Morgan Koral
PL6/120 PP
Abilities
Strength 2,
Stamina 2,
Agility 1,
Dexterity 0,
Fighting 3,
Intellect 0,
Awareness 1,
Presence 1
Powers
Pyschokinetic Powers: (24 points)
Move Object 9 [Precise, Dynamic]
Alt: Force Push: Move Object 6 [On successful hit, target must make Strength Check (or Move Object check) or be flung back distance equal to effect rank – their mass; Damaging, Perception; Limited to Pushing Targets Away; Dynamic]
Dyn: Force Leap: Flight 3 [Must Land each Move Action (Instant Duration); Dynamic, Speed 4]
Alt: Force Weaken: Weaken 9 [(Toughness); Concentration; Lightsaber requierd; Incurable, Linked to Lightsaber]
Telepathic Powers: (21 points)
Mind Trick: Affliction 8 [(Resisted and Overcome by Will) – Compelled, Controlled; Cumulative, Perception Range; Limited Degree, Sense Dependent (Voice)]
Alt: Force Senses: Variable 2 [Ranged Detect Life (extended x2), Ranged Detect Force User (extended x2); Force Awareness, Spatial Awareness (Accurate, Radius, Ranged Mental Sense); Danger Sense, Post-cognition; Dynamic]
Dyn: Telepathy: Communication 3 [Dynamic]
Alt: Mind Reading 8
Alt: Control Technology: Affliction 9 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Ranged, Affects Object Only; Limited to Third Degree Only, Limited to Technology; Dynamic, Interface (Comprehend Machines)]
Jedi Gear: (6 points)
Double Bladed Lightsaber: Damage 5 [Strength Based; Restricted to Those Trained, Split, Reach, Enhanced Advantages 2 (Improved Smash, Weapon Break), Easily Removable (-4)]
Nanotech Suit: (12 points)
Removable (-3 points)
Guard's Mask: Senses 5 [HUD, Distance Sense, Infravision, Darkvision, Time Sense, Communication Link; Immunity (Visual Dazzle) (Activation)],
Quick Change: Feature 2 [Any clothing or armor in database],
Nanotech Armor: Protection 4
Equipment
Advantages
Accurate Attack,
Assessment,
Defensive Attack
, Improved Defense,
Improved Disarm,
Weapon Break,
Improved Initiative 1,
Power Attack,
Improved Smash,
Hide in Plain Sight,
Interpose
Skills
Acrobatics 3 (+4),
Athletics 2 (+4),
Close Combat: Lightsaber 2 (+5),
Deception 4 (+5),
Expertise: Current Events 2 (+2),
Expertise: Streetwise 3 (+3),
Expertise: Police Officer 2 (+2),
Insight 4 (+5),
Intimidation 2 (+3),
Investigation 6 (+6),
Perception 4 (+5),
Persuasion (+1),
Ranged Combat: Pistols 4 (+4),
Sleight of Hand 6 (+6),
Stealth 10 (+11),
Technology 4 (+4),
Vehicles 2 (+2)
Offense
Initiative +5
Lightsaber +5, Damage 7
Unarmed +3, Damage 2
Force Push +0, Damage 7
Defense
Dodge 5,
Parry 6
Toughness 6 (Def Roll 0),
Fortitude 5,
Will 7
Power Points
Abilities 20 + Powers 63 + Advantages 8 + Skills 20 + Defenses 16 = Total 127
Complications
Responsibility (The Dark Side)- The Dark Side is dangerously-close for all Jedi. Using Dark Side-like powers (like strangling someone with The Force, or crushing them internally), killing defeated foes or otherwise killing needlessly, and even using All-Out or Power Attack too often can lead the Jedi down a dark path. The Dark Side is "quicker, EASIER- more seductive," and the temporary boost of power can easily tempt one. Excessive use of the Dark Side will twist one's spirit, and mangle their body.
Responsibility (The Jedi Order)- Jedi are under numerous rules (never falling in love, stuff like that), and their mission is to keep peace and order throughout the galaxy.
Responsibility (Anonymous Sentinel) – Having taken the role of Temple Guard pre-Merge, he's supposed to be a faceless and anonymous representation of security provided to and for Jedi and important Jedi locations.
Design Notes
Ever since the original interest check for the Merge, I've wanted to play a Jedi. Someone always calls it first, whether or not they make it into the game so I let it slide. I've designed Satele Shan, Asoka Tano and helped design Kar'Anna Mareneth. I hemmed and hawed about a lesser known Jedi but decided to create a native born character.
PL 7/ 105, traded down for extra PP. Skills 3/4/ Social Advantage per rank of Presence, +3 PP earned so far.
He has Variable Senses. Although not flawed, the power is essentially any mental sense. He can also enhance his Perception and Insight with it. I listed the most common Senses that he manifests.
I did not take Deflect. In reading the power again, I've come to the conclusion that the Deflect we see in the movies is essentially the Defend Action. Reflecting can be a different power - a reaction to successfully parrying, limited/ requires reflectable attack
for the Lightsaber, I went with Weaken instead of Penetrating. I also put the weaken in his Force Array, making the "true power" of a Lightsaber linked to the power of the wielder.
his armor is Jedi Temple Guard armor, covered by a trench coat. I would imagine that in his current role, the armour is actually darker - as in almost black - instead of the stark (and very noticeable) white.
update 20/09/2018 - I rearranged some skills and advantages to take the equipment and turn it into a device. Essentially it can become any clothing he wants - from his Temple Guard uniform to Sith Armor or anything else.
Background
Pre-Merge, he was a cop and Star Wars enthusiast, and participated in lightsaber mock duels and was at one point part of the 501st Legion. When the Merge happened, he found himself drawn to Australia where he became a temple guard after developing Force Abilities. Present during an attack by Imperial Forces, he survived and was rescued by Satele Shan. He traveled with her for several months when they both found themselves working with the DXDO. Eventually, perhaps temporarily, they've gone their separate ways, with Koral operating with squads more directly involved in research and investigation.