Joscar Scargri by Nexxthar

Species
Falleen
Career
Mystic
Specializations
Prophet/Niman Disciple/Seer
System
Force and Destiny

4
Threshold 16
Current 0
Threshold 21
Current 0
Ranged 2
Melee 4

Placeholder Image

Characteristics

2
2
2
2
5
4

Skills

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

Attacks

Joscar's Lightsaber (K'aa)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Burn 1
Damage
9
Critical
5
Joscar's Lightsaber (Dantari)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
8
Critical
2

0
925
3120

Weapons & Armor

Joscar's Lightsaber:

Walking Stick Hilt Disguise (Daunting Perception Check to distinguish it from a normal cane)
Superior
Cyclic Crystal Array
Dantari Crystal (When wielding the Lightsaber with this crystal active and making a Force Power check, may spend One Pip to heal 2 strain.)
K'aa Crystal
Armored Robes:
-Portable Plasma Shield

Personal Gear

Datapad
Urban Compass
Scanner Goggles
Jedi multi-tool (Lightsaber Maintenance Kit)
Ilum Crystal
Comlink
Holomessenger

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Nobody's Fool 2 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Plausible Deniability Remove Setback from all Coercion and Deception checks per rank of PD.
Niman Technique
Congenial 2 May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted. Strain cannot exceed ranks in C.
Inspiring Rhetoric (Improved) Take the IR action; make an Average Leadership check. Each Success causes 1 ally in close range to recover 1 strain. Spend Advantage to cause 1 affected ally to recover 1 additional strain and add Boost to a number of rounds = to Leadership
Parry 2 Suffer 3 strain to reduce melee attack by 2 plus ranks in Parry.
Overwhelming Aura USE FORCE DIE IN SOCIAL ENCOUNTERS RULE ZA WURLD HAHAHAH (Add Advantage per Force Die committed to Social checks)
Grit 4 +1 Threshold per rank.
Force Rating 3 +3 to Force Rating
Toughened 2 +2 Wound Threshold
Dedication 2 +1 to Presence, +1 to Willpower
Defensive Training 2 When wielding a Lightsaber, Melee or Brawl, gain Defense equal to ranks in DT.
Sense Emotions Add Boost to all Charm, Coercion and Deception checks unless target is immune to Force Powers.
Reflect 2 Suffer 3 strain to reduce ranged attack by 2 plus ranks in Reflect.
Font of Power Once per session, may take the Font of Power action. Until the end of the encounter, characters within medium range add automatic Force Pips based on alignment to checks.
Center of Being (Improved) Take a CoB maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. Improved: Suffer 1 strain to perform it as an incidental.
Resolve When involuntarily suffering strain, may reduce it by 1 per rank of Resolve.
Draw Closer Perform the DC action. Make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding force rating to the attack. Spend 1 Pip to move target 1 band or use for Successes.
Uncanny Reactions 2 Add Boost to Vigilance check.
Force Assault Spend Triumph or 3 Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as a maneuver.
Fly You Fool! Custom Talent When using Move on an ally, add a Boost.
Keen Eyed Remove Setback per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Rapid Reaction Suffer strain up to ranks in RR to add successes to Initiative checks.
Sense Danger Once per game session, may remove 2 Setback from any 1 check.

Force Powers

Force Rating
4
Power
Foresee
Description
User may spend Force Pip to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Duration (2) Spend Pips to increase the days into the future the user can see equal to Duration upgrades purchased.
Strength (2) Spend Pips to pick out specific details equal to Strength upgrades purchased.
Control When making initiative checks, add Foresee Force Power check to roll, pips used as successes.
Power
Move
Description
Use Force Move to spend Force Pips to move object at short range no larger than Sil 0.
Upgrade Effect
Strength (2) Increase Sil by 1 per rank of Strength purchased.
Control Can hurl objects to damage targets, by making a ranged attack check.
Range (2) Increase Range by 1 band per rank
Magnitude Increase Targets affected equal to Magnitude purchased
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Power
Alter
Description
The Force User can tap into the Living Force of their surroundings, manipulating the nearby environs.
May spend Force Pips to make all terrain currently within short range difficult terrain until the end of their next turn.
May spend Force Pips to make all difficult terrain normal terrain until the end of their next turn.
Upgrade Effect
Control The power can affect firm terrain, such as packed earth, stone or ice.
Control The Force user may spend 1 Pip to give all characters within short range of the user concealment.
Duration Commit 1 Die after successfully activating the power to sustain its effects while the user remains within range of the affected area.
Range Spend 2 Force Pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Protect/Unleash
Description
Protect: Average Discipline check as part of Protect check. Spend 2 Force Pip to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per Success. Dark side Force users may only protect themselves.

Unleash: The user may roll an Average Discipline check with Force Pips as a ranged attack. If check succeeds and spends 2 Force Pip, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect
Control Protect: Spend Advantage to gain defense equal to Advantage spent. Unleash: Spend Advantage to inflict 1 strain on target.
Strength (2) Spend 1 Pip to decrease damage or add damage equal to ranks of Strength purchased.
Power
Influence
Description
The character may attempt to guide, shape and even twist the thoughts and feelings of others.

Special Rule (Light/Dark Pip use): When guiding and shaping thoughts, Dark pips may be used to generate negative emotions such as rage, fear, and hatred. Only Light pips may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from both type of Pips.

The character may spend Pips to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Range Spend Pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Use Force die roll with Coercion, Charm, Deception, Leadership or Negotiation check. Spend Pips for Succ or Adv.

Background

Born to members of the Black Sun crime syndicate, Joscar spent most of his early years roaming the Ord Mantell City streets with other youths whose parents were apart of the syndicate. Unlike the others, Joscar's mother was a prominent figure in the organization which he used to his advantage even as a child. This earned him a small following of his own, forming a small gang of other children of Black Sun members. He began his own form of racketeering, obtaining information about local businesses and small figures within the district community as leverage to provide him with services to make life easier. In the end, this caused him to have a number of rivals and enemies in Ord Mantell.

During the rise of the Galactic Empire, Joscar's force sensitivity became revealed. Getting into a scuffle in one of the bars with the wrong crowd, the young Falleen was found by Black Sun enforcers beaten and bruised. Barely conscious, he was carried to a private clinic where the doctors treated him. During his time drifting in and out of consciousness, Joscar found himself experiencing vague visions of his future.

With his awareness in his force sensitivity during the Galactic War, Joscar remained relatively under the radar though he put his visions to good use. Capitalizing on his visions, he interpreted them with moderate success. Rivals were ruined, enemies were exiled from the planet. All the while Joscar's smile never left his face.

One particular rival, a Zabrak called Yisk, was the one that had hospitalized him. Joscar wasn't one for revenge, but he had to make a show of force for appearances. For weeks Joscar waited as he used his influence and leverage on local contacts to learn as much as he could about Yisk. He learned the location of his family, learned his regular routines, learned the businesses under his boot. He learned one secret to surpass them all: Yisk was having an affair in secret. Passing on the location to Yisk's wife, the affair was found out. His wife left him, taking Yisk's children with them. Almost simultaneously, Joscar ripped free those under Yisk's boots with the help of his mother's goons. Yisk's gang was hunted down one by one and never saw the light of day. In a final confrontation with Yisk, Joscar sat in Yisk's office in his chair. Though, in a last ditch effort, Yisk committed suicide right before his eyes but not before blaming Joscar for everything. Joscar, originally looking to recruit Yisk, sat shocked. He hadn't seen a lot of death but knew of what the Black Sun did, the cold reality of it rocked him to his core.

His association with the Black Sun during this time allowed for a grace period of anonymity when it came to the galaxy at large, but when it came to politics between the various criminal influences in his city he was known for the classic Falleen pragmatism. Though having taken a number of influences from those around him, his confident and friendly demeanor was unlike the rest of his race. In the end, it was just another mask for him to don.

In the wake of the birth of the New Republic, word reached Joscar's ears of the New Jedi Order being established by Luke Skywalker. With much reluctance from his family, Joscar finally arrived on the doorsteps of the Jedi temple. It was just another place for Joscar to explore, build a network of allies and contacts and gain influence on those around him. It was there he was introduced to his master, the Mandalorian lightsaber instructor Iakku Dun. Though he did not pick the lightsaber up well, his interest in Jedi lore was piqued which he pursued with rabid curiosity.

Motivation

Discovery

Find all the cool secrets of the Force, explore the world and experience worlds.

Morality

56

Emotional Strength: Bravery

Emotional Weakness: Coldness

Description

Other Notes

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