
  • Side Step (5 xp)
  • Parry (10 xp)
  • Shien Technique (10 xp)
  • Toughened (10 xp)
  • Reflect (10 xp)
  • Improved Reflect (15 xp)

Sentinel: Investigator

  • Uncanny Senses (5 xp)
  • Grit (5 xp)
  • Street Smarts (10 xp)
  • Toughened +2 Wounds (10 xp)
  • Reconstruct the Scene (15 xp)
  • Street Stmarts (15 xp)
  • Clever Solution (20 xp)
  • Sense the Scene (20 xp)
  • Force Point (25 xp)

Force Powers

Enhance

  • Basic Power
  • Control (Resilience) +5xp
  • Control (Force Leap - Horizontal) +10xp
  • Control (Force Leap - Vertical) +10xp
  • Range +10xp

Influence

  • Basic Power
  • Magnitude (5 xp)
  • Range (5 xp)
  • Control (10 xp)
  • Control (15 xp)

Move

  • Basic Power
  • Force Leap (+10 xp)
  • Range (+5 xp)
  • Control (+10 xp)
  • Control (+5 xp)

Seek

  • Basic Power
  • Magnitude (2nd Tier)
  • Control (2nd Tier)

Sense

  • Basic Power
  • Control (10 xp)
  • Magnitude (5 xp)
  • Range (5 xp)

Equipment

Credits Encumbrance
Capacity Current
446 11

Armour

  • Concealing Robes (Soak 1, Encumbrance 1 (0 when worn), Hard Points 0)
  • Mouse World Jacket (Banal Clothing/Armored Clothing) (Soak 1, Defense 1, Enc 3)
    • Might notice inserts on Hard Perception check
    • Mod: Armor Insert (Cyphers and Masks 57)
    • Turns any article of clothing into armored clothing
      • Modifcations: 1 increase Soak, 1 increase Defense mod, 1 increase difficulty to check inclusion to Hard
      • Used: 1 increase difficult to check inclusion to Hard Perception check
  • Polis Massan Bodysuit (Strongholds of Resistance 109) (Soak 1, Defense 0, Encum 1, HP 1, adds 1 to Encumbrance)
The Polis Massans employ unique, tight-fitting bodysuits in their day-to-day lives. Not only do the suits provide some incidental protection from physi­ cal damage, but they also supply a number of load- bearing pockets, clips, and straps to keep important equipment close at hand.
All Polis Massan bodysuits include a tiny head- mounted multidirectional glow rod, as well as an integrated utility belt (which increases the wearer’s encumbrance by 1). Though designed with Polis Massan physiology in mind, bodysuits for use by other species have been commissioned.

Weapons

  • Lightsaber (Blue) (Dam 9, Crit 1, Enc 1, HP 5 (4 used))
    • Breach, Sunder, Defensive 1, Vicious 1
    • Hilt: Personalized Inlay: Reduce the difficulty of modifying the crystal by 1
    • Crystal: Damage +3, Reduce Critical Rating by 1, Vicious +1 (Failure: Vicious +1)
    • Roll:
    • Mod: Hilt-Masking Kit (HP 1)
      • Default: Adds 2 failures to identifying it
      • Additional Mods: 2 Increase the number of failure results added by 1 Mods.
  • Light Blaster Pistol (Dam 5, Crit 4, Enc 1, HP 2)
    • Stun
    • Roll:
    • Integrated Illuminator [Loronar L09 Lamp] (Keeping the Peace 54); HP 1
      • Base Modifiers: Removes up to black dice due to darkness on any checks to use this weapon against targets within short range.
      • Modification Options: 1 Increase spotlight range to me­dium Mod, 2 Item Quality (Disorient + 1) Mods.
  • Ancient Sword (Dam +2, Crit 3, Enc 3)
    • Defensive 1

General Items

  • Jedi Utility Belt
    • A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac, a lightsaber maintenance kit or jedi multi-tool, 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. A Jedi utility belt also increases the wearer's encumbrance threshold by 1.
  • Backpack (+4 Enc)
  • Clone Trooper Expeditionary Kit (Emergency Survival Kit)
  • Climbing Gear