Jasha "Ms. White" Saverath by Septembersister

Species
Arkanian
Career
Smuggler
Specializations
Gambler
System
Edge of the Empire

2
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
3
4
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 2
Coercion (Will) 0
Computers (Int) X 0
Cool (Pr) X 5
Coordination (Ag) X 0
Deception (Cun) X 3
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 1
Negotiation (Pr) X 2
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 2
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

140
525
20300

Weapons & Armor

Personal Gear

Signet Ring
Add automatic two advantages to checks to establish identity.

Expensive Jewelry

Add automatic advantage to Charm and Deception checks., Others add □ to checks to recall the wearer.

Veridicator 200
Add (□□) to checks to discern whether another character is lying or omitting significant information., Add (□□) to checks to ascertain another character's mental state.

Holo-Messenger

Assets & Resources

Resting Hours: 192

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Convincing Demeanor 1 Fly Casual - 29 Remove ■ per rank of Convincing Demeanor from Deception or Skulduggery checks.
Grit 1 Fly Casual - 29 + 1 Strain Threshold
Second Chances 1 Fly Casual - 29 Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them.
Convincing Demeanor 2 Fly Casual - 29 Remove ■ per rank of Convincing Demeanor from Deception or Skulduggery checks.
Up the Ante 1 Fly Casual - 29 When gambling, win 10% more credits per rank of Up the Ante.
Clever Solution Fly Casual - 29 Once per session, make one skill check using Cunning rather than the characteristic linked to that skill
Fortune Favors The Bold Fly Casual - 29 Once per session as an incidental, suffer 2 strain to flip one dark side Destiny Point to light side
Natural Rogue Fly Casual - 29 Once per session, may reroll any 1 Skulduggery or Stealth check.
Second Chances 2 Fly Casual - 29 Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them.
Supreme Double Or Nothing Fly Casual - 29 When performing the Double or Nothing incidental, also double the number of triumphs and despairs
Dedication (Cunning) Fly Casual - 29 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Improved Double or Nothing Fly Casual - 29 When performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining successes

Background

Born from the classically arrogant parents of two Akranian, Jasha was lavished with the fun travels of his promised upbringing. Genetically modified to perfection, his parents adored him. The three year old Akranian was meeting a noble family on Serenno. A family which Jasha's had visited annually for the last decade, arriving to vacation in their large seaside mansion.

Things had grown bitter between the welcoming nobles and the Akranian parents who blindly gloated their racial superiority through their clinical, methodical, self proclaimed logical, worship of their son. And that constant goading lured the gracious count hosts to devise something devious.

In another part of the galaxy an aging and soon to retire smuggler by the name Jackson Swift who was still owed a favor by this family. A win-win scheme was created: the hosts distracted the guests along the beaches and Jackson take the child. For all their genetic modification and perfection which the parents boasted made the child a perfect target for selling.

Seeing it as his big lump some for retirement Jackson Swift came into the manor, past all the droids which allowed him entry and took the the Arkanian boy. As a flagrant alcoholic and lover of women Jackson Swift couldn't help himself from a detour. Supposedly en rout to the Zygerrian to sell the genetically pinnacle child, Jackson stopped on Procopia to enjoy the beaches, alcohol and cantinas.

While Jasha was so young his Akranian mind was impressionable. Jackson had to keep his retirement fund close, sneaking the child into the cantinas as he drank. It left for the bundled child to observe all that happened. His white eyes soaking in the exchanges, bright colors and loud sounds which formed his first memories.

There was a fated connection one of those nights, a key detail Jackson Swift didn't see in his drink binge dedicated to his successful retirement. Sipping in an orderly manner, there was an up and coming Falleen. Sectis Saverath not yet at the height of his power was networking and growing the hold of the family. Jackson Swift had been someone who mislead his trust years back and got away with a pitiable amount of credits - but still an insult to Sectis Saverath's reputation.

Snapping his fingers and pointing Sectis corrected the error. Body guards collected the now all too aware Human, knowing what was going to become of him. Dragged away Sectis looked over the man's things at the table when the tossed jacket on the table began to cry.

The Falleen saw into the pure white eyes for the first time, thinking Jackson Swift paying off his debt in the end.

**

Jasha was the name given to him by Sectis, whatever the name was giving by his birth parents is a mystery. He grew up beside the Falleen's unbeatable charisma and passion for power. The Arkanian was always present at all parties the growing ruler attended, taught sternly exactly the limits of his behavior were to be. Everything about Jasha was scrutinized so it may make him a pleasing addition to Sectis' list of great feats and interesting eccentricities.

Jasha grew up being a conversion piece, a distraction when required, a student of Sectis' social teachings. Jasha lived lavishly, in a cage. While never trained he often observed Sectis' bold moves in negotiation, and how that boldness got him many things. He envied that power, by the time he was in his mid teens the Arkanian loathed and envied Sectis. Some of his thoughts spurred by raceism, knowing that an Arkanian who was made with intended perfection should have more authority than any other race - including Falleens. But it was as if everyone was ensnared by Sectis: when people got too close there was no way to escape.

He had seen Sectis give favor to others, even to one girl enough to hold her light saber which Jasha had never been able to find (in secret hopes of using it to cut Sectis down). In public Sectis drew some relationship between himself and Jasha, but Jasha was sure it was all lies.

There was no way to grasp for freedom. Jasha wasn't allow nor ever was trained to fight, he certainly couldn't charm Sectis' friends in his own favor and he could never retaliate in ways which were petty for fear of what would happen to him if it became a pattern.

At seventeen an unusual opportunity came up. On a space station Sectis was trying to win over a merchant to increase his gun sales when the merchant struck up a game of Sabacc. This was a rare moment as many fell under Sectis' will without such resistance. But this was a xenophobic Ubese who wanted to play a game with the man he was perhaps going to do business with.

On a whim Sectis allowed Jasha to join in the game. The repression of his intellect and his thirst to fight came through the cards and dice. Surprisingly, Jasha won. And it was Jasha's victory which mislead the Ubese merchant to think Sectis had some humility about him, giving the Falleen a charm to his personality he truly didn't earn himself.

The arrangement changed the relationshp between Jasha and Sectis, at least the green warden let the Arkanian roam at some distance. But it was to cantinas most often where Jasha continued his gambling craft, earning credits for Sectis and a small cut for himself. This small degree of freedom still wasn't enough for Jasha, as he played at the table he was still seen as Jasha's pet, another of his puppets.

At times Jasha stared at the women in the cantinas, not out of lust but a strange nostalgia which his young brain kept them at elevated positions. Their power over their customers made him think of Sectis as well, Freedom and power, Jasha knew he was smart and bold and he wanted to change himself in a way which felt freeing. Jasha wasn't a person raised in freedom, giving a name from a culture which objectified him as social decoration.

Jasha stared at the women wanting a rebirth in a way that gave him the power and attention as they had. He saved the credits and went under the knife. Jasha changed himself to a being he thought would be striking enough, unusual enough, perfect enough to get himself away from Sectis. Ms. White, his persona named affectionately after the color of his eyes and the shine of his hair. Ms. White was a homage to his supreme species.

The return trip certainly surprised Sectis. It was a game he learned from Sabacc, go as far as people were willing to think he'd go - and then take a step further. For Sectis to see Jasha turn himself into Ms. White only fascinated the Falleen further in the personal power and magnetism the Arkanian could develop given more time.

But the leash wasn't taken off, only held a little looser. Four years later at 22 Ms. White lives his life as an unusual androgynous figure who presents himself to the gambling table, earning money to keep himself afloat, and appease his ward father figure with enough credits to keep the control over him eased.

If he could catch Sectis by surprise once, selfishly Ms. White wanted that a second time, until the Falleen would finally respect who he was.

Motivation

Obligations

Servitude 10
Higher Risk 10


Description

Other Notes

Starting Experience: 100 XP

Special Abilities: Medicine +1

Dark Vision: Remove 2 setback dice from checks due to darkness.

Sectis Money: 40,260 credits

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