|Dark Side Revynn||Redeemed Revynn|
Background: Revynn was once a Jedi Knight one who was very strong with the force, A master of
the "Ka Discipline" her sword technique rivaled that of Mace Windu. Five years before the Clone War something happened and she
was cast out of the Jedi Order and severed from the force by the Jedi Counsel. All records of her existence as a Jedi were
removed from the Jedi Archives.
As a kind of penance for her crime Revynn fought in the Clone Wars as a mercenary on the side of the Old Republic. When the war was over she wandered the galaxy etching out an existence. During her travels she managed to find what was to become her prized possession, a sword made from cortosis.
Over the last few years she has started to feel and eventually was able to use the force again. It seems that whatever the Jedi Council did to her was not as permanent as what they had hoped.
Physical Description: Revynn is completely bald except for a waist length red hair platted into a queue she also has piercing green eyes. She wears nondescript clothing; grey with purple trim, and carries a walking cane, which actually houses her Cortosis sword.
Personality: Quiet and reserved
Objective(s): To protect the Party and the Scarabs
Unique Force Powers
Force EnlightenmentControl Difficulty: see table
Required Powers: Enhance Attribute, Enhance Skill
Note: This power is extremely rare. Revynn and only a few others are the only know practitioners of this ability. Revynn learned this power from Exar Kuns' holocron she found and studdied from before being cast out of the Jedi Order and having the holocron taken from her.
Effect: A jedi with this power may add his or her Control dice to the three primary force skills (Control, Sense and Alter). The amout of additional dice is dependent on the Control roll of the user.
This power may be kept "up" during combat only.
Reyvnn's Control skill is currently 7D. If she rolls a Heroic Control difficulty her new modified Force abilities will be as follows:
Battle PrepControl Difficulty: Very Difficult (see table)
Required Powers: Concentration, Combat Preparation, Emptiness or Rage
Effect: The user empties his or her mind and allows the force to flow through him/her, to conserve energy in preparartion for impending combat. The character seems to be in a light meditative trance and can eat while in the trance, but only very slowly. No other power may be used while bringing this power up.
Once the character comes out of the combat trance the character gets a +6 bonus modifier to all skill roles during combat for a peroid of time equal to the amount of time the character spent in the combat trance. This applies during combat only. If the character does not enter combat in that period of time then the +6 bonus modifier is lost. The addition to Initiative, Melee Combat and Brawling Combat are still added for up to one minute if not in combat.
Martial Arts Abilities
|Disarm||Force an opponent to drop a weapon or object||Moderate||If character's attack is successful (not parried or dodged) and if the skill roll meets the required difficulty number, target character is disarmed.|
|Iaijutsu||Draw and use favored weapon in same action||Difficult||If roll successful character can draw and attack with specialized weapon. Target can defend normally if they are not surprised.|
|Instant Stand||Negate the effects of a fall and return to a standing position||Moderate||May use to return to a standing position without a multi-action penalty.|
|Instant Stun||Strike at critical pressure points stunning the target||Moderate||If attack successful (and is not parried or dodged) and skill roll meets required difficulty, target is stunned for one round.|
|Multiple Strikes||Deliver multiple strikes||Moderate||If roll successful character can make second attack with no multi-action penalties|
|Power Block||Parry attacks in a manner which inflicts damage||Moderate||A successful parry inflicts STR+1D damage on the target.|
|Silent Strike||Sneak up on target and kill or render unconscious||Difficult||Must be within arms reach of the target. Character must declare a stunning or killing attack prior to the attempt. Success indicates that the target is neutralized.|
|Spinning Kick||The character is trained to deliver a spinning kick to the head.||Moderate||A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent. In addition to the +1D to damage, the opponent is considered "Stunned" for the remainder of the round.|