Staff of Office (Not Carried)
Shock Gloves (Not Carried)
Personal Gear
Jedi Utility Belt | +1 Encumbrance
Backpack | +4 Encumbrance (Generally not used)
Stimpack x2
Meditation Focus
Wood-handled Tool Set
Mechanics tools, Supreme Craftsmanship
Remove setback from checks to shape wood.
Assets & Resources
Knowledge of an easy path to old Alliance munitions dump.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit 4
Gain +1 Strain Threshold
Confidence 2
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Go Without
Once per session, the character counts as having the right tools for the job when making a skill check.
Intense Focus
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next check once.
Physical Training
Add [BO] per rank of Physical Training to Athletics and Resilience checks.
Force Protection 2
Perform the Force Protection Maneuver; suffer 1 strain and commit [F] up to ranks of Force Protection. Increase soak by number of [F] until beginning of next turn. Suffer 1 strain every turn [F] remains committed.
Empty Soul
At 2 or less Enc, Add ○● to force power checks.
Iron Soul
At 2 or less Enc, at the end of each encounter, heal all strain.
Force Rating 2
Mind Bleed
When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If he does so, the attacker then suffers a number of wounds equal to the strain suffered by the character.
Well Rounded
Melee, Xenology
Researcher 1
Well Travelled
Core Worlds and Outer Rim become career skills
Skilled Teacher
Master Instructor
Force Powers
Force Rating
2
Power
Ebb/Flow
Description
The Force user's actions sap strength from his foes, or empower himself.
Ebb: When the Force user makes a skill check he may roll an Ebb power check as part of the roll. The user may spend ◑ to suffer 1 Strain, then inflict 1 Strain on all other Engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend ◑ to heal 1 Strain. The Force user may not activate this multiple times.
Upgrade
Effect
Control
The Force user may spend ◑ to increase strain healed or inflicted by 1.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend ◑ to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade
Effect
Range
Spend ◑ to increase power's range bands equal to Range upgrades purchased
Control: Hurl
The Force user can hurl objects to damage targets by making a ranged combat check combined with a move power check, dealing damage equal to 10 times Sil. (5 if Sil 0)
Control: Pull
The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend ◑ to ignore the effects of darkness of blindness and see normally at up to medium range for the remainder of the round (or for one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade
Effect
Control: Fine Details
Spend ◑ to make out fine details on a single object within medium range.
Control: Transparent
Spend ◑ to see through a single object at medium range as though it were transparent.
Power
Heal/Harm
Description
Heal (light side Force user only): Spend ◑ to heal a number of wounds equal to Intellect from an engaged living creature (including user)
Harm: Spend ◑ to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade
Effect
Power
Sense
Description
Spend ◑ to sense all living things within short range (including sentient and non-sentient beings)
Spend ◑ to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Power
Forsee
Description
Spend ◑ to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade
Effect
Power
Enhance
Description
Basic: Athletics
Upgrade
Effect
Background
Gregor was a young child wandering the streets of Eriadu's capital city when he was picked up by a small religious organization called the Sowers. They took him in, fed him, clothed him, and raised him in their peculiar belief system.
When he was older, a travelling Sower teacher visiting the monastery recognized the boy's latent connection to the Force. The Sowers had long protected Force Sensitives from the Empire and it's Remnant, but with the rise of the Republic, the Sower leadership recognized the possibility of tempering the rising New Jedi Order with the grounded foresight of Sower teachings.
Gregor was packed off to the Temple on Yavin with nothing more than the robes on his back and a stout staff.
The Itinerant Teacher who discovered Gregor, a Force Sensitive Kalleran named Isti Kole, did not agree with the monastery's decision to send him to the Order. He argued that such a Seed sown would have a Harvest that none of them could predict.
Motivation
Belief: Religion
Gregor is an ardent believer in the teachings of the Sowers, a small but wide-spread religious order. The Sowers teach that every action is a seed sown that will, inevitably, have a harvest in kind. Sowing good actions will result in a good harvest, and evil in evil. They believe that those harvests are often not felt by the one who sows the seed, and that therefore each person has the responsibility to consider whether any seed they sow will be reaped by others, no matter how far removed.
Morality
Caution | Fear - 88
In the first year after Gregor was adopted by the Sowers, he was helping to plant a field that the monastery operated. He found that as he dropped seeds, he got a faint sense of how that seed would fare in that place. Over the course of that whole row, he learned piece by piece what affected the future life of a seed. Whether it fell on a stone, or if Gregor threw it too hard, or if he dropped it deep into a crack in the earth, he felt each factor's effects on the seed's life.
Gregor discovered young in life that he could instinctively feel, in part, the immediate consequences of an action as he took it or even as others acted around him. Repeated enough times, he can determine all the factors that go into the outcome of an action. This makes him cautious and prudent, as he considers all possible variables of a situation, but it can also lead him to fear taking an action that he has not studied sufficiently.
Once, Gregor witnessed a man being accosted in an alley. He wished to help, but could not know whether his intervention would force the robber's hand and bring harm to the victim. He turned and walked on, only to hear the sound of a blaster bolt behind him. That sound still haunts him to this day with thoughts of "What if?".
Description
Gregor is a 20 year old non-descript Human male, about 5'11" with lightly tanned skin and brown hair (usually shaved). Even for other Humans, he's unremarkable aside from the shaved head.
He usually wears a simple robe in the golden grain color of a Sower acolyte. What appears to be a simple necklace of spheres is a chain of small pods used to carry seeds. Sowers are agrarian by nature, and they often collect seeds of interesting plants for later examination and testing.
Other Notes
Character Goals + Beats on the path to those goals.
Goal: Influencing the Order |-| Gregor seeks to sway the order in a more thoughtful and careful direction. He will attempt to counsel other Jedi to consider the effects of their actions, and try to prevent the Order from making rash decisions. In addition, he seeks to remove the influence of evil artifacts on the Order, and will destroy them if possible.
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Seed Destroyed: Sith Knife
Counsel: Rakand
Counsel: Ohta
Rejection of Lightsabers
Ossa's Meditation
Minor: A careful plan gone wrong
Next: An alternate Path (From Lightsabers)
Goal: A Pragmatic Path? |-| The doctrine of the Sowers is tempered by the peaceful agrarian nature of their teachings. However, that doctrine could be twisted by arrogance and pride from a farmer's hand into a herdsman's whip. If each action has a reaction, then surely there is an optimal set of actions to be taken in the universe. If only they understood...
--------------------
Next: An obvious seed ignored
Goal: A People for the Jedi |-| The humanitarian crisis in the region has left hundreds of thousands of displaced persons wandering the spacelanes and starports of the sector. Gregor believes that the Order cannot separate itself so fully from the people it has sworn to protect, and if the order will not decamp to the people, it seems the people will come to them. He will attempt at all times to encourage refugee and eventually permanent settlement on Yavin.
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Next: Gregor and The Jedi Response
Goal: Temple Site |-| The Sowers are highly decentralized in a galactic scale, but do congregate together in a planetary one. If and when Gregor has converts to the Sowers, he will feel responsible to establish a place of learning and reflection for them separate from the Jedi Praxeum.
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Next: Fertile Ground for a Monastery
Goal: Prompt Action |-| Gregor fears decisions made without time or means to consider the outcome.
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Overcame his fear in a critical moment and leapt to action to save a street tough about to be executed. He felt he was partly responsible for his plight.
Begin Mission Log: 380xp
Fallen Sky: XP: 15 | Morality: -1 | Cr. 300
First Do No Harm: XP: 20 (+5 minor breakthrough: Sower of Bad Seeds caught) | Morality: 0 | +300 credits