Seyge Law
Portrait of Seyge Law
Portrayed by Summer Glau
Name: Seyge Law
Aliases: 'Sage', General Law
Rank: Former General
Homeworld: Pantha
Species: Near-Human
Affiliation: Law Dogs
Occupation: Jedi Knight
Star Wars

Background

On the planet of Buduki, a master of the Teräs Käsi fighting technique, Pon Law and prominent member of the Followers of Palawa was sent to meet a diplomat from Panatha. Pon was shocked and concerned when a Jedi Knight came off of the ship. Using the techniques of the Teräs Käsi he kept his mind blank and did his best to hide a very dark secret of his from her, afraid that she would reveal it to the other Followers of Palawa. He had what many others would call a 'gift' but to the Followers of Palawa (who developed the martial art of Teräs Käsi as a means to keep the Jedi in check, presumably so that another world would not be destroyed by the Jedi Council.) The fact that Pon himself was Force Sensitive was a life-altering fact. One he did not want to get out. Not to mention his concern on how the Followers would react to the presence of a Jedi. But from the moment, Zi Yi, who was an Epicanthix of Panatha herself smiled to him and greeted him, he could feel something happening, he was instantly enchanted, but not by any magical power, purely by her charisma and kind heart that shone in her eyes. Zi herself became quite taken with Pon as he often came to her defense and tried to help her open the Follower's eyes that the Jedi Order was nothing to fear any longer. But after many months of intolerance from everyone but Pon and a handful of others negotiations were at a stand still. Zi decided that it was time for her to go. She wasn't the only one that was feeling a connection between her and Pon. But those sort of feelings weren't the Jedi way.

Order 66

The Law Dogs escaped the clutches of the Republic after Order 66 upon Botajef through a confrontation with other clones. After a battle with his former Lieutenant, they stole 2 ARC-170 starfighters and were able to make a jump to the Dathomir system through the chaotic battle between Separatist and Republic forces.

Having no money to repair their ships, the Law Dogs had to trade services with the Dathomir orbital station administrator Jordy Brazil. Jordy first had them get Grubba the Hutt to lose his money gambling and force him off the station with the Rancor he purchased for his cousin Jabba. Then, when Gethzerion, a night witch, invaded the station forcing civilians to attack each other through mind control, Jordy asked them to take care of her too. The Law Dogs feeling their debt was paid, left the station. On their way to Seyge's homeworld in the Pacanth Reach, they found a letter from Jordy stating that he would cover their escape from the Republic even if it meant his life.

Upon reaching Panatha, the Law Dogs found that Seyge's mother, Ambassador and Former Jedi, Zi Law, had retreated into hiding. Through some negotiation and a display of honor from Caiden, the location of Zi was provided to the Law Dogs. During this time, Seyge and Caiden discovered an emotional bond between one another and for the first time expressed that intimacy physically.

Soon, they piloted their way to an ancient Panathic ruin and found Zi there in hiding from the Republic. While they were there, Darth Cabal had been waiting for someone to expose Zi and tracked the Law Dogs to find them. A battle ensued between the clone troopers and the Law Dogs while Zi and Seyge both fought against Darth Cabal in a lightsaber duel. The Law Dogs won out while Zi was mortally wounded from a blaster rifle during the battle.

Luckily, Zi was saved through the healing powers of Seyge and they returned to Panatha City to request an alliance. Panatha agreed to a secret alliance and gave them a ship, 20 Teräs Käsi monks, and would be able to make contact with Panatha through Corin: a commander who knows Seyge when she was a child.

Word reached Panatha, that the Chancellor Palpatine had declared that the Republic was no more and it would now become an Empire with him serving its head as the Emperor. The Law Dogs knew they had to leave quickly, gather the monks, and leave the system. Now that they had Panatha in a secret alliance, the Law Dogs knew their rebellion had just started.

The Alliance

<More here soon…>

The Rebellion

Since the freeing of the Clone Troopers and losing Caiden Cor to a mission of revenge, Sayge has dedicated herself to a bit of self-discovery and path to change. One thing she has done between retreats for meditation is what she does best as a leader: organize, bolster and heal. As the number of those in the alliance has increased, so has the requirement for an organization. Ranks have been decided on and given to those most deserving. Since the bulk of people are from military backgrounds, the rank system of the Old Republic was decided on as the basis for ranks.

Sessions

Relationships

Cin Dunassic

Cin Dunassic

Corporal Sniper

Cin Dunassic, formerly RC-1201 and a Corporal, Zeta Squad's sharpshooter. One of two of the Law Dogs that are left. His sharpshooter skills make him a valuable man on the way back edge in the front lines, and an amazing teacher to the new recruits. With Caiden now gone, Sayge has put training into Cin's control.

Doric Veld

Doric Veld

Private Scout

Private Doric Veld, formerly TC-0430, Zeta Squad's scout. Seyge has promoted Doric to

Varrian Hallis

Varrian Hallis

Slicer

It was only recently that Sayge discovered the existence of Deathsticks. She hopes to help wean and heal Varrian from this addiction when she herself is feeling more herself. If it were not for this addiction she would have placed him higher in the ranks of the Intelligence faction of this new organization she's trying to put together.

Felicity Ember

Felicity Ember

Demolitions

One of the newer recruits, but she did an excellent job in Kamino.

Doria Hobaro

Doria Hobaro

Bruiser

Seyge has to come to grips that not everyone that they recruit is going to be altruistic.

Zi Law

Zi Law

Mother

Something has happened to Zi. Her mother did nothing when her father became so uncharacteristic. The ethereal grace and poise she always admired in her mother now feel meek and beaten. Seyge is now determined to help her mother find her power and grace once again. She will make a fine leader in the Rebellion. But there is something broken now between mother and daughter. She is uncertain that it can be mended.

Caiden Kor

Caiden Kor

Former Law Dogs Captain

The Captain of the Clone Commandos that Seyge was once the Jedi General of. He was named Caiden by her master, after a Jedi that Seyge was partners with ever since she became a Jedi Knight. The Jedi Caiden and Seyge loved each other very much. But they loved their duty and the Jedi Order more. Seyge already can see why her master named Caiden after her late partner. Or was there more reason behind it and the naming of the Commando was meant as a message to Seyge. They were an amazing team until Sayge took a very bad misstep and made a decision out of fear of losing Caiden to the Dark Side that led her to in fact take a step towards the Dark Side herself. Irreparable damage was done to their trust and to their relationship. Caiden's left to hunt down the villain that mass murdered his brothers. Though he was still rightfully angry with her. There was a calm to the decision to part ways and he tasked her with, "Be a better leader than that."

Corin Ferris

Corin Ferris

Panatha Port Commander

An old acquaintance of Seyge's turned out to be a perfect and loyal ally. He's now Commander of the Port in Panatha.

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Seyge Law

Attributes

Agility: Dice_Fill-ins_d8.png
Smarts: Dice_Fill-ins_d6.png
Spirit: Dice_Fill-ins_d8.png
Strength: Dice_Fill-ins_d6.png
Vigor: Dice_Fill-ins_d6.png

Languages

  • Galactic Basic

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
+2
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
7
Toughness
2 + half Vigor die type
5
Awareness
2 + half Notice die type
4
Dark Side
Penalty to Charisma and Test of Will resistance
1

Permanent Injuries

Skills

Fighting (Agility): Dice_Fill-ins_d10.png +1
Healing (Smarts): Dice_Fill-ins_d6.png
Intimidation (Spirit): Dice_Fill-ins_d4.png
Investigation (Smarts): Dice_Fill-ins_d4.png
Knowledge (The Force) (Smarts): Dice_Fill-ins_d6.png
Knowledge (Sentientology) (Smarts): Dice_Fill-ins_d4.png
Notice (Smarts): Dice_Fill-ins_d4.png
Persuasion (Spirit): Dice_Fill-ins_d4.png +2*
Piloting (Agility): Dice_Fill-ins_d4.png
Repair (Smarts): Dice_Fill-ins_d4.png
Shooting (Agility): Dice_Fill-ins_d6.png
Survival (Smarts): Dice_Fill-ins_d4.png
Control (Spirit): Dice_Fill-ins_d8.png
Sense (Spirit): Dice_Fill-ins_d8.png
Alter (Spirit): Dice_Fill-ins_d6.png

* = Bonus from Jedi Edge

Hindrances

Hindrance Type Description
Wanted The character is wanted for Seyge is a wanted fugitive, for being a Jedi.
Pacifist The character only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
Vow The character has a vow of some sort that causes the character some discomfort from time to time. All alone, who knows what's happened to the Order? It is up to Seyge to live by the code as she can, but in this new era, The Vows she took can more often than not get in the way.

Edges

Edge Type Description
Arcane Background
(Force-Sensitive)
Background This character is Force-sensitive, and may purchase the Control, Sense, and Alter skills. Begin each session with only three Bennies. The character gains the prescience power, and is susceptible to the Dark Side.
Martial Artist Combat Martial artists are never considered unarmed in combat, thus are never subject to the Unarmed Defender rule. With a successful unarmed attack, they add +d4 to their Strength rolls (as if using a small weapon).
Jedi Professional The Jedi are the defenders of the Republic and champions of justice. They serve as law enforcement, diplomats, and even elite military officers in times of war. Wherever the character goes, the reputation of the Jedi precedes him, granting +2 Charisma. Jedi are known as powerful warriors and stalwart enforcers of justice, adding +2 to Intimidation and Taunt rolls for Tests of Will.
Lightsaber Combat Combat When wielding a lightsaber, a character with this Edge no longer suffers self-injury when rolling a 1 on the Fighting die, and a critical failure only inflicts 2d4 damage (AP 3). If the character has the Control skill, when wielding a lightsaber, ranged attacks are made against Parry (range penalties apply). An action may be used to extend this protection to adjacent allies (must be declared at the beginning of the round).
Improved Lightsaber Combat Combat If using Defense, as a free action you may attempt to redirect blaster bolts. Attacks with a blaster made against you (or an adjacent target if you have elected to defend them) can be redirected against specific targets with a Control roll (-2). This may only be attempted once per round.
Lightsaber Master Legendary The character never risks self-injury, and gains +1 to Fighting and damage rolls with a lightsaber.
Lightsaber Form Combat

The character is skilled in the following lightsaber forms. These bonuses only apply when wielding a lightsaber. A character can only benefit from one style at a time, but can change styles as a free action at the start of each turn.

  • Juyo: In the hands of a Juyo duelist, a lightsaber’s base damage die is d6, rather than d4. The lightsaber is still considered a d4 weapon for purposes of Strength requirements.

Force Powers

Prescience
Force Skill Rank Novice Range Self Duration Instant
Those with an affinity for the Force can often see events moments before they occur. This equips them with a kind of danger sense and short-term precognition. Anytime a Force-sensitive character is about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at -2 just before the attack or event occurs to foresee the event. This means he is on Hold for the first round of combat. In addition, during any round, the character may choose to be considered on Hold instead of using the Action Card he is dealt. However, paying attention to this prescience can be distracting, and imposes a -2 penalty on any actions taken that round.
Endurance
Force Skill Control Rank Novice Range Self Duration Instant
When a Force-user learns to control the Force within his own body, the first lesson is to draw upon the Force to resist the effects of fatigue and overcome stunning damage. Endurance can be used in place of Spirit when attempting to recover from being Shaken, and ignores penalties from Wounds and Fatigue when doing so. It can also be used to recover from Fatigue of any kind, removing one level of Fatigue with a successful Control roll, or two levels with a Raise. This can only be attempted once per source of Fatigue.
Feel Disturbance
Force Skill Sense Rank Novice Range Proximity Duration 1 round (Concentration)

Feel disturbance allows a Force-user to reach out with his senses to detect disturbances in the Force. The radius within which the Force-user wishes to detect determines the proximity. While this is not an exact sense of the location of things, it will detect their presence, and give a general impression of the proximity. A raise will indicate a general direction. All living things cause minor ripples in the Force and will be sensed with this power. Those who are attuned to the Force have a much stronger presence, and that strength can be detected, and even recognized if familiar to the character. Likewise, Force powers used while this is active will be detected.

Massive events within the Force, such as the destruction of a planet, require no roll to feel the disturbance. The range at which such events can be felt depends upon the magnitude of it and is up to the GM.

Move Objects
Force Skill Alter Rank Novice Range Spirit Duration 1 round (Concentration)
The most basic means by which the Force can affect the world around is telekinesis; moving objects with the mind. Move objects allows a Force-user to affect small, light objects (like handheld weapons), weighing up to a number of pounds equal to Spirit. These movements are unrefined and imprecise. Generally, an object can only move in a single direction (no mid-air turns). If used to attack, roll Alter for the attack roll at -2, and damage is a mere d4-2, and can never injure a target beyond Shaken.
Accelerate Healing
Force Skill Control Rank Novice Range Touch Duration Instant

The Force can improve the body’s natural ability to heal. With this power, a Force-user can make a natural healing roll immediately. With a raise, add +2 to the Vigor roll for natural healing.

Accelerate healing can also be used to create the same effect in another living creature, rolling Alter instead of Control.

Accelerate healing can be used on a target once per day. Subsequent attempts will burn out a subject’s system, inflicting one level of Fatigue per attempt. These Fatigue levels fade with a day of rest. Deliberately burning out a subject like this inflicts a Dark Side point on the Force-user.

Telekinetic Hold
Force Skill Alter Rank Seasoned Range Smarts Duration 1 round (Concentration)

While telekinesis is typically used to create movement, a telekinetic hold prevents it. Against living targets (or droids), the Alter roll is opposed by the target’s Agility or Control. If successful, the target is Entangled. With a raise, she’s Bound.

On her turn, the target may use an action to make a Strength or Control roll to break free, opposed by the Force-user’s Alter roll. If an Entangled character is successful, she's free and may act normally. If a Bound character is successful, she improves to Entangled; a raise means she's free and may act normally.

Telekinetic hold can be used against inanimate objects as well. It can even be used to freeze energy (such as a blaster bolt) in place with a –6 to the Alter roll. Objects and energy that are not otherwise acted upon will resume their previous trajectory after the tekekinetic hold expires.

Force of Motion
Force Skill Control Rank Seasoned Range Self Duration Instant

With a combination of physical enhancement and telekinetic assistance, the Force can aid in performing amazing feats of movement, including fantastic leaps and rapid sprinting.

A Force-user can use force of motion to leap (horizontally or vertically) up to his Pace. Each additional inch inflicts -1 to the Control roll.

When used to sprint, force of motion doubles a Force-user’s Pace, and improves his running die by two die types. Sprinting requires a great deal of forward momentum, and any turns must be made using a vehicle Turning Template. If the Force-user sprints for two turns inor row (of if the GM determines the power has been used excessively in a short span of time), he must make a Fatigue check. Subsequent Fatigue checks suffer a -1 penalty for each previous check made during the scene.

Focus
Force Skill Control Rank Novice Range Self Duration 1 action

When using this power, the Force-user clears all negative emotions from his mind, feeling the Force flowing through the universe and his own being. With a successful Control roll, the Force-user may add +3 to an action, which must be taken within the same round or the round following the focus. With a raise, this bonus increases to +6. This action cannot be one that would earn a Dark Side point.

A character on the path to the Dark Side finds this technique more difficult and must subtract his Dark Side points from his Control total rather than adding them.

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
Light Saber Str+d6+8 5 2 lb.

Eralam Crystal - Eralam is a type of crystal once mined on the third moon of the planet Erai, though orbital bombardments by ancient Sith forces against the moon made them very rare. If they can be found, Eralam crystals make excellent lightsaber crystals. The beam produced by Eralam is bright white.

  • Attunement: -6
  • Special Properties: +1 to Fighting rolls and damage.

Gear

Wealth and Currency

Savings credits
Valuables

Advances

Total XP: 100 Rank: Legendary
XP Rank Advance
5 Novice Edge: Martial Artist
10 Novice Edge: Lightsaber Combat
15 Novice Edge: Jedi
20 Seasoned Force Power: Force of Motion
25 Seasoned Skills: Fighting & Control
30 Seasoned Edge: Improved Lightsaber Combat
35 Seasoned Skills: Fighting & Fighting
40 Veteran Force Power: Telekenetic Hold
45 Veteran Force Power: Focus
50 Veteran Skills: Shooting & Repair
55 Veteran Skills: Sense & Alter
60 Heroic Force Power: Accelerate Healing
65 Heroic Skills: Piloting & Shooting
70 Heroic Skills: Survival & Sense
75 Heroic Skills: Healing & Notice
80 Legendary Lightsaber Form: Juyo
90 Legendary Lightsaber Master
100 Legendary {$advance}

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