Young Jedi


Original Stats | Current Stats | Equipment List | Equipment Stats

Background: Born in the small mining village of Hudak on the planet Skivari, Jaird'Kesek'Mirali was one of seven Chiss families that lived in the city. His father had been a prospector who had left Chiss space for the outer rim to better the fortune for his family. The mining colony recognized his father's prowess with planning and organization making him the head of the facility.

This was the world Jaird was born in to. At the age of 16 a miner came to his house one dinner and broached a subject that surprised them. He explained that he had once been a Jedi padawan and that Jaird was force sensitive. Immediately the family began to fear that the Empire would find out and take him away to become an inquisitor.

The Jedi, Kalvor Kree offered to take Jaird and teach him how to be a Jedi and in return take him off world and protect him. For three years, Kalvor trained him in the ways of the Force, but late in Month 10 on the planet Ord Mantell, Kalvor never came back from a merchant deal.

Kalvor had told him that if he never came back, Jaird was to take the ship and leave. Kalvor knew his name was on the list of Jedi who were never found by the Empire and that one day they would get him.

For six more years, Jaird worked as a merchant, buying and trading, but that would change on Califf Prime.

Califf Prime had become a focal point of an Imperial raid as the colonists had dared to declare their independence from the Galactic Empire. As Jaird was trying to help rescue those that could not escape the planet, he found himself pinned by blaster fire. Realizing that he had to make a choice of who he was, Jaird chose to follow in the footsteps of his mentor and master, drawing his silver hued lightsaber and defeating the attackers.

In fear that the Empire would find him, Jaird destroyed his lightsaber so he could not be recognized by the weapon. The only part he could not get rid of was the crystal that he had worked hard with Master Kree to collect when first building his weapon. He now wears that around his neck as a souvenir and reminder.

Older, Jaird now helps those who need it as a simple merchant trying to keep a low profile while still attempting to live by the Jedi code.

Physical Description: Like most Chiss, Jaird has dark blue skin and bright red eyes that consume the whole socket. He is wirey built with black hair and a scar on his face. He works hard to keep an air of unassuming and unimportant so that he can help those without attracting attention.

Personality: Most of the time, Jaird keeps a balanced persona trying to follow the code of the Jedi quietly in his mind. He is concerned though about his use of emotion when using the force. Jaird knows the Jedi have trained to be emotionless when tapping the force, but Jaird has found that the sense of justice and emotion of hope is quite powerful. Sometimes he stays up at night worried that allowing his emotions has made him slip to the dark side.

Objective(s): To give hope, one act at a time.

Quote(s): "If I can give one person hope with my actions, then it's worth it."


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Template: Young Jedi

Prestige Class: Jedi Sentinal/L1
Character Name: Jaird' Kesek' Mirali
Alias: Aladyr Shryke
Gender: Male
Species: Chiss
Age: 26
Height: 1.8m
Weight: 76.6kg
Force Sensitive: Yes
Force Points: 2
Dark Side Points: 0
Character Points: 10
Extra Character Points: 4
Cyber Points: 0
Move: 10
Place of Birth: Hudak City
Homeworld: Skivari

Dexterity 3D: Blaster 8D, dodge 8D, lightsaber 7D, melee combat 5D, running 4D+2, (A) speed drawing 1D+2
Perception 4D: Bargain 5D+1, command 7D+1, hide 5D+2, investigation 5D+1, persuasion 5D+1, search 5D+2, sneak 8D
Strength 2D: [T] Brawling combat 3D+2, climbing/jumping 3D, stamina 3D, swimming 3D
Knowledge 2D: Alien species 3D, languages 3D, planetary systems 3D+2, scholar 4D, survival 3D+2, tactics 6D, willpower 3D+2
Mechanical 2D: Astrogation 3D+1, beast riding 3D+2, repulsorlift ops 4D, space transports 5D, starship shields 4D, [T] vehicle weapons 3D+2
Technical 2D: Blaster repair 2D+2, droid repair 2D+2, first aid 2D+2, lightsaber repair 5D, repulsorlift repair 4D, security 4D

Talents:
  • Brawling Combat
  • Vehicle Weapons
Species Special Abilities:
Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.
Skill Bonuses: At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and (s) Scholar: Art skills.
Tactics: Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.

Force Skills:
Control: 5D+1
Sense: 5D
Alter: 5D

Force Powers:
Control: Absorb/Dissipate Energy, Accelerate Healing, Concentration, Contort/Escape, Control Pain, Disguise, Emptiness, Hibernation Trance, Remain Conscious
Sense: Life Detection, Life , Magnify Senses, Sense Force, Weather Sense
Alter: Haste, Light, Shadow Mist, Telekinesis
Control & Sense: Imitate
Control & Alter: Control Breathing
Sense & Alter:
Control, Sense & Alter: Comfort

Jedi Sentinal Presitge Class Details:

Requirements: In order to become a Jedi Sentinel, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D)
Special: Force-Sensitive, must be a Jedi, must have no Dark Side Points
Base Attribute: Perception 3D

Class Skills:
The skills available to a Jedi Sentinel to increase are:
Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:
PrC Level Special Ability
1 Fearless, Clear Mind

Fearless: Because Jedi Sentinel's operate independently (often deep in the bowels of a Sith stronghold), Jedi sentinels develop a fearless temperament. As such Jedi Sentinels are immune to all fear effects, from all powers and skills; intimidation is also under this category. This includes any effect that would cause the Sentinal to become shaken, frightened, or panicked.
Clear Mind: The Jedi Sentinel may reroll any opposed Use the Force check made to avoid being detected by other Force-users. You must take the result of the reroll, even if it is worse.

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Equipment:
Blaster Pistol (2 extra clips)
Vibroblade: Str+2D+1
Cammasian Diamond (white: 6D Damage and +1 pip to all force skill rolls (lightside only) when in a lightsaber)
Two sets of clothing
Business Clothes (Stored Aboard Corusca Hope)
Exposure Suit (Stored Aboard Corusca Hope)
Miniature Life Support System (Stored Aboard Corusca Hope)
3 Emergency Space Suits (Stored aboard Corusca Hope) Blast Vest (Worn)
Corellian Technologies Strd Light Armor (Stored aboard Corusca Hope)
20 extra strd ammo clips (2 more on person, rest stored aboard Corusca Hope)
3 Cases of Medpacs (Stored aboard Corusca Hope)
Bacta Tank (Stored aboard Corusca Hope)
Pocket Computer Type C (Worn): 3D Power, 6D Memory, WT: .3kg
Tramora Interstellar Communications VDV-100 (Stored on Corusca Hope)
HC1 Comlink (Worn): This is a headset comlink for hands-free operation. Range is 50 km. Unit may scan one set freq. plus 2 SCF's (Standard Clear Frequency: used for public communication). WT: .07kg
R2 Astromech Droid: Green in color
Draymak TL-15 Freighter

Credits: 27,064 (Imperial, stored in lockbox in quarters on ship)

Chiss History:

The Chiss of Csilla are a disciplined species, advanced enough to build a sizable fleet and an empire over two dozen worlds.

In the capital city Csaplar, the parliament and cabinet is located at the House Palace. Each of the outlying 28 Chiss colonies is represented with one appointed governor, or House leaders. There are four main ruling families: The Cspala, the Nuruodo, the Inrokini and the Sabosen. These families represent bloodlines that even predate modern Chiss civilization. Every Chiss claims affiliation to one of the four families, as determined by tradition and birthplace. But in truth, the family names are only cultural holdovers. In fact the Chiss bloodlines have been mixed so much in the past, that every Chiss could claim affiliation to each of the families, and because there are no rivalries between the families, a certain affiliation wouldn't affect day-to-day living.

Though the Cabinet handles much of the intricacies of Chiss government, all decisions are approved by one of the four families. Every family has a special section to supervise.

The Csala handle colonial affairs, such as resource distribution and agriculture. The Nuruodo handle military and all foreign affairs (Grand Admiral Thrawn was a member of this family). The Inrokini handle industry, science and communication. Sabosen are responsible for justice, health and education.

The Chiss government functions to siphon important decisions up the command chain to the families. Individual colonies voice their issues in the Parliament, where they are taken up by departments in the Cabinet. Then they are finally distilled to the families. The parliament positions are democratically determined by colonial vote. Cabinet positions are appointed by the most relevant families.

The Csalaļ's most pressing responsibility is the distribution of resources to the colonies and the people of Csilla. This is important because the Chiss have no finances. Everything is provided by the state.

The Chiss military is a sizeable force. The Nuruodo family is ultimately in charge of the fleet and the army. Because it has never been required to act as a single unit, it was split up into 28 colonial forces, called Phalanxes. The Phalanx operations are usually guided by an officer, who is appointed by the House Leader, called a Syndic. The Chiss keep an Expansionary Defense Fleet separate from the Phalanxes, which serve under the foreign affairs. This CEDF patrols the boarders of Chiss space, while the Phalanxes handle everything that slips past the Fleet. In times of Crisis, like the Ssi-ruuvi threat, the CEDF draws upon the nearby Phalanxes to strengthen itself, and tightening boarder patrols.

Though Fleet units seldom leave Chiss space, some forces had been seen fighting others, assisting the IR Forces, like the famous 181st Tie Spike Fighter Squadron, under command of Jagged Fel. In the past, a significant portion of the CEDF, Syndic Mitth'raw'nuodo's (Thrawn's) Household Phalanx, has left the rest of the fleet to deal with encroaching threats. Together with Imperial Forces they guarded Chiss Space, though some of the ruling families would have called this act treason and secession; but, they kept this knowledge hidden from the public.

More and more, the Chiss open diplomatic and other connections to the Galactic Federation, the Imperial Refugees and many others. Their knowledge and information kept tightly sealed, but a small group of outsiders was allowed to search the archives. And with the galaxy uniting, it won't be long before the Chiss join the Alliance. The Expansionary Defense Fleet already joined the Alliance to help strengthen Alliance Military Intelligence, as well as to assist scientific war projects like Alpha Red.

Story Factors:
Cultured: The Chiss have a relatively advanced culture in the Unknown Regions, and have a society on par with the Galactic Empire.

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EQUIPMENT STATS


BlasTech DL-22 Blaster Pistol

Model: DL-22
Scale: Character
Skill: Blaster
Weight: 2kg
Ammo: 100
Cost: 550
Availability: 2,R
Extra Clips: 2
Range: 3-10/30/120
Damage: 4D+1
Description: The BlasTech Industries DL-22 Blaster Pistol has been designed as a response to the MerrSonn DD6 weapon. The gun's barrel uses a higher-grade focusing crystal to increase the damage dealt by the weapon's blasts, at the expense of the gun's stun setting. The DL-22 is held in high regard by those who prefer to customize their weapons. It has a curved handle, without a scope.

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Corellian Technologies Strd Light Armor

Protection: +2D/+1D
Weight: 5kg
Protects the following: Head, Chest, Shoulders, Shins and Groin.
Description: This armor has a fair amount of expansion capabilities including Dexterity Enhancements, but can't be powered. A repair kit (8 uses) is included in the price.

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Tinker

Model: Industrial Automaton R2 Astromech Droid
Dexterity 1D:
Perception 1D: Search 3D+2
Strength 1D:
Knowledge 1D:
Mechanical 2D: Astrogation 5D, Repulsorlift Ops 3D, Space Transports 3D+2, Starfighter Piloting 3D
Technical 2D: Computer Programming/Repair 5D+1, Space Transport Repair 5D+2, Starfighter Repair 5D+2
Equipped With:
  -Three wheeled legs (one retractable)
  -Retractable heavy grasper arm (lifting skill at 2D)
  -Retractable fine work grasper arm
  -Extendable 0.3 meter long video sensor (360° rotation)
  -Small electric arc welder (1D to 5D damage, 0.3 meter range)
  -Small circular saw (4D damage, 0.3 meter range)
  -Video display screen
  -Holographic projector/recorder
  -Fire extinguisher
  -Acoustic signaler
  -Small (20cm. by 8 cm.) internal "cargo" area
  -Some additional tools and equipment
Move: 5
Size: 1 meter
Cost: 4525
Capsule: The R2 is easily the most successful astromech droid ever manufactured. It has spawned many variants across the galaxy. This version can only hold 5 hyperspace jump coordinates in RAM. This versatile droid has many features including a sensor package, an electro probe and even a 30-year warranty. Of the early droids in the R-series, the R2 is the only one Industrial Automaton still produces on a galactic scale.


Corusca Hope

Model: Draymak TL-15 Secure Space Transport
Type: Space Transport
Scale: Starfighter
Length: 35 meters
Crew: 3/skeleton: 1/+10
Crew Skills: Space Transports: TL-15
Passengers: 9
Cargo Capacity: 75 metric tons
Consumables: 6 months
Cost: 2,200,000
Availability: 4,X
Hyperdrive Multiplier: x.75
Hyperdrive Backup: x3
Nav Computer: Yes
Space: 11
Atmosphere: 930; 1300 kmh
Maneuverability: 3D+2
Hull: 6D
Shields: 3D (+3D)
Sensors:
  Passive: 30/1D
  Scan: 60/2D
  Search: 130/3D
  Focus: 4/3D+2
Weapons:
  One Heavy Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret
    Fire Control: 3D
    Space Range: 1-10/20/40
    Atmosphere Range: 100-1/2km/4km
    Damage: 7D
  Two Dual Heavy Blaster Cannons (sensor proofed)
    Scale: Starfighter
    Fire Arc: Turrets (1 dorsal, 1 ventral)
    Fire Control: 3D
    Space Range: 1-5/15/30
    Atmosphere Range: 100-500/1.5/3km
    Damage: 6D
  Four Concussion Missile Launchers (4 missiles each, sensor proofed)
    Scale: Starfighter
    Fire Arc: 2 Front, 2 rear
    Fire Control: 3D
    Space Range: .5-1/3/7
    Atmosphere Range: 50-100/300/700
    Damage: 8D
  Two Proton Torpedo Launchers (4 missiles each)
    Scale: Starfighter
    Fire Arc: Front
    Fire Control: 3D
    Space Range: .5-1/3/7
    Atmosphere Range: 50-100/300/700
    Damage: 9D
Description: A great space transport with plenty of room and creature comforts, this ship can also defend itself quite well. The secret to its success are the two hidden blaster cannons and the aft concussion missile launchers. They can surprise and would-be pirate and allow the ship that extra moment or two to make the jump into hyperspace.

In addition to comforts and weapons is the ample room for cargo in the forward section. The ship is also fast enough that those chasing it will fall behind. An extra perk are the secret cargo holds for the discrete smuggler. The holds are sensor proofed against the most detailed scans and hold a fair amount of cargo as well.

One last plus for the TL-15 is that it masks its hyperdrive engine to appear as one that is non-military and much slower. The surprise factor is well worth the cost.

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Draymak TL-15 Deck Plan