About Marz ShunMarz and HT88 Ready for the Search for Tython! Appearance:
Marz Shun carries herself with the quiet poise of someone who has learned to move through the world without disturbing it. Like most Kel Dor, her features are partly concealed behind a breath mask and protective goggles, but the way she wears them gives her a distinct presence. The mask is shaped in smooth, angular lines, trimmed with subtle gold filigree that echoes the patterns on her robes. Her eyes—large, dark, and steady—are the only part of her face visible, and they hold a kind of storm‑still intensity, as if she’s always listening to something deeper beneath the surface of things. Her frame is lean and wiry, built more for precision than brute strength. She is young and short, and even at rest, there’s a sense of coiled motion in her posture, the kind that comes from years of training her body to respond before thought fully forms. When she moves, it’s with a fluid, almost wind‑like grace—light steps, quick pivots, and a natural economy of motion that makes her seem smaller than she is until the moment she ignites her lightsaber. The blue blade casts sharp highlights across her mask and robes, turning the gold patterns into flickers of firelight. Her clothing blends practicality with a quiet sense of heritage. Dark, layered robes fall close to her body, reinforced in places with subtle armor plating. The gold patterns woven into the fabric aren’t ornamental so much as symbolic—echoes of Dorin’s storm‑sages and the frontier life she grew up in. Even in the chaos of battle, she looks composed, almost ceremonial, as if she’s stepped out of some half‑remembered legend rather than a battlefield.
Lightsaber:
Marz’s lightsaber looks like something crafted by a patient hand rather than a proud one. The hilt is long and slightly curved, just enough to guide her wrist into the angle she prefers for tight defensive turns and sudden Ataru bursts. It isn’t ornate, but it has character—matte metal shaped into clean, deliberate lines, with a few subtle grooves that echo the flowing patterns on her robes. When she holds it, the weapon seems to settle naturally into her grip, as if it remembers the shape of her hand. The emitter shroud is narrow and understated, built for precision rather than intimidation. When the blade ignites, the Tho Yor crystal inside gives the light a distinct quality: a pale, translucent blue that blooms softly before sharpening into a crisp, steady line. There’s a faint silver edge to it, a quiet shimmer that ripples when she moves, like the glow of a storm seen through thick clouds. The color feels calm even in motion, reminiscent of Obi‑Wan’s measured discipline or Plo Koon’s quiet strength—but there’s something older beneath it, a sense of depth that doesn’t belong to any modern Jedi forge. In dim light, the blade casts a soft blue wash across her mask, turning the gold filigree into shifting reflections. And when she calls on a non‑violent Force technique, the blade answers with a brief white‑blue pulse, subtle but unmistakable, as if the ancient crystal is acknowledging the flow of the Force through her. Up close, the hilt carries small signs of her life: a faint scorch mark near the pommel from a training accident she never bothered to polish out, a bit of worn metal where her thumb rests during meditation, a tiny etching on the underside that only someone looking for it would ever notice. Nothing about the saber is flashy, but it feels lived‑in—an extension of her rather than a tool she happens to wield. It’s a duelist’s weapon, built for balance, clarity, and the quiet confidence she brings into every fight, with a heart that hums softly of Tython and the ancient Tho Yor that once crossed the stars.
Behavior:
Marz moves through the world with a calm that feels earned rather than taught. She speaks softly, but not timidly—her words are measured, deliberate, and often more perceptive than people expect. There’s a natural warmth to her presence, the kind that puts others at ease without her trying. She listens more than she talks, and when she does speak, it’s usually to cut through noise and get to the heart of a matter with surprising clarity. In conflict, her demeanor shifts, but only slightly. She doesn’t posture or threaten; she simply becomes focused, centered, and impossibly hard to rattle. She is still a padawan and her fighting style, in development, reflects that same inner balance—Soresu’s patience wrapped around Ataru’s agility. She prefers to redirect rather than overpower, to outmaneuver rather than dominate. Even when pressed, she rarely looks angry. If anything, she grows quieter, more intent, as though the world narrows to a single point of stillness she can move around. Despite her restraint, Marz isn’t aloof. She forms bonds easily, though she doesn’t always announce them. Her loyalty shows in small, steady ways: a hand on a shoulder, a quiet word of reassurance, a willingness to step between danger and someone who needs her. There’s a gentle confidence in her—rooted in wisdom, sharpened by experience, and softened by genuine compassion. She’s the kind of person who can stand in the middle of a burning world and still make others feel safe.
Backstory:
Marz Shun was born on Dorin during the season when the ion storms tear open the sky in sheets of violet fire. Her earliest memories are of the Baran Do monastery perched on a cliffside, its stone walls humming with the energy of the storms. The sages there — Master Vesh Talorr, a patient elder with a voice like distant thunder, and Sage Ral’ven Tor, a quiet scholar who believed storms revealed the truth of one’s spirit — taught her to breathe deeply, to listen, to sense danger before it arrived. Even as a toddler, she had a quietness to her that made the older sages exchange knowing glances. When Marz was five, the storm season came early. A violent surge struck the cliffside directly, shattering part of the monastery. Sage Ral’ven Tor died shielding her with his own body, pushing her into a sheltered alcove moments before the lightning hit. The monastery never fully recovered. The surviving sages scattered, and Master Vesh Talorr — grieving and convinced the storm was an omen — urged Marz’s guardians to take her far from Dorin. He believed the galaxy had plans for her that the Baran Do could no longer guide. Her aunt and uncle, Dara and Kelvarn Shun, fled with her to a remote frontier world on the edge of the Outer Rim. Life there was harsh, but the settlers were resilient. Marz grew up among them, learning early to use whatever she had to help others: her hands, her instincts, her calm. Even as a small child, she became a gentle protector of the weak, stepping between bullies and younger children, soothing frightened animals, and noticing danger before anyone else did. Her guardians weren’t alone in raising her. Among the few pieces of technology the settlement salvaged was a battered HT‑88 multifunction droid, originally designed for industrial logistics. Kelvarn reprogrammed it into a caretaker, tutor, and companion. Over time, the droid — whom Marz affectionately called Tcheetee (a child’s mispronunciation of “HT”) — became her constant shadow. It taught her mathematics, helped her repair tools, and followed her on long walks across the scrublands, humming softly as if thinking. It was on one of those walks, when Marz was six, that she found the crystal. A landslide had exposed a narrow fissure in a canyon wall. Drawn by a faint, rhythmic hum — something she felt more than heard — she squeezed inside. There, half‑buried in stone, she found a small, pale‑blue shard that pulsed like a heartbeat. When she touched it, the world seemed to still. Even the wind outside quieted for a moment, as if listening. She didn’t understand what it was, only that it felt alive. She kept the crystal hidden, unsure why she felt protective of it. Everything changed the following year, when a Jedi Knight arrived on the outskirts of the settlement. His name was Talen Vor, a Kel Dor himself — tall, composed, and carrying the kind of calm that made people instinctively lower their voices. He had been traveling the Outer Rim investigating rumors of Force‑sensitive children, but it was Marz who caught his attention. He watched her defuse a confrontation between two older children without raising her voice, watched her soothe a panicked settler’s beast with a calm that seemed almost unnatural. Talen Vor was not a typical Jedi. He had a dry sense of humor, a habit of pausing mid‑sentence as if listening to something only he could hear, and a deep respect for non‑Jedi Force traditions. He recognized the Baran Do breathing patterns in Marz’s posture before she even mentioned her past. When he finally approached her, he didn’t ask if she knew the Force. He simply asked, “Who taught you to breathe like that?” When Marz showed him the pale‑blue crystal she had found, Talen’s demeanor shifted. He sensed something ancient in it — something that didn’t belong to the Outer Rim. And he sensed something equally rare in her: a child who had already learned the foundations of discipline, serenity, and empathy. She was seven when he offered her a place in the Jedi Order — young enough for training, but already shaped by storms, loss, and quiet resilience. Leaving the settlement was difficult. Her aunt and uncle watched her go with pride and fear mingled in their eyes. Lira Dovess, the settlement healer, pressed a small carved talisman into her hand “to remind you that healing is a kind of courage.” Garron Vesk, the gruff scout who had taught her to read tracks, clasped her forearm in a rare show of affection. And Tcheetee insisted on accompanying her, declaring it “statistically unwise” for her to travel alone. Her arrival at the Jedi Temple on Coruscant was overwhelming — the noise, the crowds, the sheer verticality of the city. But under Talen Vor’s mentorship, she adapted quickly. The Temple’s quiet halls reminded her of the monastery on Dorin, and the Jedi’s emphasis on discipline and defense felt like a natural extension of her upbringing. During her early training, she discovered an old, abandoned duelist‑style lightsaber hilt in one of the Temple’s repair archives — a relic from a bygone era, cracked and inert. On instinct, she placed her pale‑blue crystal inside. The hilt flared to life for the first time in decades. Talen helped her repair the weapon, but the attunement was hers alone. As the years passed, her connection to the crystal deepened — and so did her dreams. They began as flashes: twin suns, a storm‑wracked world, a monolithic shape rising from the horizon. Over time, the visions grew clearer. She saw ancient temples, vast plains, and a massive stone pyramid drifting through the sky like a silent guardian. The Jedi Masters recognized the imagery immediately. Tython. A world lost to history. A birthplace of the Force. A myth. But Marz dreamed of it as if she had walked its soil. The Masters concluded that her crystal — the one she found as a child — was the key. Its resonance matched ancient descriptions of minerals carved from the Tho Yor, the legendary starships that once gathered the first Force‑sensitives and brought them to Tython. Her visions became the spark that ignited a new mission:
In 150 ABY, when the Chancellor needed someone young but steady, someone who could walk into a volatile situation without escalating it, Marz Shun’s name rose to the top of the list. Not because she was the strongest Padawan — but because she carried something older, quieter, and infinitely more important. A connection to the beginning.
About HT88:
HT‑88 was never meant to be anything more than an administrative assistant — a tall, angular 88‑series droid built for logistics, inventory management, and the kind of bureaucratic tasks most organics avoid. When Marz’s guardians found him, he was half‑buried in the dust behind a collapsed storage depot on their Outer Rim settlement, his chassis dented, his vocabulator glitching, and his memory core looping through a decades‑old shipping manifest. Kelvarn Shun spent weeks coaxing him back to functionality, replacing scorched circuits with whatever scrap he could find. When the droid finally powered on, he greeted them with a stately, “Good afternoon. I appear to be catastrophically behind schedule.” From that moment on, he was Tcheetee — a child’s attempt at “HT” that stuck so firmly he eventually adopted it as his preferred designation. Even after repairs, Tcheetee retained the tall, narrow silhouette of an 88‑series unit: long limbs, precise movements, and a posture that somehow manages to look both formal and faintly judgmental. His plating is a patchwork of original brushed‑steel panels and mismatched replacements, all polished to a dignified shine. His photoreceptors glow a soft amber, giving him the air of someone perpetually unimpressed but too polite to say so outright. Of course, Tcheetee is far from standard. Kelvarn’s modifications — and later, Marz’s — turned him into something unique. A concealed holster sits flush against his right thigh, holding a compact blaster he draws with startling speed for a droid built to file paperwork. A micro‑shield generator hums quietly beneath his chest plating, calibrated to deploy instantly if Marz is threatened. His back compartment contains a survival kit: rations, a water purifier, a distress beacon, a medpatch, and a tiny thermal blanket he insists is “essential for proper emergency preparedness.” He carries a datapad everywhere, tucked under one arm like a clipboard, and uses it with the brisk efficiency of someone who has already judged your handwriting and found it lacking. His demeanor is a perfect blend of bureaucratic precision and dry, razor‑edged wit. Tcheetee speaks with the clipped, polished cadence of a high‑end administrative droid — but his commentary carries a distinctly sassy undertone. He has mastered the art of the polite insult, the pointed observation, and the weary sigh that suggests he has seen far too much nonsense for one lifetime. Lines like: “Padawan Marz, your current course of action is statistically ill‑advised. I recommend reconsideration before I am forced to file an incident report.” “Master Vor, I have reviewed the mission briefing. It is, in my professional estimation, a logistical nightmare.” “Sir, if you continue to threaten my charge, I will be required to escalate. Please hold still.” …are delivered with the same calm tone one might use to discuss weather patterns. Despite his dry humor and bureaucratic fussiness, Tcheetee’s loyalty to Marz is absolute. He has been with her since she was small enough to hold his hand rather than the other way around. He watched her learn to walk the scrublands, listened to her quiet questions about storms and spirits, and stood beside her during the long journey to Coruscant. To him, she is not merely his charge — she is his purpose. Threatening Marz is the one thing guaranteed to override his polite demeanor. In those moments, the datapad tucks neatly under his arm, the micro‑shield snaps to life, and the hidden blaster clears its holster with a smooth, practiced motion. He does not raise his voice.
“Stand down. Immediately.” Tcheetee is, in every sense, Marz’s guardian — not because he was programmed to be, but because he chose to be. And in the quiet moments, when she meditates or repairs her lightsaber, he stands just behind her shoulder, humming softly, as if keeping watch over the one person in the galaxy he trusts to bring order to the chaos.
Destiny:
Destiny Goal Find the lost truth of Tython and reconcile the Jedi and Zeison Sha through the recovered knowledge. Marz Shun is bound to a path of rediscovery and illumination. Her visions of Tython, her connection to the ancient Tho Yor crystal, and her intuitive grasp of forgotten Force traditions mark her as a seeker of truths long buried. The galaxy has forgotten the earliest chapters of the Jedi Order’s history — and the Zeison Sha, shaped by exile and survival, remember only fragments colored by pain and mistrust. Marz’s destiny is to uncover what truly happened between the proto‑Jedi and the ancestors of the Zeison Sha, to find the lost world of Tython, and to bring this knowledge to light. Through patience, clarity, and empathy, she is fated to become a bridge between traditions that have stood apart for millennia. Her role is not to convert, but to teach, clarify, and heal through understanding.
Character Sheet (Marz):
Marz Shun Kel Dor Jedi 3 -------------------- Bio -------------------- Species Kel Dor Gender Female Age 16 Height 1.62m Weight 49kg Eyes Red Hair Black Skin Dark Brown/Blue Languages Basic, Kel Dor Class Jedi 3 -------------------- Destiny -------------------- Destiny Points 3 Destiny Education Destiny Goal Find the lost truth of Tython and reconcile the Jedi and Zeison Sha through the recovered knowledge. Bonus For 24 hours, you & allies within 10 squares gain +1 to skill and ability checks Penalty you gain -2 in all skill & ability checks for 24 hours Fulfilled permanent +5 bonus on checks made with one class skill of your choice -------------------- Attributes -------------------- STR 08 + 0 = 08 (-1) DEX 16 + 2 = 18 (+4) CON 14 - 2 = 12 (+1) INT 12 + 0 = 12 (+1) WIS 14 + 2 = 16 (+3) CHA 14 + 0 = 14 (+2) -------------------- Defense -------------------- FOR 10 + 3 + 1 + 1 + 2 = 17 REF 10 + 3 + 1 + 4 + 2 = 20 WIL 10 + 3 + 1 + 3 + 2 = 19 Damage Threshold 15 Hit Points 30 + 1 + 5 (roll) + 1 + 5 (roll) + 1 = 43/43 SR 0/0 Condition Normal -------------------- Offense -------------------- Speed 6 Initiative +5 Perception +4 Force Points 8/8 Base Attack Bonus +3 Melee +2, Ranged +7, Grapple +7 Dueling Lightsaber ATK +7, Damage 2d8, Crit 20, Type Energy and Slashing; Ignore DR, +1 to AoO when wielded one-handed -------------------- Skills -------------------- Acrobatics (DEX) 1 + 4 + 5 = +10 Climb (STR) 1 - 1 + 0 = +0 Deception (CHA) 1 + 2 + 0 = +3 Endurance (CON) 1 + 1 + 0 = +2 Gather Info (CHA) 1 + 2 + 0 = +3 Initiative (DEX) 1 + 4 + 0 = +5 Jump (STR) 1 - 1 + 0 = +0 Knowlegde (untrained) (INT) 1 + 1 + 0 = +2 Mechanics (INT) 1 + 1 + 5 + +7 Perception (WIS) 1 + 3 + 0 = +4 Persuasion (CHA) 1 + 2 + 0 = +3 Pilot (DEX) 1 + 4 + 0 = +5 Ride (DEX) 1 + 4 + 0 = +5 Stealth (DEX) 1 + 4 + 0 = +5 Survival (WIS) 1 + 3 + 0 = +4 Swim (STR) 1 - 1 + 0 = +0 Treat Injury (WIS) 1 + 3 + 0 = +4 Use Computer (INT) 1 + 1 + 0 = +2 Use the Force (CHA) 1 + 2 + 5 + 5 + 2 = +15 -------------------- Feats -------------------- Force Sensitivity You can make Use the Force checks, and Use the Force is considered a Class Skill for you. In addition, whenever you gain a Talent, you have the option of selecting a Force Talent instead. You must meet the prerequisites of the Force Talent to select it. Force Training You add to your Force Power Suite a number of Force Powers equal to 1 + your Wisdom modifier (Minimum 1). You can add the same Force Power more than once. Skill Focus (Use the Force) Choose one Skill in which you are Trained. You gain a +5 competence bonus on all Skill Checks made with that Skill. Weapon Finesse When using a Light Melee Weapon or a Lightsaber, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Weapon Proficiency (lightsabers) Choose one Weapon Group. You are proficient with all weapons of the selected group. Weapon Proficiency (simple weapons) Choose one Weapon Group. You are proficient with all weapons of the selected group. -------------------- Talents -------------------- Block As a Reaction, you may negate a melee attack by making a successful Use the Force check. The DC of the check is equal to the result of the attack roll you wish to negate, and you must take a cumulative -5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You may use the Block Talent to negate melee Area Attacks, such as those made by the Whirlwind Attack Feat. If you succeed on the Use the Force check, you take half damage if the attack hits, and no damage if the attack misses. You may spend a Force Point to use this Talent to negate an attack against an adjacent character. You must have a Lightsaber drawn and ignited to use this Talent, and you must be aware of the attack and not Flat-Footed. Deflect As a Reaction, you may negate a ranged attack by making a successful Use the Force check. The DC of the check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you used Block or Deflect since the beginning of your last turn. You may spend a Force Point to use this Talent to negate an attack against an adjacent character. You can use this Talent to deflect some of the barrage of shots fired from a ranged weapon set on Autofire, or the Force Lightning Force Power. If you succeed on the Use the Force check, you take half damage if the attack hits, and no damage if the attack misses. You must have a Lightsaber drawn and ignited to use this Talent, and you must be aware of the attack and not Flat-Footed. This Talent cannot be used to negate attacks made by Colossal (Frigate) or larger-size Vehicles unless the attack is made with a Point-Defense Weapon System. -------------------- Force Powers -------------------- Circle of Shelter (Standard) Make a Use the Force check. The result of the check determines the effects, if any: DC EFFECT 20 Until the end of your next turn, you and all adjacent allies gain a +1 deflection bonus to Reflex Defense. 25 Until the end of your next turn, you and all adjacent allies gain a +2 deflection bonus to Reflex Defense. 30 Until the end of your next turn, you and all adjacent allies gain a +5 deflection bonus to Reflex Defense. Targets: Self, plus all adjacent allies Special: You can spend a Force Point to also apply the deflection bonus from this Form Power to the Fortitude Defense of all adjacent allies. Lightsaber Form (Soresu): If you have the Soresu Talent, you can add the deflection bonus on Use the Force checks made to use the Block and Deflect Talents until the end of your next turn. Farseeing (Full-Round Action) Make a Use the Force check. If your result is less than the target's Will Defense, you gain no information (including whether the target is alive or dead) and cannot use this Force Power against the same target for 24 hours. If your check result equals or exceeds the target's Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force Power. Targets: One creature you know or have met with before. Special: If you successfully use this Force Power, you can spend a Force Point to gain a clear mental image of the target's surroundings, as well as other creatures and objects within 6 squares of it. Force Slam (Standard) Make a Use the Force check. Make one roll and compare the result to each target's Fortitude Defense. If the result equals or exceeds a target's Fortitude Defense, it takes 4d6 points of Force damage and is knocked Prone. If the result is less than a target's Fortitude Defense, it takes half damage and is not knocked Prone. Targets larger than Medium add a size modifier to Fortitude Defense against this Force Power: Colossal +50, Gargantuan +20, Huge +10, Large +5. This is an Area Attack. Targets: All targets within a 6 square cone and within line of sight. Special: When you use this Force Power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area. Move Object (Standard) Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target's Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex Defense. Both targets take damage determined by your Use the Force check result. DC EFFECT 15 Can move object up to Medium size (deals 2d6 points of damage). 20 Can move object up to Large size (deals 4d6 points of damage). 25 Can move object up to Huge size (deals 6d6 points of damage). 30 Can move object up to Gargantuan size (deals 8d6 points of damage). 35 Can move object up to Colossal size (deals 10d6 points of damage). Targets: One character or object within 12 squares, and within line of sight. Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the Move Object power is a Standard Action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Move Object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the Move Object Power, you cease to be able to maintain it. If you use Move Object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a Grapple check as a Reaction. If the target wins the opposed check, you are unable to move the target. You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal (Frigate), 12d6 damage). Alternatively, you may spend a Destiny Point to increase the maximum size of an object by three categories and deal an additional 6d6 points of damage (maximum size Colossal (Station), 16d6 damage). (UNLEARNED - STILL TRAINING!) Negate Energy (Reaction) Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the Energy Weapon, the attack is negated and you take no damage. If your check is less than the amount of damage dealt, you fail to negate the attack and take damage as normal. Targets: One attack made against you that deals Energy damage. Special: You must be aware of the attack (and not Flat-Footed) to negate it. If you are successful, you can spend a Force Point to regain Hit Points equal to the damage of the negated attack, up to a maximum of your full normal Hit Points. -------------------- Abilities -------------------- Keen Force Sense Kel Dor may choose to reroll any Use the Force check made to Search Your Feelings or Sense Force, keeping the better of the two results. Low-Light Vision Kel Dor ignore Concealment (but not Total Concealment) from darkness. Special Equipment Kel Dor suffer limitations outside their native atmosphere. Without protective goggles, a Kel Dor is considered Blind. Without an Antiox Breath Mask, a Kel Dor begins to Suffocate. A replacement mask costs 2,000 credits (500 on Dorin), and a year's supply of filters costs 200 credits (50 on Dorin). Kel Dor characters begin play with these items at no cost. An Antiox Breath Mask is poisonous to other Species. Character Sheet (HT88):
HT88 (Tcheetee) 1st-Degree Droid Nonheroic 6 / Noble 3 -------------------- Bio -------------------- Species Droid Gender N/A Age Unknown Height 2.21m Weight 361kg Eyes Red Hair N/A Skin Dark Silver Languages Basic, Binary, Bocce, Durese, Kel Dor, Huttese, Rodian, Togruti, Twi’leki (Ryl) Class Nonheroic 6 / Noble 3 -------------------- Attributes -------------------- STR 08 (-1) DEX 08 (+4) CON - (-) INT 16 (+3) WIS 14 (+2) CHA 12 (+1) -------------------- Defense -------------------- FOR 12 REF 13 (FF 13) WIL 17 Damage Threshold 12 Hit Points 26/26 SR 0/0 Condition Normal Immune Droid Traits -------------------- Offense -------------------- Speed 6 Initiative +3 Perception +11 Force Points N/A Base Attack Bonus +6 Melee +5, Ranged +5, Grapple +5 Melee Unarmed ATK +5, Damage 1d3 Repeating Crossbow ATK +5, Damage 1d8 -------------------- Skills -------------------- Acrobatics (DEX) Climb (STR) +3 Deception (CHA) +10 Endurance (CON) +4 Gather Info (CHA) +15 Initiative (DEX) +3 Jump (STR) +3 Knowledge (Bureaucracy) +17 Knowledge (Galactic Lore) +17 Knowlegde (untrained) (INT) +7 Mechanics (INT) +7 Perception (WIS) +11 Persuasion (CHA) +10 Pilot (DEX) +3 Ride (DEX) +3 Stealth (DEX) +8 Survival (WIS) +6 Swim (STR) +3 Treat Injury (WIS) +6 Use Computer (INT) +12 Use the Force (CHA) +5 -------------------- Feats -------------------- Linguist You gain a number of additional Languages equal to 1 + your Intelligence modifier (Minimum 1). Skill Focus (Gather Information) Choose one Skill in which you are Trained. You gain a +5 competence bonus on all Skill Checks made with that Skill. Skill Focus (Knowledge (Bureaucracy)) Choose one Skill in which you are Trained. You gain a +5 competence bonus on all Skill Checks made with that Skill. Skill Focus (Knowledge (Galactic Lore)) Choose one Skill in which you are Trained. You gain a +5 competence bonus on all Skill Checks made with that Skill. Skill Training (Persuasion) Choose one Untrained Skill from your list of Class Skills. You become Trained in that Skill. Skill Training (Use Computer) Choose one Untrained Skill from your list of Class Skills. You become Trained in that Skill. Weapon Proficiency (simple weapons) Choose one Weapon Group. You are proficient with all weapons of the selected group. -------------------- Talents -------------------- Educated Thanks to your well-rounded education, you may make any Knowledge check Untrained. Inspire Haste As a Swift Action, you can encourage one of your allies within line of sight to make haste with a Skill Check. On that ally's next turn, that ally can make a Skill Check that normally requires a Standard Action, as a Move Action instead. -------------------- Abilities -------------------- Superior Analysis When an 88-Series Administration Droid fails any Knowledge check, it can immediately make a Perception check, add half the total to the previous Knowledge check, and take the new result. Timely Observation Once per encounter, an 88-Series Administration Droid can make a DC 20 Perception check as a Free Action on its turn. If the check is successful, the Droid observes a physical or psychological weakness in an opponent. The Droid gains a + 1 bonus to its next attack roll or opposed skill check against that opponent. Alternatively, the Droid can grant the bonus to an ally who can see or hear the Droid for use on the ally's next turn. -------------------- Droid Systems -------------------- Diagnostics Package Some Droids are equipped to perform diagnostics, either as an aid to a technician, or as a general safety feature. The Diagnostics Package give a Droid a +2 Equipment bonus on Mechanics checks to diagnose problems. Hand Appendage (2) A Droid is considered to have a true Hand if its gripping Appendage includes at least three digits, one of which is opposable. Factory-model 3PO Series Protocol Droids and B1 Series Battle Droids come equipped with Hands. Heuristic Processor This type of Processor allows a Droid to learn by doing, usually without instruction. The Droid is able to reason through several potential solutions to tasks and formulate the best approach. Because of this, a Droid with a Heuristic Processor may use Skills Untrained, just like any other character. Similarly, the Droid can wield a weapon even if it is not proficient in its use (but still takes the -5 penalty to attack rolls). In addition, a Droid with a Heuristic Processor can creatively interpret its instructions, allowing it to complete tasks in a manner that it deems appropriate. A Heuristic Processor allows a Droid to work around its Behavioral Inhibitors as long as it can justify a given action. For example, a noncombatant Droid with a Heuristic Processor can attack and even harm a sentient living being as long as it believes that doing so will ultimately save more sentient beings from harm. Over time, a Droid equipped with a Heuristic Processor develops a unique personality based on experience. Because of this, Memory Wipes and Restraining Bolts are commonly used to ensure that a Heuristic Processor doesn't allow a Droid to stray too far from its intended purpose. Still, some progressive masters actually encourage their Droids to break their programming, trusting the Droid's judgment to make independent decisions without taking advantage of the situation. Hidden Holster This attachment gives a Droid access to a Weapon without having to visibly carry it. Installed in a Droid's leg, the Hidden Holster can hold a Weapon one size category smaller than the Droid, or smaller. As a Free Action, the Droid can activate the Hidden Holster, which opens up, providing access to the Weapon. The Hidden Holster provides the benefit of the Quick Draw Feat with whatever Weapon the Droid is keeping in the Hidden Holster- the Droid can draw or holster the Weapon as a Swift Action. To gain this benefit, the Droid must have the Feat's +1 Base Attack Bonus prerequisite. Internal Comlink The droid is equipped with an integrated Comlink System. It is otherwise identical to the standard Comlink. Internal Storage (5kg) For every 50 credits spent, the Droid can carry 1 kg of material or Equipment in Compartment Space. A Droid's size determines the maximum weight of items stored in Compartment Space. Micro Shield The Micro Shield is a Tool that prevents incoming attacks from hitting and damaging the wielder. Attached to one of the Droid's Appendages, the Micro Shield is composed of a central hub with two wide arcs mounted on struts above and below the hub. When inactive, the arcs rest against the hub in the shape of a large humanoid eye. When the Droid activates the unit as a Swift Action, the arcs slide away from the hub, activating a translucent energy shield that provides a +1 Equipment bonus to the user's Reflex Defense. The Micro Shield is originally designed to be installed on a Droid's arm, but a handheld version that runs on a single Energy Cell is available for 400 credits. The Energy Cell provides enough power to run the Micro Shield continuously for 1 hour. Remote Receiver Signal Booster Droids that rely on a Remote Receiver for instructions cannot stray too far from the Remote Processor without risking losing contact and becoming stranded. A Remote Receiver Signal Booster can prevent this loss of contact. The Remote Receiver Signal Booster increases the Remote Receiver's reception strength, extending the range of a Droid by 50%. A successful DC 30 Use Computer check made by the Droid can further extend the range up to 100% for 1 hour. Survival Kit Droids do not worry about water, food, or the elements, but their masters do. A Survival Kit is the perfect Droid Accessory for long treks into the wilderness. It contains a small refrigeration unit, a water recycler and dispenser, a rechargeable Glow Rod, and a fire sparker. When aiding a Survival check, a Droid with this Droid Accessory gives a +4 bonus to the check rather than the normal +2 bonus. Vocabulator The Droid is equipped with a speaker that enables it to emulate speech, rather than simply spout machine code. This device is standard if the Droid has the ability to speak any language other than Binary. Walking Locomotion Walking Droids are the most versatile Droids, having legs and feet that let them travel like bipeds, quadrupeds, and other similar creatures. The most common chassis for walking droids is the "humanoid" form (two arms, two legs, and a head). They suffer the usual penalties when moving through Difficult Terrain. Tho Yor Lightsaber Crystal:
* +2 to All Defenses and Use the Force skill. * If the user is trained on the associated skills (for example, mechanics or treat injury), or if the rolls allow untrained checks, for any tests involving repair something or heal someone (like fixing a machine, or treating wounds), the user can choose to replace the roll with a Use the Force instead and use this result. The decision needs to be made before rolling. * If the user is trained in the Farseeing force power, as a special use of the power, instead of focusing in a certain being, it can focus on the Tho Yor themselves and receive some insight towards their location. The DC for such Use the Force roll is 30 (as if targeting the Will of a dead person). Similar to the normal use of Farseeing, if the roll is successful, the user can spend a Force Point to gain a clear mental image of the target's surroundings, as well as other creatures and objects within 6 squares of it. Gear and Credits:
-------------------- Droid -------------------- 15,000 Droid Link 4,000 Recharge Station 250 Diagnostics Package 500 Hidden Holster 600 Microshield 100 Survival Kit 500 Remote Receiver Signal Booster 400 Repeating Crossbow 90 Repeating Crossbow Magazine x 3 (10 quarrels) Total 21,440 -------------------- Equipment -------------------- 250 Aquata Breather Link 150 Hands-Free Comlink Link 1,000 Electrobinoculars Link 500 Medpac x 5 Link 500 Utility Belt Link 2,500 Antidote Synthesizer Link 500 Extra Kel Dor Mask Link 150 Extra Year Supply of Filters for Kel Dor Mask x 3 Link 25 Force Training Aid Link Total 5,575 -------------------- Spare -------------------- Remaining Credits 2,985 |