Difference between revisions of "Varina Rin"

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• '''Defensive Neutral + Flowing River (Shii-Cho):''' +1 Combat Defense per opponent weapon faced (max lower of Sense or Control); move up to [Lightsabers] yds maximum.<br>
 
• '''Defensive Neutral + Flowing River (Shii-Cho):''' +1 Combat Defense per opponent weapon faced (max lower of Sense or Control); move up to [Lightsabers] yds maximum.<br>
 
• '''Offensive Neutral + Flowing River (Shii-Cho):''' Add Control to Aim Action bonus; move up to [Lightsabers] yds maximum.<br>
 
• '''Offensive Neutral + Flowing River (Shii-Cho):''' Add Control to Aim Action bonus; move up to [Lightsabers] yds maximum.<br>
• '''The Hurricane + Gale Force (Ataru):''' Add Acrobatics (max Control) to all Fighting tests; each Degree increases target's Diff for next action by one step; increase Combat Defense penalties from multiple attacks by 1.<br>
+
• '''Perfected Balance:''' At the Start of the Combat Round, before any Characters have acted, you may nominate a single melee opponent. Anytime your nominated opponent takes a Greater Action against you, you may choose to give ground. If you do, you increase your Combat Defense against them equal to your Ranks in the Lightsaber Specialty, up to your Ranks in the Sense Specialty, and move a number of yards equal to that amount, however in your next combat turn, you may not take a Greater Action
 
• '''The Hurricane + Thundering Advance (Ataru):''' Add Acrobatics (max Control) to all Fighting tests; making Off-Hand-augmented attacks does not upgrade action to Greater; increase Combat Defense penalties from multiple attacks by 1.
 
• '''The Hurricane + Thundering Advance (Ataru):''' Add Acrobatics (max Control) to all Fighting tests; making Off-Hand-augmented attacks does not upgrade action to Greater; increase Combat Defense penalties from multiple attacks by 1.
 
|Maneuvers=
 
|Maneuvers=

Revision as of 21:24, 11 May 2015

Varina Rin
Jedi Knight
Varina Rin.jpg
Species: Human • Gender: Female • Homeworld: {{{Homeworld}}}
Height: {{{Height}}} • Weight: {{{Weight}}} • Age: {{{Age}}} • Skin: {{{Skin}}} • Hair/Fur: {{{HairFur}}} • Eyes: {{{Eyes}}}
Personality
Virtue: Courageous
Vice: Wrathful
Goals: Stability
Motivation: Peace
Abilities
Agility: 4
Athletics: 3
Awareness: 4 (Sense 3B)
Cunning: 3
Deception: 1
Endurance: 3
Fighting: 6 (Lightsabers 5B)
Healing: 2
Knowledge: 3
Languages: 3 (Streetwise 1B)
Marksmanship: 3 (Gunnery 1B)
Mechanics: 3 (Starfighter Piloting 1B)
Persuasion: 2
Presence: 3 (Alter 2B)
Stealth: 3
Survival: 2
Thievery: 2
Warfare: 3(Tactics 1B)
Will: 5 (Control 3B)
Intrigue
Intrigue Defense: 10 • Composure: 15/15
Combat
Combat Defense: 11 • Stamina: 9 • Fatigue: {{{Fatigue}}}
Movement: ?• Sprint: ?
Armor Type: none • Armor Rating: 5 (From Dangerous • Armor Penalty: N/A
Weapons:
Lightsaber: 6D+5B • Damage 5 (AGI+1) • Training 3B, Dangerous, Defensive +1, Energy, Piercing, Versatile • RANGE 0
Qualities
Destiny Points: 1
Benefits
Force Sensitive: Gain Force abilities

Force Training x2: Gain Sense Force, Telekinesis, Self AUgmentation, and Heighten Senses powers
Form I: Student of Shii-Cho*: Stances + Maneuvers + reduce Training Requirements of lightsabers by half Will ranks.
Form II: Student of Makashi Disarm attacks made against you now require Three (3) Degrees of Success instead Two.
Form II: Master of Makashi When attacked through the use of Force Powers, Makashi Masters may increase their Combat Defense or any Passive Ability Result by their Ranks in the Lightsaber Specialty. This bonus is applied against both Melee and Ranged opponents.
Form II: Student of Juyo You may add your Ranks in the Agility Ability to the results of ANY Fighting Test.
Form II: Master of Juyo When you successfully Distract an opponent, you gain +1D to your Fighting Test as if they were surprised.

Drawbacks
Flaw(Athletics) -1 Die to Athletics checks
Cybernetics X
Marked X
Forgetful X
The Force
Force Points: 2 • Corruption: 0
Force Powers
Stances
Defensive Neutral + Flowing River (Shii-Cho): +1 Combat Defense per opponent weapon faced (max lower of Sense or Control); move up to [Lightsabers] yds maximum.

• Offensive Neutral + Flowing River (Shii-Cho): Add Control to Aim Action bonus; move up to [Lightsabers] yds maximum.
• Perfected Balance: At the Start of the Combat Round, before any Characters have acted, you may nominate a single melee opponent. Anytime your nominated opponent takes a Greater Action against you, you may choose to give ground. If you do, you increase your Combat Defense against them equal to your Ranks in the Lightsaber Specialty, up to your Ranks in the Sense Specialty, and move a number of yards equal to that amount, however in your next combat turn, you may not take a Greater Action • The Hurricane + Thundering Advance (Ataru): Add Acrobatics (max Control) to all Fighting tests; making Off-Hand-augmented attacks does not upgrade action to Greater; increase Combat Defense penalties from multiple attacks by 1.

Maneuvers
• Center of Being: Catch Your Breath uses Will.

Disarming Slash (1S): Disarm Supplemental: Add Alter to Fighting test.
Sarlacc Sweep (1F): Divided Attack: Add Control dice to distribute among attacks.
Crashing Wave (1S): Disarm Supplemental: Lesser action.
Flash Flood (1F): Divided Attack: Add Maneuver effects to attacks; reduce opponent passive Fighting by Sense.
Hawk-Bat Swoop (2S): Charge: Move, attack, and must move full distance (minus Sense) again; add Control bonus dice.
• Saber Swarm (1F): Standard Attack: Add Maneuver; add Alter bonus dice.
Endless Assault (2S): Reckless Attack: Add Move; for each turn another Reckless Attack is made, cumulative, convert 1 bonus die to a test die, up to lesser of Acrobatics or Control.
• Falling Leaf (1F): Divided Attack: May direct attacks at a single target.

Force Abilities

  • Will (Control) - Commune with Force: You may Test Will (Control) against a Routine (6) Difficulty, to enter a meditative state, heightening your connection to the Force. For each Degree of Success you score, you may regain one (1) spent Force Point. You may only enter this state once per Scene, and requires 1 hour of meditation per Force Point recovered. In addition, while in this meditative state, you may convert one (1) Bonus Die granted form the Sense Specialty into a Test Die.
  • Awareness (Sense) - Detect Disturbance: The Storyteller may call on you to Test Awareness (Sense) against a Routine (6) Difficulty. If you are successful, you feel a ripple in the Force. For Each Degree of Success after the first the Storyteller may give you a vague piece of information, but should refrain from outright telling you the source. (Designer Notes: Consider Kenobi following the Destruction of Alderaan in A New Hope. He says he felt a "a Great disturbance in the Force, as if millions of voices.... In terms of this mechanics Kenobi achieved three Degrees of Success on his Test, one allowed him to feel the disturbance, the second gave him a gage of its size, and the third gave him a vague indication of what happened, i.e. millions of people were suddenly killed)

Untrained

These cost 1 Force Point to activate for one scene.

  • Affect Mind: Your ability to influence others allows you to cause an opponent to momentarily believe they heard a sound, saw something out of the corner of their eye, or felt someone tap them on the shoulder. Whatever the minor illusion, your target becomes momentarily distracted, granting you an advantage. Outside of combat this may grant you a Modifier equal to your Ranks in the Alter Specialty to a Test, such as Stealth or Deception, though it may also cause alert guards to sound the alarm or call for reinforcements.
  • Force Defense: Once learned, this power allows you to resist minor levels of harmful energy. Whenever you are exposed to an energy based Hazard (Radiation and Heat are common examples) you may add your Ranks in the Control Specialty as a Modifier to your Endurance (Resilience) Test.
  • Force Stealth: You may cloak yourself in the Force to hide your Force Sensitivity from others. Make a Standard Will (Control) Test against a Routine (6) Difficulty. Each Degree of Success increases the Difficulty for any Sense Force attempts against you by one step.
  • Heal Another: Using the Force, you may suppress the nerves and pain receptors of your patient. You may Test your Will (Alter Specialty Applies) against a Routine (6) Difficulty. Each Degree of Success removes the Penalty applied from one Injury or Wound. You remove the Penalties from Injuries first, then from Wounds. Keep track of how many Degrees of Success you achieve from the activation of this Power, as Injuries and Wound Penalties received by your patient after you activate this Effect are mitigated until the number of Penalties exceeds the Total Degrees achieved. This Effect may only be used once per scene.
  • Heal Self: Using the Force, you may suppress your nerves and pain receptors. You may Test your Will (Control) against a Routine (6) Difficulty. Each Degree of Success removes the Penalty applied from one Injury or Wound. You remove the Penalties from Injuries first, then from Wounds. Keep track of how many Degrees of Success you achieve from the activation of this Power, as Injuries and Wound Penalties received after you activate this Effect are mitigated until the number of Penalties exceeds the Total Degrees achieved. This Effect may only be used once per scene.

Heighten Senses

This Force Power gives the Wielder the ability to enhance their perceptions beyond normal capability.

  • Persistent: Instead of a Hidden Opponent Testing Stealth against your Passive Awareness, you may make a Reflexive Awareness (Sense) Test against a Challenging (9) Difficulty. If you succeed, your opponents are denied the +1D Due to Surprise. Unlike normal Persistent Powers, this Effect is always "on" and does not require you to activate it.
  • Sustained: You may use the Force to augment your perceptions, noticing things that beyond your normal capability and drawing information from the ambient resonance of the Force.
    • Enhance Perception: When you make non-Force based Tests using Awareness (Notice) you may add your Ranks in the Sense Ability as additional Bonus Dice. These Dice may exceed the normal limits of Bonus Dice.
    • Psychometry: You may test Awareness (Sense) against a Challenging (9) Difficulty to gain information from an object. Each Degree of Success grants a piece of information as described below:
      • 1 Degree: What the object/place was used for.
      • 2 Degrees: If the owner was Force Sensitive and any Dark Side Points they had
      • 3 Degrees: The owners Motivation was when they possessed/used the object
      • 4 Degrees: The owners Vice and Virtue was when they possessed the object.
      • 5 Degrees: The owners highest Ability when they used the object
  • Manifestation Forces users have been known to be able to read the thoughts of others, and to speak directly to another's mind. When you take the Read Target Action during an Intrigue you may spend a Force Point to convert a number of Bonus Dice into Test Dice equal to your Ranks in the Sense Specialty. The Difficulty of this Test is your Targets passive Will instead of their passive Deception. This power may also be used to speak directly into a subjects mind. You Test your Presence (Sense Specialty Applies) against your targets Passive Will. Each Degree of Success allows you to communicate one image, word or concept to your target.
  • Apocrypha: There are no known powers at this level.

Self-Augmentation

Force Wielders can harness the power of the Force to push their bodies beyond normal capabilities

  • Persistent: You have learned to harness the Force to supply you with additional reserves when you need them. When you take a “Catch Your Breath” Action during Combat you may add your Ranks in the Control Specialty to your result. In addition, you also remove 1 Point of Fatigue per Degree of Success rolled.
  • Sustained: There are a several powers at this level you may call on.
    • Trance: You are capable of slowing down your body and mind, falling into a near death like state. The character may make a Will (Control) Test against an Automatic (0) Difficulty. Each Degree of Success becomes a multiplier that increases the time period in between Resisting a Hazard (Poison, Disease, Suffocation, Starvation, ect). During this period, the Character may only make Reflexive Ability Tests. The Character remains somewhat aware of their surroundings, but suffers a -1D to all Awareness Tests per Degree of Success Rolled on the Will Test to activate this effect. The Character may choose to end this power at any point, but may not activate it again for the rest of the scene.
    • Enhance Physique: You have learned to call on the Force to strengthen your body. When you activate this Effect, choose an Athletics Specialty. You may add your Rank in Control as additional Bonus Dice to these Tests, and these dice may exceed your normal limits.
    • Enhance Reflexes: You have learned to call on the Force to quicken your reflexes. When you activate this Effect, choose an Agility Specialty. You may add your Rank in Control as additional Bonus Dice to these Tests, and these dice may exceed your normal limits.
    • Intuitive Piloting: You have learned to call on the Force to hone your reactions in the cockpit. When you activate this Effect, choose a Piloting Specialty. You may add your Rank in Control as additional Bonus Dice to these Tests, and these dice may exceed your normal limits.
  • Manifestation: You can call on the Force to Guide your actions, making you capable of performing feats of accuracy that would otherwise be impossible. By Spending a Force Point, you may now a number of Bonus Dice from your Fighting or Marksmanship pool into Test Dice, equal to your Ranks in the Sense Specialty.
  • Apocrypha: Even with their superb physical mastery, some Force users have been rumored to be capable of lifting tons with their bare hands, or to instantly move from one point in space to another…

Sense Force

Quiet often the first powers that are taught to a new student, this power enables you to open your feelings to the Force, to feel its influence, its pull.

Persistent:
Once purchased, this power grants you the ability to actively Sense the Force. You may make a Standard Test using your Awareness (Sense) against a Routine (6) Difficulty. Each Degree of Success grants you a piece of information, from within Close Range of your Character based on below:
1 Degree: Presence or Absence of Life
2 Degrees: Presence of Force Sensitives / Presence of Dark Side Points
3 Degrees: Comparative power level (Targets Force Points is Greater or Less than yours)
4 Degrees: Number of Force Benefits they possess
5 Degrees: Number of Force Powers they possess.

Sustained:
There are several sustained powers that you may call upon as the Force grants insight or guidance.

Enhance Empathy:
You may open yourself to the Force and use it to feel the emotional vibrations of others. When you make non-Force based Tests using Awareness (Empathy) you may add your Ranks in the Sense Ability as additional Bonus Dice. These Dice may exceed the normal limits of Bonus Dice.

Instinctive Navigation/Astrogation:
When you make a Survival (Orientation) or Mechanics (Any Piloting) for the purpose of finding your way, you may add your ranks in the Sense Specialty as additional Bonus Dice to the Test, and these Bonus Dice may exceed your normal limits.

Manifestation:
Through the Force you may sense and perceive far off places, the past or the future. Your connection to your target does play a significant roll in the difficulty of this. It is far easier to see a life long friend than it is a complete stranger. You may test Awareness (Sense) against a Difficulty determined by how far away your target is. In addition for each Step your Disposition is above Indifferent you gain a +1 Modifier to this roll. For each step below you suffer a -1 Modifier. This Power may also be used to attempt to peer into the Past or the Future, but doing so incurs a -1D Penalty. Each Degree of Success grants you one piece of information determined by the Storyteller. (Design Notes: I’m considering giving this power the ability to Generate a pool of bonus dice…)
Same Planet – Challenging (9)
Same System – Formidable (12)
Same Sector – Hard (15)
Across the Galaxy – Very Hard (18)

Apocrypha:
Throughout the ages, sages and seers of great power have peered into the Future and given prophecy that has shaped the destiny of billions.


Telekinesis

The ability to move and control object through the Force is one of the most iconic and overt uses of the Force that one can manifest. Force traditions across the galaxy have used this ability as a means to test prospective students, as a means of security – with locking mechanisms that can only be opened through telekinetics, as a display of power and finally as a tool in combat. As much as this may be true, however, defying the natural laws and moving objects with the mind is strenuous and requires substantial concentration to move objects of any real size. This does not prevent the Force User from lifting objects with masses far beyond what any normal person could manage, Jedi and others have been known to move objects the size of small starships, just that the more massive the object, the slower the Force User can move it. This is the why the Jedi don’t go into conflict with Garbage Scows in tow, hurling tons of material at their opponents, they simple can’t mentally throw an object much larger than themselves with sufficient force to inflict injuries. There is also the question of morality. Dropping a building on someone, even your enemy, is tantamount to premeditated murder, something the Jedi abhor.

Persistent:
You can move small objects at will in your general vicinity with nothing but your mind. This allows you to use Ability Tests at Close Range (30 feet) away without actually touching them, but suffer a -1D to the Test. You may lift and manipulate 1lbs per Rank you possess in the Alter Specialty. Objects lifted in this fashion cannot be used as a weapon, as they are not propelled with enough force in inflict harm. In addition to the above effects, a Jedi may retrieve an object, usually their Lightsaber, from any point up to Close Range as a Free Action on their turn. This means that, in most situations, a disarmed Jedi only remains disarmed until the start of their next turn.

Sustained:
By spending a Force Point, you may call on the Force to lift and move objects of sizable mass for the remainder of the Scene. You test Presence (Alter) in place of your Athletics (Strength) when attempting to lift an object and you may do so at Close Range. The Difficulty is determined by the weight you are attempting to lift (See “Strength” p59 ASOIAF). Exercising control of these objects once lifted requires your undivided attention and thus counts as a Greater Action. In Combat, this power can be used in a number of different ways:

Force Push:
You may use this power to make the Knockdown Action against an opponent at Close Range. You roll Presence (Alter) instead of your Athletics. This Action may be combined with the Divided Attack Greater Action to attempt to Knockdown more than one opponent. (Designer Note: You asked about knocking groups to the ground. I actually plan on introducing Mob rules that treat a group of minor characters as a single individual) In addition, your target is knocked back 1yd per Degree of Success scored.

Ranged Disarm:
You may use this power to take the Disarm Action against an opponent at Close Range. As a Greater Action, Test Presence (Alter) against a Difficulty equal to your opponents Passive Athletics Result. If you score two or more degrees of success, you disarm your opponent. If your Awareness is 4 or more, you catch their weapon, otherwise the weapon lands 1D6 yards away.

Force Grip:
The Force User can call on their Telekinetic skill to lift an opponent up and hold them with nothing more than their mind. As a Greater Action, you may attempt to grab an opponent at Close Range through the Force. Test Presence (Alter) against a Difficulty equal to your opponents Passive Athletics (Strength) Result. If you are successful, your opponent may not move and suffers a -5 to their Combat Defense. As a Lesser Action, your target may attempt to break your hold in an Actively Opposed Athletics (Strength) vs your Presence (Alter). At the Start of your subsequent turn, you may attempt to ‘Pin’ your opponent by lifting them into the air. This is a Greater Action, Testing your Presence (Alter) in active opposition to your Opponents Athletics (Strength). If you are successful, your target is now Helpless and all attacks made against him gain +1D. An opponent Pinned in this way can take no action other than to attempt to break the pin using the Opposed Test above. Force Users with the Telekinesis Power may substitute their Presence (Alter) for their Athletics (Strength) in all of these Tests.

Hurl Object:
You may use this power to hurl an object at an opponent. You may now make a Standard Attack against an Opponent at Close Range, Testing your Cunning (Thrown) against their Combat Defense adding a Modifier equal to your Ranks in Alter. The Damage of this attack is equal to you Ranks in the Presence Ability, and may be increased by Degrees of Success normally. As it is an Attack, you may combine this with the Divided Attack Greater Action to hurl objects at multiple opponents.

Manifested:
While the ability to lift a few hundred pounds is impressive, it by no means is the limit of a Forces Users telekinetic ability. A Force Wielder may lift significant amounts of mass, dozens of tons for short periods, but it requires a great deal of concentration and can only be moved at ponderous speeds. Each time you employ this effect you must spend a Force Point. As a Greater Action, you Test Presence (Alter) in place of your Athletics (Strength) and may do so at Close Range, against a Challenging (9) Difficulty. Each Degree of Success allows you to lift your Ranks in the Alter Specialty in Tons. (Example – if your had Presence 4 (Alter 3B) – you would lift 3 tons per Degree of Success). Because of the sheer mass involved, the objects move at a very slow rate (no more than a foot or two each second) and thus, are useless as weapons. They can, however, be used as Boundaries and Obstacles, changing the shape of the battle field.

Apocrypha:
Ancient Stories and Legends tell of masters of telekinesis redirecting rivers, parting entire oceans, moving mountain ranges, or pulling Capital Ships out of orbit. If these stories are true, no living Jedi has been known to manifest them.

Appearance

  • Wiry middle aged human woman, about 5'11" tall, around 150 lbs.
  • Black hair, pale skin with heavy facial scarring.

History

  • 3996 BBY - Great Sith War - Varina is a Padawan to one of the more active Jedi Knight's during the War.
    • Battle of Onderon -
    • Battle of Yavin IV -
  • 3995 to 3994 BBY - Having recently passed her Jedi Trials Varina is directly involved in the Great Sith Hunt, before being pulled back as part of the general recall of Jedi Knights.
  • 4 Years before game start - Varina and her Padawan TBD travel to the Planet X to inestigate pirate attacks on the outskirts of the system. When the opposition is stronger then anticipated, TBD is killed and Varina is severely wounded. Her fighter crash lands, and she is cared for by locals who help to hide for several days before help arrives. While she later receives proper medical treatment as a result of the fight she loses her left arm, and is heavily scarred.

Equipment

Stuff.

Experience

Unspent XP: 40 • Total XP: 70

Rewards

  • Starting: 60 XP
  • 3/16/2015: 10 XP

Expenditures

  • Control 1B 10 XP
  • Alter 1B 10 XP
  • Sense 1B 10 XP