Varina Rin

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Varina Rin
Jedi Knight
Varina Rin.jpg
Species: Human • Gender: {{{Gender}}} • Homeworld: {{{Homeworld}}}
Height: {{{Height}}} • Weight: {{{Weight}}} • Age: {{{Age}}} • Skin: {{{Skin}}} • Hair/Fur: {{{HairFur}}} • Eyes: {{{Eyes}}}
Personality
Virtue: {{{Virtue}}}
Vice: {{{Vice}}}
Goals: {{{Goals}}}
Motivation: {{{Motivation}}}
Abilities
Agility: 2
Athletics: 2
Awareness: 2
Cunning: 2
Deception: 2
Endurance: 2
Fighting: 2
Healing: 2
Knowledge: 2
Languages: 2
Marksmanship: 2
Mechanics: 2
Persuasion: 2
Presence: 2
Stealth: 2
Survival: 2
Thievery: 2
Warfare: 2
Will: 2
Intrigue
Intrigue Defense: 9 • Composure: 9/9
Combat
Combat Defense: 10 • Stamina: 9 • Fatigue: {{{Fatigue}}}
Movement: ?• Sprint: ?
Armor Type: none • Armor Rating: N/A • Armor Penalty: N/A
Weapons:
Lightsaber: 6D+3B • Damage 5 (AGI+1) • Training 1B, Adaptable, Energy, Piercing (Vicious, Fast, Powerful) • RANGE 0
Qualities
Destiny Points: ?
Benefits
Force Sensitive: Gain Force abilities, plus Self Augmentation power
Force Training: Gain Force Defense, Force Stealth, Heal Self, and Heighten Senses powers
Drawbacks
Thrillseeker: Whenever encountering a situation that offers danger or excitement, must make Formidable (12) Will test to avoid leaping into action
The Force
Force Points: ? • Corruption: {{{Corruption}}}
Force Powers
Stances
{{{Stances}}}
Maneuvers
{{{Maneuvers}}}

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.
  • 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.
  • Sense Force: 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.
  • Telekinesis: 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.

Force Defense

There some who have learned to call on the Force to shield them from harm.

  • Persistent: 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.
  • Sustained: There are several effects at this level.
    • Force Shield: You may call on the Force and wrap yourself in a protective shield. As a Lesser Action, you may Test Will (Alter Specialty Applies) against a Routine (6) Difficulty. Each Degree of Success grants you a point of AR, up to your Ranks in the Control Specialty. This effect last for a number of Turns equal to your Ranks in Presence.
    • Absorb Energy: A more active form of defense, this power allows you to attempt to absorb incoming energy damage and dissipate it harmlessly away. As a Greater Action, you may Test Will (Control) against a Challenging (9) Difficulty. Each Degree of Success increases your Combat Defense against weapons and attacks that have the Energy Quality by your Ranks in the Endurance Ability.
  • Manifestation: With great will and concentration, you may erect an semi-solid barrier purely out of the Force. To activate this power you must spend a Force Point and as a Greater Action Test Will (Alter Specialty Applies) against a Challenging (9) Difficulty. The barrier counts as an Obstacle providing Cover for a number of Characters equal to the Degrees of Success, up to a maximum of your Ranks in the Control Specialty. While this power is in effect your character may take no action other than to maintain the power, and you may hold the Barrier active for a number of rounds equal to your Ranks in Will before it collapses and you must activate it again.

Force Stealth

  • Persistent: 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.
  • Sustained: By using your skill in the Force to conceal yourself, you may go unnoticed by others. When testing the Stealth Ability, you may add your Ranks in the Control Specialty as additional Bonus Dice that may exceed your normal Limits. This power has no effect on mechanical devices, or observers using technology.
  • Manifestation: Beyond simple Stealth, this power grants you the ability to avoid detection altogether. Cameras, Sensors, even Beasts will be unable to see or find you. On occasion this may even manifest as a form of invisibility. By spending a Force Point, you may make Stealth Test unopposed against a Difficulty set by the following:
    • Sentient Individuals – Routine (6)
    • Living Creatures – Challenging (9)
    • Technology – Formidable (12)

Heal Self

Force Users are well known for their ability to recover from all but the most grievous of wounds.

  • Persistent: 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.
  • Sustained: There are several effects at this level.
    • Detoxify: You are capable of using the Force to remove poisons and diseases from your system. Once you have been exposed to a Poison or Disease, you may make an Will (Fortitude Specialty Applies) Test adding your Ranks in the Control Specialty, as additional Bonus Dice that may exceed your normal limits, against a Challenging (9) Difficulty. Each Degree of Success reduces the Toxicity of Poisons or number of Days the Character is ill by one. You may only make a Detoxify attempt once each day.
    • Heal Injury: You may call on the Force to recover from Injuries instantly. When you activate this power you may immediately make an Endurance (Fortitude) Test adding Ranks in Control Specialty as additional Bonus Dice that may exceed your normal limits, as if you had waited the required time per the normal recovery rules. You may activate this Power once per Scene. Dark Side Points cannot be used to Activate this Power.
  • Manifestation: With increased effort and concentration, you may recover from severe injuries that would prove potentially fatal to others. You may Spend a Force Point to and invoke the Heal Injury effect above, except now you may recover from Wounds instead.
  • Apocrypha: Rumors circulate that extremely knowledgeable Force Users have achieved immortality…

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…

Appearance

  • Thin young human, about 5'5" tall, and not much over 100 lbs.
  • Plain brown hair, hazel eyes and unassuming appearance.

History

Equipment

Stuff.

Experience

Unspent XP: 0 • Total XP: 0

Rewards

Expenditures

  • XXX 2B 0 XP