Locke Corser by wiskeyfeathers

Species
Human
Career
Jedi
Specializations
Padawan/Knight, General, Starfighter Ace, Pathfinder, Navigator
System
Force and Destiny

2
Threshold 23
Current 0
Threshold 19
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
5
5
4
4
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 6
Athletics (Br) X 5
Charm (Pr) 4
Coercion (Will) 4
Computers (Int) 6
Cool (Pr) X 4
Coordination (Ag) X 5
Deception (Cun) 4
Discipline (Will) X 4
Leadership (Pr) X 6
Mechanics (Int) X 6
Medicine (Int) X 4
Negotiation (Pr) X 5
Perception (Cun) X 5
Piloting: Planetary (Ag) X 6
Piloting: Space (Ag) X 6
Resilience (Br) 4
Skulduggery (Cun) 4
Stealth (Ag) 4
Streetwise (Int) 4
Survival (Int) X 5
Vigilance (Will) X 5
Brawl (Br) X 4
Gunnery (Ag) X 4
Lightsaber (Will) X 7
Melee (Br) X 4
Ranged: Light (Ag) 5
Ranged: Heavy (Ag) 4
Knowledge: Core Worlds (Int) X 4
Knowledge: Education (Int) X 4
Knowledge: Lore (Int) X 5
Knowledge: Outer Rim (Int) X 4
Knowledge: Underworld (Int) 2
Knowledge: Warfare (Int) X 5
Knowledge: Xenology (Int) 3

Attacks

Crossguard Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1; Sunder; Vicious, Fusion Shunt, Defensive 1
Damage
10
Critical
3
Greelwood Lighstaber
Range
Engaged
Skill
Lightsaber
Breach 1; Sunder; Cool Check -1; Parry Reflect -1
Damage
8
Critical
3
Vibroknife
Range
Engaged
Skill
Melee
Yellow
Damage
1
Critical
2
Coronet Arms HL-27 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
5
Critical
3
DC15 Sidearm
Range
Short
Skill
Stun
Damage
6
Critical
3
Blaster Pistol
Range
Medium
Skill
Ranged: Light
Serrated Edge (Vicious +1)
Damage
6
Critical
3
Entrenching Tool
Range
Engaged
Skill
Melee
Speedy Shovelling
Damage
2
Critical
4

75
1065
194356
18/17

Weapons & Armor

- Crossguard Lightsaber - Green Krayt Dragon Kyber Crystal, (Ability to Disarm; Fusion Shunt - increased cutting potential; Ionising Emitter Matrix - increases damage +2 against droids and vehicles); Overcharged Power Cell - temporarily increases damage by 3 significantly

- Greelwood Lightsaber (reduce the difficulty of cool checks by 1, combat checks against enemies gain two setbacks, strain cost for parry/reflect reduced by 1)

- Lara Phobos' Lightsaber (purified)

- Blaster Pistol

- Applied Imaging B310 Micro-Imager - +2 Boost Die to Perception, Knowledge Lore/Education

- Coronet Arms HL-27 Light Blaster Pistol

- Jedi Commander Armour

- Vibroknife

Personal Gear

- Jedi Utility Belt (three-day supply food capsules, emergency medpac, lightsaber maintenance kit, slim glow rob, comlink, aquata breather)

- Creshaldyne MK. IV Modular Backpack

- Holomessenger

- Datapad - handheld computer system

- Data Goggles - displays information

- Climbing Gear - rappelling and climbing

- Tool Kit - repairs on mechanical objects

- Data Breaker - splice into computer systems

- Wilderness Survival Kit - survival knife, a distress beacon, two emergency comlinks, a spool of wire, ration bars, a basic medpac, two respirators, a water jug with filter, a glow rod, 50 metres of high-tensile microfibre line, ten ration packs and an emergency flare gun.

- Entrenching Tool - collapsable shovel

- Weapons Maintenance Kit - repairs and modifications

- Flashfire Camp Stove/Mess Kit - cooking equipment

- 2x Emergency Repair Patch - quick application for mechanical repairs (one use)

- Microaxial Starmapper Handheld Navicomputer - alternative to a fully-fledged navicomputer (2 boost die to astrogation checks)



Assets & Resources

- The Cardinal (Delta 7 Aethersprite-Class Interceptor)

- Varactyl (Diemos)
- Caballerin Series Riding Tack/Saddlebags

- Master Temis' Holocron (leadership and knowledge core world)

- Master Phobos' Holocron - (Medicine)

- Master Phobos' Guide to Force Healing

- Ancient Star Chart - expanded knowledge of Galaxy

- Crossguard Lightsaber Hilt

- T3-82 Engineer Droid

Critical Injuries & Conditions

Autism
Gay
60

Talents

Name Rank Book & Page Description
Toughened 6 Padawan Gain +4
Grit 8 Padawan/Knight/Pathfinder +1 strain threshold
Quick Draw 1 Padawan Once per round, draw or holster a weapon or accessibly item as an incidental
Well-Rounded 1 Padawan Choose any 2 skills, they become a career
Sense Danger 1 Padawan Once per game remove two setback dice from any one check
Force Rating 3 Padawan Gain 1+ Force rating
Parry 5 Padawan/Knight When hit by a melee stack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Reflect 3 Padawan/Kinght When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Skilled Jockey 1 Star Fighter Ace Remove setback die per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts
Solid Repairs 2 Star Fighter Ace When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of solid repair
Learning Opportunity 1 Padawan Once per round, the character may spend 3 advantage points from a check they fail to upgrade the ability of their next check once
Niman Technique 1 Consular When making a lightsaber skill check, the character may use Willpower instead of Brawn
Valuable Facts 1 Padawan Once per encounter, perform Valuable Facts action: make an average knowledge check. If successful, add one advantage to one ally's skill check during the encounter
Rapid Reaction 1 Starfighter Ace Suffer a number of strain to add an equal number of success to initiate checks. Strain suffered cannot exceed ranks in Rapid Reaction
Confidence 1 Starfighter Ace May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence
Galaxy Mapper 3 Starfighter Ace Remove setback per rank of Galaxy Mapper from Astrogation checks; take half normal time
Something to Prove 1 Padawan Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain
Adaptable 1 Padawan When resolving a check that uses a skill in whcih they have no ranks, the character may spend one Destiny Point to remove Despair/Threat equal to their ranks in Cool
Temple Training 1 Padawan Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore)
Beginner's Luck 1 Padawan Once per session when the character makes a check, may add success equal to the number of light side Destiny Points in the Destiny pool to the results
Dedication 2 Padawan Gain +1 to a single characteristic. This cannot bring a characteristic above 6
Sincerest Flattery 1 Padawan Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add two boost
Intuitive Evasion 1 Starfighter Ace Perform the Intuitive Evasion maneuver, suffer 1 strain and commit Force Die up to ranks of Intuitive Evasion. Upgrade difficulty of combat checks targeting starship or vehicle by equal amount. Suffer 1 strain every round Force Die remains committed
Jump Up 1 Knight Stand from seated but not as a maneuver
Balance 1 Knight When the character heals strain at the end of the encounter, they may add Force die per Force Rating. They recover additional strain equal to those generated
Researcher 2 Knight Remove setback per rank of Researcher from Knowledge checks. Researching a subject takes half the time
Improved Reflect 1 Knight When reflecting a hit that generated may hit one target in medium range with the same damage as the initial hit, after original attack resolves
Circle of Shelter 1 Knight When an engaged ally suffers a hit, may use Parry of Reflect incidental against the hit
Keen Eyed 2 Pathfinder Remove setback per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half
Studious Plotting 1 Navigator When making a Streetwise or Survival skill check to navigate on a world, the character may use Intellect instead of Cunning
Expert Tracker 1 Navigator Remove setback per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half
Swift 1 Pathfinder Does not suffer usual penalties for moving through difficult terrain
Outdoorsman 2 Pathfinder Remove setback per rank from checks to move through terrain or manage environment effects. Decrease overland travel times by half
Improved Shortcut 1 Navigator When engaging in a chase or race, may suffer 2 strain to add equal success to ranks in Shortcut to the check
Planet Mapper 1 Navigator Remove setback per rank of Planet Mapper from Streetwise or Survival checks used for navigation on a world. Such checks also take half normal time
Uncanny Senses 1 Navigator Add boost die per rank to all Perception checks
Sense Emotions 1 Knight Add boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers
Side by Side 1 Knight While the character and one of more engaged allies are wielding lightsabers, add threat to all combat checks that target the character or those allies
Improved Parry 1 Knight When parrying a hit that generated despair or threat, may hit attacker once with Lightsaber, Brawl or Melee weapon (dealing base damage) after original attack resolves
Balance 1 Knight When the character heals strain at the end of the encounter, they may Force die per rating. They recover additional strain equal to those generated
Will of the Force 1 Knight Once per round after failing a skill check, the character may convert one dark side Destiny point to a light side one
Shortcut 1 Navigator During a chase, the character adds boost die equal to his ranks to any checks made to catch or escape an opponent
Holistic Navigation 1 Navigation When making an Astrogation skill check, the character may spend one Destiny Point to remove threat, or to remove despair equal to his rank in Perception
Saber Throw 1 Knight Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium distance range, adding Force Die no greater than Force rating. Must spend Force Points and succeed to hit target; spend Force Points to have weapon return to hand
Guardian of the Republic 1 Knight After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round
Commanding Presence 1 General Remove setback per rank from Leadership and Cool checks
Command 1 General Add Boost Die per rank when making Leadership checks; Affected targets add Boost Die to Discipline checks for 24 hours
Stand Firm 1 General As an action, make a hard Leadership check, choose one ally per Success, who increase their wound threshold by the character's Presence until the end of the encounter
Fall Back 1 General While engaged with an opponent, the character may suffer a number of strain up to their Leadership to allow an equal number of allies engaged with that opponent to immediately disengage as an out-of-turn incidental

Force Powers

Force Rating
5
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend F F to gain insight into the general location or direction of a person or object that he knows about, regardless
of current distance.
The user may spend F and succeed at a dd Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Mastery Make Seek power check and spend F F F to add x to combat checks
against one target until the
end of the encounter.
Control 3 Ongoing effect: Commit C. Upgrade the ability of Vigilance and Perception checks once.
Strength 2 Spend F to eliminate 1 Force-based illusion per rank of Strength upgrade
purchased.
Magnitude 4 Spend one force point to gain one additional detail per Magnitude upgrade purchased
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend F to gain vague hints of events to come up to a day into his future.
Upgrade Effect
Strength 2 Spend F to pick out specific details equal to Strength upgrades purchased.
Duration Spend F to increase days into the future the user may see equal to Duration upgrades purchased.
Control 2 When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the pool. He may spend F to gain s per point on the check.
Magnitude 2 Spend F to increase targets affected equal to Magnitude upgrades purchased.
Range 3 Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Magnitude Spend F to increase
number of targets
affected by power equal
to Magnitude upgrades
purchased.
Control 2 Effect: Spend F. The Force user senses the current thoughts
of one living target with whom he is engaged.
ALL OF SENSE
Duration Sense’s ongoing effects may be triggered one additional time
per round.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend F 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
Strength 2 Spend Force points to increase silhouette able to be targeted equal to strength upgrade purchased
Magnitude 2 Spend Force points to increase targets affected equal to Magnitude upgrades purchased
Range 2 Spend F to increase
power’s range by a number
of range bands equal to
Range upgrades purchased.
ALL OF MOVE The Force user can hurl objects
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Z/z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage,
fear, and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness.
Upgrade Effect
Range Spend F to increase
power’s range by a number
of Range bands equal to
range upgrades purchased.
Control 2 Influence check as part of dice pool for Coercion, Charm, Deception, Leadership, Negotiation, Discipline
Magnitude Spend F to increase
targets affected equal
to Magnitude upgrades
purchased.
Power
Enhance
Description
When making certain checks, the Force user may roll an Enhance power check as part of the pool. The user may spend to gain on the check
Upgrade Effect
Control 5 Enhance can be used with the Coordination Skill, Athletics, Piloting (Space/Planetary), Resilience, Brawl; horizontal/vertical Force Leap
Power
Warde's Foresight
Description
The Force user can feel the Force flowing around another specific individual to gain insight into what that person might do.
The user may spend F to gain hints about what another individual within short range is likely to do in the near future.
Upgrade Effect
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend F to heal a number of wounds equal to Intellect from an engaged living creature (including
the user). The user may not activate this multiple times.
Harm: Spend F
user may not activate this multiple times.
Upgrade Effect
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend F to add one automatic s to all checks made by a number of engaged friendly targets up to his Presence
before the end of this next turn. If the user used any z to generate F, reduce each target’s Willpower by 1 (to a minimum of 1)
until the end of the encounter. The user may not activate this multiple times.
Upgrade Effect
Power
Ebb/Flow
Description
The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend F to suffer 1 strain,
then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend F to heal 1 strain.
The user may not activate this multiple times.
Upgrade Effect
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.
The Force user may spend F to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate
this multiple times.
Upgrade Effect
Strength Increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per Force Die committed
Power
Supress
Description
The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend F to add automatic f to Force power checks made against him or any ally within short range until the end of his next turn.
Upgrade Effect
Strenght Spend Force Points to add additional automatic Failure equal to Strength upgrades purchased to hostile Force power checks.

Background

Locke Corser is a Corellian, who was brought to the Temple in his youth, and embraced the teachings with a passion for technology and starships. He was born to a non-Force-sensitive family and does not remember much about his childhood before the Jedi. He made his dreams of becoming a skilled pilot evident and had a knack for all things mechanical. Under the guidance of Lara Phobos, he emerged as a determined, intelligent, and slightly whimsical Padawan, excelling in piloting and space navigation. As her Padawan, he flourished, mastering the delicate balance between harnessing the Force and honing his combat skills. The Temple became his home, and its teachings became the guiding principles of his life. His determination to excel in both the mystical aspects of the Force and the practicalities of combat set him apart. He was able to combine his determination with intelligence and focused on the Niman form.

From his early days at the Jedi Temple, Locke formed an unbreakable bond with a fellow Devaronian Padawan named Rína. Their friendship, akin to that of siblings, blossomed under the watchful eyes of their masters, Lara Phobos and Rios Cain, who shared a unique connection of their own. They grew up as inseparable companions, Locke and Rína faced the trials and tribulations of Jedi training together. Their shared experiences forged a bond stronger than blood, creating a familial connection that transcended the usual master-apprentice relationships.

Lara's approach to mentoring Locke is marked by a deliberate contrast to her previous experiences. She is scarred by the fall of her last Padawan to the dark side, she has adopted a more lenient and slack demeanor with Locke. Recognizing the delicate balance between guidance and autonomy, Lara aims to avoid stifling Locke's individuality. Despite being a good-natured individual, Locke harbors a rebellious streak and uses his pocket money to buy cigarettes. Locke continues to hold Lara and her teachings very close to his heart, and it shapes him as a person, right up until her death and beyond.


Motivation

Locke's affinity for computers aligns with a motivation to understand and manipulate technology. This is driven by a curiosity to uncover the mysteries of the Force through technological means or a desire to use his skills for the greater good, contributing to the Jedi's efforts in unconventional ways.
Locke's experiences with Lara's differing approaches to mentoring highlight his struggle to find the balance between responsibility and personal freedom. His motivation also revolves around navigating this delicate equilibrium, ensuring that he fulfills his duties as a Jedi while retaining his individuality. His rebellious streak and penchant for letting loose with activities like purchasing cigarettes and building his starfighter in secret stem from a desire for autonomy. Lara's more lenient approach definitely encourages this aspect of his personality, pushing him to assert his independence even within the structural confines of the Jedi Order.

Locke's dream of becoming a pilot is not just a personal passion but a strategic choice driven by his desire to be useful. He recognises that a skilled pilot can play a crucial role in various situations. Mastering the art of piloting becomes a way for him to contribute actively and make a tangible difference in the broader galactic landscape. Locke sees education, usefulness, and piloting as interconnected elements. By combining his Jedi training, academic pursuits, and piloting skills, he envisions himself as a well-rounded individual capable of addressing a diverse range of challenges. This integrative approach reflects his motivation to be a versatile and valuable asset to the Jedi Order and his friends and family.

Following the failed flight test of The Cardinal, Locke is confined to a bacta tank to heal from his injuries. It is during this time that Lara's former fallen apprentice, Wylla Tome, murders her in front of him, leaving him helpless to the act.

The sudden and tragic murder of Lara Phobos sends shockwaves through Locke Corser's world. Witnessing his mentor's life extinguished before his eyes, Locke is left grappling with a profound sense of loss and grief.
The event marks a turning point for Locke, thrusting him into the harsh realities of the galaxy and the dangers that Jedi face. It also defines the moment in which Locke was made a Jedi Knight, as it was Lara's belief that he was ready, and the Council understood this moment to be a culmination of his great trial. The murder not only shatters his sense of security but also raises questions about the nature of darkness and light, and the fragility of life.
Locke now carries the weight of a personal vendetta against those responsible. The need for justice and redemption becomes a driving force, intertwining with his Jedi training and propelling him into a journey of self-discovery and vengeance. The memory of Lara's murder becomes a catalyst for Locke's development as a Jedi Knight. Despite these difficulties, Locke has unwavering faith in the light side of the Force.

Locke's awareness of Lara's previous Padawan turning to the dark side creates a personal mission for him. He is motivated to prove that he can overcome the challenges that led to his predecessor's fall and emerge as a Jedi who stays true to the light.

Morality

70

Description

Locke has dark brown hair with a blonde streak, grey eyes, and facial scarring following the Cardinal's failed test flight. He grows a beard following the death of his Master, in order to look older and fit into the title of a Jedi Knight. He speaks with a Coruscant accent, after spending the majority of his life on the planet, and holds few memories of his time on Corellia. He refused to grow out a Padawan ponytail but kept the braid after many arguments with his Master.
When he does not have to wear his basic Jedi robes, he wears grey tunics and tactical gear, so that he always has his tools close by.

Locke moves with a natural grace that suggests both agility and strength and uses the Force to help with his movements.
Locke displays physicality not just in combat but also in moments of exertion, be it during intensive training sessions or navigating challenging terrains. Locke's athletic prowess is evident in every leap, twist, and landing, showcasing his commitment to maintaining peak physical condition as a Jedi. Despite how uptight Locke may seem when it comes to his studies and training, he always carries himself with a relaxed and gentle posture.
Locke focuses on the Niman lightsaber form through fluid and purposeful motions, emphasising the form's adaptability and versatility.

Lightsaber Form VI: Niman
Locke's choice to embrace the Niman lightsaber form is a reflection of his pragmatic and adaptable approach to combat, rooted in a comprehensive understanding of the Force. The Niman form, often referred to as the "Way of the Rancor," strikes a delicate balance between various aspects of lightsaber combat and the use of the Force. As he is driven by a desire to be useful in a variety of situations, Locke values the Niman form for its ability to seamlessly transition between offensive and defensive maneuvers.

The Niman form's versatility allows him to leverage his connection to the Force not only for combat but also for enhancing his piloting abilities and technological understanding. As well as this, the form's adaptability and emphasis on using the Force align well with the instincts required for successful piloting and mechanical work. Locke sees the Niman form as an extension of his abilities, bridging the gap between lightsaber combat and the maneuvers of a starship.
The overall balance of the Niman form aligns with his overarching philosophy of being a well-rounded, useful, and adaptable Jedi.

Locke Corser is also known as the 'Wall Street Banker' / 'General Obvious'

Other Notes

Locke Corser stands as a formidable adversary to the Hutts after getting involved in both their internal and external affairs. He and Rína freed one of Marto the Hutt's slaves, Astara. They also rescued Senator Tondor Keller from their schemes. His confrontations with the notorious crime syndicate have earned him a reputation as a major enemy. His exploits have drawn the ire of Aurra Sing, following his thievery of her ship, adding another layer of danger to his already perilous journey.

In contrast, Locke has found an unlikely ally in the form of the Banking Clan. despite their rocky beginnings, Locke was able to mend damaged ties with the clan and clear his name of devious acts and heinous negotiations he previously had provided them with. His actions have endeared him to this powerful financial institution.

Among his prized possessions are two Holocrons bestowed upon him by Master Phobos, and Master Temis, who were both mentors whose teachings have left an indelible mark on Locke's understanding of the Force. Temis' Holocron, distinguished by its distinctive green hue, serves as a source of wisdom and guidance in his ongoing quest for mastery. Phobos' provides Locke with knowledge surrounding the art of healing, and is influential in Lockes' path later in life of Force healing.

Locke has been quietly saving his pocket money for a habit that contrasts sharply with his Jedi image. Despite his disciplined training, he indulges in the purchase of cigarettes, showing how he navigates the balance between light and dark in every aspect of his life.

Behind the scenes, Locke engages in a project: the construction of his own starfighter. This endeavor is veiled in secrecy, with only a mischievous hint betraying his concealed ambition. His determination to build and fly his own starfighter cannot be stopped by Lara Phobos, and he is aided in its construction by Rína. Unfortunately, during the test flight of the ship, Locke is dangerously injured, leading up the the murder of Lara Phobos.

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