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Background: Xexilia Tanis is an anzati dark warrior with cybernetic parts who is hunted by the
Empire. About fifteen years ago, she lost her eyes in a battle with "Gand," a Gand Findsman specializing in anzati who works
for the Empire as an Imperial bounty hunter and who is trying to make a name for himself (literally). Since then, she has
acquired cybernetic replacements for her eyes; has been on the run from the Empire and its agents; and has studied various forms
of combat to protect herself, cobbled together from different sources, including bounty hunters, a Mandalorian Commando and even
a Sith holocron. She has been in hiding on the desolate jungle planet Gephadin for so long that her cybernetic eyes are starting
to break down and she needs parts to fix them. She scavenges parts from spaceships that land on the planet, a phenomenon that
doesn't happen too often on Gephadin - until recently.
When three ships landed on Gephadin within only a few hours, Xexelia determined it was time to flee the planet, since it wasn't
so secluded anymore. She went in search of the occupants of those ships to check them out, and try to secure passage away from
the deadly jungle planet.
Xexilia is a loner, and doesn't feel that she needs anyone, but she has been known to ally with an individual or a small band
from time to time. When she does so, she does not feed on her allies, despite her urge to do so. She is thousands of years old;
she's not a young Anzati. With thousands of years of age necessarily comes some kind of wisdom. She's at least learned that
there are social consequences to feeding on others. She realizes that if she starts feeding on her allies, her allies will not
accept her.
The party that came to Gephadin, Chrono, Ylldu, and Sil'Maloot, was one she wanted to join with. Because the party was searching
out ancient artifacts, possibly Sith ones, Xexelia saw the opportunity to get her hands on some secret Sith knowledge. Because
she was around to see not only the fall of the Old Republic, but even the ancient Sith Wars, she is aware that the Sith once
again rule the galaxy, and that Palpatine and Vader are be a pair of Sith. She figures that the best way to survive in a galaxy
run by the Sith is to learn about them, and getting her hands on Sith artifacts is a good way to do that.
Also, Xexelia prefers to feed on Imperials. She hates the Empire because it's hunting her down and wants her dead or captured.
She often feeds on her hunters to turn the hunter into the hunted. Turnabout, after all, is fair play.
Xexelia is a survivalist, and thousands of years old. She has lived many places in her long life, and is equally at home in the
deepest jungle or in the heart of Coruscant. She is ruthless, stealthy and lethal.
She wields a Kelekian Roma light repeating blaster which hangs on a strap from her shoulder and a pair of large vibro-scythes
sheathed on her back. On her arms she wears a pair of gauntlets with retractable spikes, similar to the ones Jango Fett once
wore. In fact, it is rumored, but not confirmed, that her gauntlets are, in fact, Fett's, which she acquired on the black market
when parts of his Mandalorian armor were looted and dispersed. She also has Moturian energy disks for throwing weapons. From a
lost Sith holocron, she learned the Bare-Handed Keldaeris Martial Arts style.
Physical Description: She is lean and well toned from hard living in the jungle. Her hair is
glossy black and falls in thick locks down her neck and shoulders. Her skin is bronzed and her cybernetic eyes are as black as
midnight, but glow red from the pupils when she operates any function other than normal sight. She wears a bodysuit and boots
of black howlrunner hide. See image above.
Personality: She is humorless, brooding and to the point. Thousands of years of witnessing
the strife of the galaxy has hardened her. She would not hesitate to kill to get what she wants, and she often has, finishing
her opponents by drinking their "soup."
Objective(s): To survive. She has lived thousands of years before the Empire ever existed.
She doesn't intend to let the Empire be her demise. She would sooner destroy it than let it destroy her. Lesser objectives
include maintaining her combat prowess and her cybernetic parts.
Quote(s): "The galaxy is an unforgiving place." "I was here long before the Empire, and I'll
be here long after it."

"Luck" Chart | ||
| Targets Luck |
Rating | Benefits |
| 1 | Normal human or other species | +1 to Dexterity, Perception, Strength and Knowledge for one week |
| 2 | Above average | +2 to Dexterity, Perception, Strength and Knowledge for two weeks |
| 3 | Exceptional | +1D to Dexterity, Perception, Strength and Knowledge for one month |
| 4 | Force Aware | +1D+1 to Dexterity, Perception, Strength and Knowledge for two months |
| 5 | Force Sensitive | +1D+2 to Dexterity, Perception, Strength and Knowledge for four months |
| 6 | Jedi (Dark or Light Side) | +2D to Dexterity, Perception, Strength and Knowledge for eight months |
| NOTE: Once the extra energy wears off the hunger begins. This manifests as an Easy Willpower roll to resist for the first 3 months. Resistance becomes Moderate for the next 2 months, then Difficult for the next 1 month; Very Difficult for 5 weeks, then Heroic from then on. After the first failed resistance roll, Dexterity, Perception, Strength and Knowledge drop by -1 pip. They then drop -1 pip every 1 month after that. Once an attribute reaches 1D the Anzati must feed within one week or enter a coma for 1 to 3 years. At the end of that time the Anzati will awake with a ravenous hunger. Attributes will all be double what they were at the start of the coma for 24 hours only. If the Anzati cannot feed in that time they will drop back into a coma for another year. This will continue every year after that until they are able to feed. If they are discovered in this state there is a 50% chance they will emerge from the coma and attack the would-be discoverer in the first 5 minutes. They get another chance once every hour after that until they awake or the "victim(s)" leave the area. The anzati looks and feels quite dead in this state and will nearly always get the surprise attack. Only a Jedi can sense life using the Life Sense power at one difficulty higher in an Anzati in their coma-like state. | ||
Sith Bare-Handed Keldaeris Martial Arts | |||
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In the days of the Great Sith War, Force-sensitive warriors battled each other on many
battlegrounds. Occasionally, a Sith warrior would be forced to fight without his lightsabre, and after many lessons were learned
the hard way, the Sith began to create their own martial arts style. After consulting the Dark Side for inspiration, they created
a martial arts style that is as shadowy as their own souls, and began training certain apprentices in the skill. Even after the
near-extinction of the Sith, the teachings are stored in Sith holocrons for future generations. Though the Martial Arts style
does not use the Force directly, the Sith Force-enhanced reflexes add speed and skill to these maneuvers. For every 1D that a character improves his Keldaeris martial arts specialization, that character gains a special maneuver described below. In addition to those listed below, the following martial arts skills are acceptable for selection by Keldaeris combatants: Blindfighting, Instant Stand, Instant Wound, Multiple Strikes, and Silent Strike. Characters must declare which martial arts technique they are attempting to use prior making the required skill roll unless otherwise indicated. | |||
| Technique | Description | Difficulty | Effect |
| Backflip | The character is trained to flip backwards to avoid a hit or fall | Easy | If the character makes the required skill roll, he may add +2D to his next climbing/jumping or dodge roll. This maneuver does not count towards calculating the multiple action penalty. |
| Surprise Attack | The character is trained to alter body language so as not to give away an attack | Difficult | If the character makes the required skill roll, he may attack his opponent without giving any warning, causing his opponent to suffer -2D to all reaction rolls. If the character waits for one additional round before attacking, he automatically gains that round's initiative over his opponent as well. |
| Weapon Steal | The character is trained to disarm and take control of a weapon in the opponent's grasp. | Very Difficult, plus an opposed Strength roll | If the character makes the required skill roll, and overcomes his opponent's Strength roll, he may steal an opponent's weapon from them for his own use. |
| Multiple Strikes | Trained to attack a second time as if it was the first | Difficult | A character can make an additional attack this round doing STR damage without a penalty for an additional action. |
Teräs Käsi Martial Arts (Unique Rules) | |||
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Martial Arts: Teräs Käsi is a rare skill. A person must study full-time under a master of Teräs Käsi for six months to acquire
the first die of skill. Improving teräs käsi costs Character Points equal to double the number before the "D"; the training
time is one day for every Character Point spent; the cost is doubled if the character does not have a teacher. The training
time may be reduced by one day for each extra Character Point spent. To use teräs käsi in combat, the character may do nothing else in the round other than performing the teräs käsi attacks - the character may not even parry or dodge. Before making the attack, the player splits the Martial Arts: teräs käsi skill dice into two groups: attack dice and damage bonus dice. The character rolls to attack using only the attack dice. If the character succeeds in the attack, add the damage bonus dice to the character's Strength roll when determining damage. Characters may not allocate more than half of their Martial Arts: teräs käsi dice to their damage bonus dice. If a character wants to make multiple teräs käsi attacks in one round, multiple action penalties apply to both attack dice and damage bonus dice. |


