So Kagu by shroudedstriker

Species
Kel Dor
Career
Consular
Specializations
Niman Disciple, Sage (20 exp)
System
Force and Destiny

5
Threshold 12
Current 0
Threshold 20
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
5
5
6
5

Skills

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

Attacks

Training Saber
Range
Engaged
Skill
Lightsaber
Stun Damage, Defensive 2
Damage
6
Critical
So Kagu's Saber
Range
Engaged
Skill
Lightsaber
Superior (automatic advantage, +1 damage), Defensive 2, Breach 1, Sunder, Vicious 1
Damage
10
Critical
1

35
1800
25000
10/12

Weapons & Armor

Training Lightsaber (1 enc, HP 5, 400 credits)

Lightsaber (1 enc, HP 5, 9300 credits, Breach 1, Sunder)

Superior Hilt Personalization (adds Superior quality, 5000 credits, HP Required: 1)

Krayt Dragon Pearl (Changes Lightsaber stats: Damage 9, Crit 1, replace qualities with Breach 1, Sunder, and Vicious 1, HP 2 required, 15000 credits)

Armored Robes (Defense 1, Soak 2, 4500 Credits, Enc 5, HP 2)

Superior Armor Customization (grants armor Superior quality: enc -1, soak +1, HP required: 1, 5000 credits)

Energy Dispersion System (counts soak as 2 higher when using soak to reduce damage dealt to strain threshold, HP required: 1, 500 credits)

Personal Gear

Antitox Breath Mask
Extra Antitox Breath Masks x2 (50 credits, enc 1 each)
Backpack (50 credits, enc +4)
Utility Belt (25 credits, enc +1)
Datapad (75 credits, 1 enc)
Comlink (handheld) (25 credits, enc 0)
Macrobinoculars (75 credits, enc 1)

Assets & Resources

100 exp + 1000 exp bonus
10 exp rank 1 Charm + Astrogation
60 exp rank 2 Lightsaber, Discipline, Leadership, Negotiation, Cool, Charm
20 exp Brawn, 30 + 40 + 50 exp Presence, 40+50 exp Willpower, 30 + 40 + 50 exp Intelligence, 30 + 40 + 50 exp Cunning

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Nobody's Fool (5 exp) Force & Destiny 70 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Niman Technique (10 exp) Force & Destiny 70 When making a Lightsaber skill check, the character may use Willpower instead of Brawn
Sense Emotions (15 exp) Force & Destiny 70 Add boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers
Reflect x3 (40 exp) Force & Destiny 70 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Draw Closer (20 exp) Force & Destiny 70 Perform a Draw Closer action, make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding Force Die no greater than Force Rating to the check. Spend Force pips to move target one range band closer or to add successes to the check.
Center of Being (20 exp) Force & Destiny 70 Take a Center of Being maneuver. Until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.
Improved Center of Being (25 exp) Force & Destiny 70 Suffer 1 strain to perform the Center of Being maneuver as an incidental.
Force Rating (25 exp) Force & Destiny 70 Gain +1 Force Rating
Force Assault (25 exp) Force & Destiny 70 Spend a triumph or three advantages on a missed Lightsaber (Willpower) combat check to immediately perform a Move Force power action as a maneuver.
Dedication (25 exp) Force & Destiny 70 Gain +1 to a single characteristic (Willpower). This cannot bring a characteristic above 6.
Kill with Kindness (5 exp) Force & Destiny 71 Remove Setback Dice per rank of Kill with Kindness from all Charm and Leadership checks.
Researcher (10 exp) Force & Destiny 71 Remove Setback Dice per rank of Researcher from all Knowledge Checks. Researching a subject takes half the time.
Smooth Talker (15 exp) Force & Destiny 71 When first acquired, choose 1 skill: Charm, Coercion, Deception, or Negotiation (Charm). When making checks with that skill, spend a Triumph to gain additional successes equal to ranks in Smooth Talker.
Grit (20 exp) Force & Destiny 71 Gain +1 strain threshold
Force Rating (20 exp) Force & Destiny 71 Gain +1 Force Rating.
Preemptive Avoidance (20 exp) Force & Destiny 71 May spend 1 Destiny Point to disengage from engaged enemy as an out of turn incidental.
Knowledge Specialization (20 exp) Force & Destiny 71 When acquired, choose 1 Knowledge skill (Knowledge (Education)). When making that skill check, may spend Triumph result to gain additional successes equal to ranks in Knowledge Specialization.
Force Rating (25 exp) Force & Destiny 71 Gain +1 Force Rating.
Parry x3 (30 exp) Force & Destiny 70 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Defensive Training x2 (25 exp) Force & Destiny 70 When wielding a Lightsaber, Melee or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training.
Sum Djem (20 exp) Force & Destiny 70 May spend a triumph or two advantages with a successful Lightsaber check to disarm opponent
Grit (5 exp) Force & Destiny 70 Gain +1 strain threshold
Grit (5 exp) Force & Destiny 71 Gain +1 strain threshold
Grit (5 exp) Force & Destiny 71 Gain +1 strain threshold
Unmatched Negotiation (30 exp - attached to Niman Disciple) Disciples of Harmony 33 Once per game session, as an incidental, the character may spend 2 Destiny Points. For the rest of the round, whenever that character makes a Charm, Coercion, Deception, or Negotiation check, the character downgrades the difficulty of the check the number of times needed to remove all Challenge Dice from the pool.
Duration x3 (35 exp) Disciples of Harmony 33 Unmatched Negotiation lasts for 1 additional round.
Destiny (10 exp) Disciples of Harmony 33 Unmatched Negotiation costs 1 Destiny Point instead of 2
Increase Effect (10 exp) Disciples of Harmony 33 Engaged allied characters making Charm, Coercion, Deception, or Negotiation checks while this power is active downgrade their difficulty once
Increase range (15 exp) Disciples of Harmony 33 Increase the range at which this ability affects allied PCs to medium range.
Add Triumph (15 exp) Disciples of Harmony 33 Whenever the character fails a Charm, Coercion, Deception, or Negotiation check while this power is active, the character adds an automatic triumph to the results

Force Powers

Force Rating
4
Power
Enhance (10 exp)
Description
When making an Athletics check, roll an Enhance power check as a part of the pool. User may use Force pips to add successes or advantages to the check
Upgrade Effect
Control (10 exp) When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control x5 (25 exp) Enhance can be used with the Coordination, Resilience, Piloting (Planetary), Piloting (Space), and Brawl skills.
Control (10 exp) Take a Force Leap action. Make an Enhance power check. The user may spend Force pips to jump horizontally to any location in short range
Control (10 exp) The user can perform a Force Leap as a maneuver instead of an action.
Range (10 exp) Spend Force pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Move (10 exp)
Description
The Force user can move small objects via the power of the Force. The user may spend Force pips 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 x3 (25 exp) Spend a Force pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength x4 (55 exp) Spend a Force pip to increase Silhouette able to be targeted equal to Strength upgrades purchased.
Control (15 exp) The character can perform fine manipulations of items, allowing him to do whatever he could normally do with his hands via this power at this power's range.
Magnitude x4 (30 exp) Spend a Force pip to increase targets affected equal to Magnitude upgrades purchased.
Control (5 exp) The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Control (10 exp) The Force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check, doing damage equal to 10 times silhouette.
Power
Foresee (10 exp)
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend Force pips to gain vague hints of events to come, up to a day into his own personal future.
Upgrade Effect
Strength x2 (10 exp) Spend Force Pips to pick out specific details equal to Strength upgrades purchased.
Control (15 exp) When performing a Foresee power check as part of an Initiative check, the user may spend Force Pips to allow all affected targets to take one free maneuver before the first round of combat begins.
Range x3 (15 exp) Spend a Force pip to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude x2 (10 exp) Spend a Force pip to increase targets affected equal to Magnitude upgrades purchased.
Control (10 exp) When making a skill check to determine Initiative, the user may rolla Foresee power check as part of the pool. He may spend Force pips to gain successes on the check.
Duration x2 (10 exp) Spend Force Pips to increase the days into the future the user can see equal to Duration upgrades purchased.
Power
Influence (10 exp)
Description
The character may attempt to guide, shape and even twist the thoughts and feelings of others.
Special rule (Force Pips used): When guiding and shaping thoughts, only Force Pips generated from Dark Side Pips may be used to generate negative emotions such as rage, fear, and hatred. Only Force Pips generated from Light Side Pips may be used to generated positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from Force Pips generated from either Light Side Pips or Dark Side Pips.

The character may spend Force Pips to stress the mind of one living target he is engaged with, inflicting 1 strain
Upgrade Effect
Duration x4 (20 exp) Spend Force pips to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
Range x3 (25 exp) Spend Force pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude x3 (15 exp) Spend Force pips to increase targets affected equal to Magnitude upgrades purchased.
Control (15 exp) When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend Force pips to gain successes or advantages (user's choice) on the check.
Strength (10 exp) When stressing the mind of a target, the character inflicts 2 strain.
Control (10 exp) The Force user may make an opposed Discipline vs Discipline check combined with an Influence power check. If the user spends Force Pips and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Power
Sense (10 exp)
Description
The Force can sense the Force interacting with the world around him.
The user may spend Force pips to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Force pips to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Range x3 (25 exp) Spend Force pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Control (10 exp) Spend a Force pip. The Force user senses the current thoughts of one living target with whom he is engaged.
Magnitude x2 (15 exp) Spend Force pips to increase targets affected equal to Magnitude upgrades purchased.
Power
Battle Meditation (15 exp)
Description
The Force user directs allies in battle, making them more effective as a coordinated unit.

The user may spend Force Pips to add one automatic success to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any Dark Side Pips to generate Force pips, reduce each targets Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Range x4 (30 exp) Spend Force Pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Duration (25 exp) Commit 3 Force Die to sustain the ongoing effects of the power on each affected target while it remains in range.
Mastery (25 exp) If no Dark Side Pips were used to generate Force Pips, choose one skill. While affected by the power, each affected character counts as having the same number of ranks in the chosen skill as the affected character with the most ranks in the skill. If the user used any Dark Side Pips to generate Force Pips, each affected character must make an Easy (1 difficulty) Discipline check if he wishes to resist obeying orders.
Control (20 exp) May suffer 4 strain to change the range of power and range upgrades to planetary scale.
Magnitude x4 (50 exp) Spend Force Pips to affect a number of additional targets equal to Presence per rank of Magnitude purchased.
Strength (10 exp) Spend Two Force Pips to add one additional automatic success to affected characters' checks.
Control (10 exp) When making a Battle Meditation power check, the user may make an Easy (1 difficulty) Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of the power.

Background

So Kagu was born to a family of diner owners on Coruscant during the twilight years of the Clone Wars, spending much of his early youth observing the family go about their business. He enjoyed watching them go through the ins and outs of said business, cooking and managing finances as well as holding conversations with many of the patrons of his family’s diner. So Kagu was easily enamored by the diner patron’s tales of other planets in the galaxy and the different conflicts going on at the time, and dreamed of traveling across the galaxy when he was older.

Things changed when the Clone Wars ended and the Empire’s iron grip enclosed the galaxy. The totalitarian regime that came to power took many freedoms and businesses of the people – and So Kagu’s family and diner were some of the first civilian casualties of the Empire’s reign. So Kagu was unable to do more than watch in horror as his family was executed on the spot outside of their burning business, and was forced to flee from soldiers when their attentions were drawn to him. He was able to escape by unconsciously using the Force, which drew the attention of a Human Jedi Padawan named Kennei Tenshi fleeing from the massacre of the Jedi Temple. Kennei took in the young So Kagu, the duo fleeing Coruscant to the other parts of the galaxy.

During their time together traveling across the galaxy, Kennei trained So Kagu in what Kennei knew of the ways of the Jedi, believing it was the best way to help the youngling focus and survive in the new galaxy aiming for their extinction. So Kagu was able to learn the basics of Niman in-between many encounters with the Empire’s oppression of the people (in part due to So Kagu’s tendency to jump headfirst into danger to help others, the trauma of his family dying rendering him incapable of ignoring those in need) before the duo were eventually separated by a chance encounter with Stormtroopers. The two promised each other to meet again someday to continue his training, and So Kagu proceeded to travel aimlessly, attempting to balance avoiding detection by the Empire with aiding others in need secretly and training himself in the ways of the Force. Occasionally, So Kagu would receive messages from Kennei through the Force to help the both of them coordinate themselves in their efforts to meet again, Kennei providing advice and instructions to So Kagu when needed.

When the Rebel Alliance fully materialized, So Kagu joined their ranks to fight against the Empire and protect others. He rose through the ranks and became a respected figure, though not a part of the High Command. He also reunited with Kennei, and continued his training, waiting for the day the Empire would fall...

Motivation

To help the helpless, and hopefully prevent anyone else from going through the trauma he experienced the day his family was killed.

Morality

Morality: 50
Emotional Strength: Compassion
Emotional Weakness: Recklessness

Description

Other Notes

https://i.pinimg.com/originals/80/06/d3/8006d314ab4717affb8e136ce77691e8.jpg

Dark Vision (remove two setback dice imposed due to darkness
Atmospheric Requirement: start with a breath mask, oxygen is a dangerous atmosphere with rating 8 (pg. 220), can survive in a vacuum for 5 minutes before suffering effects.

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