Tammine Zinko
Star Wars: Clone Wars Missions | |
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GM | |
Rotating | |
Game | |
XP: 650 House Rules • Bestiary | |
Jedi Knights | |
Akari Sora Chandra Devi Tammine Zinko Tyndale Zak Tanner | |
Jedi Padawans | |
Wrrlevgebev | |
Key NPCs | |
Jedi Master Haneul | |
Associated Jedi | |
Ami Kyuchi Raj Vashin Shalla Tane |
Background
Tammine Zinko has few memories of her early childhood on Dathomir, but in trusting in the Force, and in the few memories that remained, she found the confirmation she needed when hearing out her father's story after she came of age. Her father, who had done everything for her and took her off Dathomir, had waited for the day she might come across his path and listen to his perspective of their tale.
Zabraks on Dathomir are an enslaved people, and quickly used for labor and with the males, for mating with the human female population. The few that remain on the planet after generations are no longer the same but a subspecies, Dathomirians. The males are similar, however the females are different, showing a greater sexual dimorphism than in either starting species. And, true to Dathomir, all are Force sensitive. Tammine's father was born to this world and raised among the Nightbrothers, the all-male clan of Dathomirian males with Zabrak physiology. Though strong in the Force, and raised to be strong and powerful, and with the gang-like support of the other brothers, the Nightbrothers were still not entirely free, dependent on the whims of the Nightsisters clan and being chosen by them for mating and special privileges. They did not interact positively with the other female clans or have the freedom to travel off world. Their children could still be bought or sold. Anger at the Nightsisters and the society they created seethed in Tammine's father, fueled by some sense that it truly was wrong. When he became a father, and Tammine was kept amongst the Nightsisters, he hated the thought that she would grow up like the people who created the nightmare he and his brothers lived in, the people he hated could not raise his child.
He waited for an opportunity. It took a while, but he simmered in hate and patience. A slave and goods trader came and he saw his chance. Taking advantage of the relative freedom he had to visit, he kidnapped his young daughter, now but four or five, and stole aboard the trading vessel. Fearing pursuit, he made his way with his daughter rapidly from planet to planet, system to system, wondering when and where the girl's mother might come to claim her. This fear, and knowing that he could never teach her to use the Force and trust in herself in a way different from the people he hated, different from his own upbringing, he made his way with her in tow to Coruscant. He sent Tammine into the Temple and promised he would remain near so that one day she could learn of her origins because there would be few who would be able to explain a past so dark and love so bright.
Tammine bravely entered the temple. She was readily taken, if only to rectify the damage that was done. Her teachers and Master soon discovered her native talents, capitalizing on her connection to the living Force to seek and sense others, and, when needed, hunt them. She was watched for any Dark Side tendencies, which, unfortunately, came easily to her. She would see her teachers be dismayed and not know why. She never hurt anyone, but sometimes things were faster, easier. When she came of age, finally, her Master told her about her father, and that maybe, in understanding her past, she would be able to let go of the Dark Side and find her center. He thought she was holding on to something from her earliest days.
Tammine met her father, who was now a security officer on Coruscant (it suited- he always got his man, and cops have anger issues sometimes). He shared their story and his fears for her, fears that she realized she was living with too. She may not know when or where she will see her mother again, or if her mother will ever come at all, or if she even cares about her anymore, but she could lay to rest the fear in the back of her mind from fleeing her home, and clear her father's that she could defend herself as a confident young woman.
Tammine took up some of the cultural garb and style she learned from her father as a badge of acknowledging, overcoming, and letting go of this past horror. She decided to take up the double-bladed saber, like many Zabrak, to test her skills and honor her father's change and sacrifice,
But now, as the Clone Wars are going on, Tammine has found herself out of her element as a leader and, worse, looking like the face of the enemy. With rumors of the Sith returning being confirmed, she knows full well that she looks more like the enemies of the Jedi that have cropped up than a heroic Jedi. Both Darth Maul and Dooku's hound Asajj Ventress are Dathomirians, a fact that makes Tammine grit her teeth and, well... start to get angry again.
Statistics
Experience
Build: +150 XP Total: 630 Unspent: 30
Characteristics
Brawn | 2 | Agility | 4 | Intellect | 2 | ||
Cunning | 2 | Willpower | 3 | Presence | 1 |
Attributes
Wound Threshold | 12 | Strain Threshold | 14 | Force Rating | 4 | ||
Soak | 2 (+1=3) | Ranged Defense | 0 | Melee Defense | 0 |
Skills (Abridged)
- Career: Seeker/Warrior
- Specialization: Hunter, Ataru Striker, Pathfinder, Agressor
- ✓ denotes class/specialization skill
Morality
- Emotional Strength: Independence, Bravery
- Emotional Weakness: Cold-Heartedness, Anger
- Conflict:
- Morality: 46
Talents
Seeker: Hunter
- Expert Tracker: (5) Remove setback per rank of expert tracker from checks to find tracks or track targets. Decrease time to track a target by half.
- Hunter: (5, 10) Add boost per rank of Hunter to all checks when interacting with beasts or animals (including combat). Add +10 to critical injury results against beasts or animals per rank of Hunter.
- Natural Hunter: (15) Once per session, may re-roll any 1 perception or Vigilance check.
- Uncanny Reactions: (15) Add boost die per rank of Uncanny Reactions to all Vigilance checks.
- Rapid Recovery: (20) When healing strain after an encounter, heal 1 additional strain per rank of rapid recovery.
- Force Rating: (25) Gain +1 Force Rating
Seeker: Ataru Striker
- Parry: (5) When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
- Jump Up: (5) Once per round, may stand from seated or prone as an incidental
- Ataru Technique: (10) When making a check using the Lightsaber skill the character may use Agility instead of Brawn.
- Reflect: (10, 15) Suffer 3 Strain to reduce damage taken by 2 + ranks in Reflect (currently 2) (when lightsaber is out)
- Hawk Bay Swoop: (20) As an action, make Lightsaber (agility) attack in short range, adding Foce aide up to Force Rating, spend light/dark to engage target and spend light/dark to add advantage to check
- Dedication: (25) +1 to Agility, now at 4
Seeker: Pathfinder
- Grit: Gain +1 Strain Threshold
- Keen Eyed: Remove setback die per rank of Keen Eyed from Perception and Vigilence Checks. Decrease the time to search a specific area by half.
- Animal Empathy: When Making Checks to tame or handle animals, add Force die up to Force rating to the check. Spend light/dark to add success or advantage to the check.
- Animal Bond: Developed long-term bond with baby rancor- a single animal silhouette no greater than half Force rating, rounded down.
- Force Rating:: (20) Gain +1 Force Rating
- Mental Bond:: (20) As an action, commit force die, while committed, may communicate with bonded animal at long range and see and hear through its senses.
- Share Pain:: (25) When a bonded animal suffers wounds, as an incidental reduce wounds suffered to half, then the character suffers wounds equal to the number reduced.
Warrior Agressor
- Intimidating: (5) Suffer strain per ranks in intimidating to downgrade difficulty of Coercion checks (or upgrade for opponents)
- Fearsome: (10, 15) When an enemy becomes engaged, with the character, they may force the enemy to make a fear check with the difficulty equal to ranks in fearsome (2)
- Grit: (20) Gain +1 Strain Threshold
- Force Rating: (25) Gain +1 Force Rating
Force Powers
- Enhance: When making an Athletics add your force dice, counting Force Points as Success or Advantage.
- Influence: Spend a Force Point to cause strain or influence emotions.
- Move: Spend a Force Point to move a small (Sil 0) object within short range.
- Sense: Spend a Force Point to sense living things in short range.
- Sense - Control: Thoughts of target
- Sense - Range: Thoughts of target
- Seek: Spend two Force Points to gain insight to general location regardless of distance, spend one Force Point and succeed at average vigilance or opposed Vigilance vs. Discipline to see through illusions
- Seek - Control: Commit Force Die to upgrade Vigilance and Perception checks once
- Seek - Magnitude: (x2) Spend a Force Point to gain one additional detail per Magnitude purchased
Equipment
Double Bladed Lightsaber
- Personal Double Bladed Lightsaber: Damage 7, Crit 2 Encumbrance 1 (Triumph at creation), 4 HP
- Linked: spend 2 advantage for additional hit
- Unwieldy: have 3 agility rating or increase difficulty by 1
- Corusca Gem: Emerald Green Color, gives the damage 7 and crit 2 ratings above and following mods:
- Breach: 2 (1 +1), Ignore 1 pt armor and 10 points soak for every point of breach.
- Vicious: 2 (1 +1), Crit or Hit add 10x vicious rating to crit roll
- Sunder: requires advantage to activate, damaged one step
Other Equipment
- Credits: 500
- Blaster rifle and reloads.
- Damage 9, Crit 1, encumbrance 4, HP 4
- telescopic optical sight - decrease difference at long and extreme range by 1
- utility belt
- backpack
- datapad
- electrobinoculars
- surveillance tagger
- stuff from a crash survival kit
Tiny
Statistics
Rules Description
Tiny uses rules for a juvenile creature (F&D). Under these rules, a creature's silhouette is lowered to 1, minimum 0. Tiny recently grew from 1 to 2. Wound and strain thresholds are also decreased to 1/2 normal rounding up as are the damage of any weapons or attacks of a creature. We ruled in-house that as the rancor template has many numbers including skills and soak, these will all be halved while tiny is a juvenile.
Characteristics
Brawn | 4 (6) | Agility | 2 (2) | Intellect | 1 (1) | ||
Cunning | 2 (3) | Willpower | 3 (3) | Presence | 1 (1) |
Attributes
Wound Threshold | 30 (40) | Strain Threshold | 12 (15) | Force Rating | X | ||
Soak | 9 (12)) | Ranged Defense | 0 | Melee Defense | 0 |
Skills
- Tiny's skills as a juvenile are 1/2 and the full number is marked. Dice reflect the current juvenile state.
- Tiny has no talents.
Skill | Ability | Level | Roll | ||
✓ | Brawl 2 | Brawn | ■ | ||
✓ | Perception 2 | Cunning | ■ | ||
✓ | Survival 3 | Agility | ■■ | ||
✓ | Vigilance 2 | Willpower | ■ |
Abilities
- Silhouette 3
- Sweep attack- The rancor can spend triumph on a successful brawl check to hit the target as well as anyone else engaged with the target.
Equipment for Tiny
- Massive rending claws- Brawl, Damage 15 Critical 3 - juvenile 12, Critical 3 Range short - juvenile range engaged, Knockdown, Sunder
- Diamond studded collar now worn as bracelet
- Posh leather harness