This is Vyrashanni, Daughter of Stars is the character I’ve rolled up for Ben’s upcoming (like, coming Saturday) Star Wars Saga Edition game. More information on the game itself can be found on his blog (Paging Through the Core Rulebook on my blogroll). I wanted to put the character up here, because she’s absolutely fantastic. First, we’ll put up her actual character stats, and then I’ll put in her backstory.
Strength: 12 (+1)
Dexterity: 13 (+2)
Constitution: 14 (+2)
Intelligence: 17 (+3)
Wisdom: 17 (+3)
Charisma: 16 (+3)
Yeah, her stats are fantastic. I rolled REALLY well. But only after rolling so badly Ben told me to roll again.
Her defenses are also pretty nice.
She’s currently sitting at 32 hit points, with the typical speed of 6, +9 Initiative, +9 Perception, +2 Base Attack, 6 Force Points, and 2 Destiny Points.
Currently, she has no weapons and no equipment on her person. That will be explained in her story to come.
She speaks the following languages.
Backwater (a currently unnamed language from her homeplanet)
Telekinetic Savant – Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Point.
Telekinetic Prodigy – When you take the Force Taining feat and select move object as one of your Force powers, you can also select one extra power to add to your Force suite for free. This power must be one of the powers affected by the Telekinetic Savant talent. You can gain only one extra power each time you take the Force Training feat, regardless of how many times you choose the move object power. If you increase your Wisdom score at a later time and select the move object power, you only gain an additional power if you did not take the move object power when you first chose that feat. Otherwise, you gain an additional Force power as normal.
Unleashed – You gain access to Unleashed abilities. If you have the Force Sensitivity feat, you also gain access to Force Unleashed abilities. Prerequisite: Must have chosen a destiny (or secret destiny). Benefit: You can activate Unleashed abilities by spending a Destiny Point. You must also have the Force Sensitivity feat in order to activate Unleashed abilities for Force powers and talents.
Force Sensitivity – You are Force-sensitive, allowing you to call on the Force and learn to draw on its power. Prerequisites: Cannot be a droid. Benefit: You can make Use the Force checks and Use the Force is considered a class skill for you. In additiona, whenver you gain a new talent, you have the option of selecting a Force talent instead. You must meet he prerequisites of the Force talent to select it. Normal: You can’t make Use the Force checks or select Force talents unless you have the Force Sensitivity feat.
Force Training x2 – You learn one or more Force powers. Prerequisites: Force Sensitivity, trained in the Use the Force skill. Benefit: You add to your Force power suite a number of Force powers equal to 1 + your Wisdom modifier (minimum 1). You can add the same power more than once. Special: You can take this feat more than once. Each time you take this feat, you add to your Force suit a number of new Force powers equal to 1 + your Wisdom modifier. If your Wisdom modifier permanent increases, you immediately gain a number of Force powers equal to the number of Force Training feats you have taken.
Linguist – You pick up languages quickly and easily. Prerequisite: Intelligence 13. Benefit: You gaina number of bonus languages equal to 1 plus you Intelligence bonus (minimum of 1). See the following sidebar for a list of common languages. Special: You can take this feat more than once. Each time you take this feat, you gain a number of additional languages equal to 1 plus your Intelligence bonus (minimum of 1).
Weapons Proficiency – Pistols – You are proficient with a particual kind of weaponry. Benefit: Choose one of the following weapon groups: advanced melee weapons, heavy weapons (which includes vehicluar weapons and starship weapons), lightsabers, pistols, rifles, and simple weapons. You are proficient with all weapons of the selected group. Normal: If you wield a weapon with which youa re not proficient, you take a -5 penalty to your *attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon (such as the bowcaster or flamethrower).
Weapons Proficiency – Simple Weapons – You are proficient with a particual kind of weaponry. Benefit: Choose one of the following weapon groups: advanced melee weapons, heavy weapons (which includes vehicluar weapons and starship weapons), lightsabers, pistols, rifles, and simple weapons. You are proficient with all weapons of the selected group. Normal: If you wield a weapon with which youa re not proficient, you take a -5 penalty to your *attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon (such as the bowcaster or flamethrower).
Skill Focus – Use the Force – One of your skills is particularly well honed. Benefit: You gain a +5 competence bonus on skill checks made with one trained skilll of your choice. Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.
+9 Gather Information
+9 Knowledge Bureaucracy
+9 Treat Injury
+14 Use the Force
And perhaps most impressive, her Force Powers.
Move Object x2 – You telekinetically move a target up to 6 squares in any direction using the Force. Time: Standard action. Target: One character or object within 12 squares or within your line of sight. Make a Use the Force check. The result of the check determines the maximum size of the target you can life (see below). If the target is a creature that resists your attempt, your Use the force check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target’s Reflex Defense. Both targets take damage determined by your Use the Force check result. DC 15: Move object up to Medium size (deals 2d6 points of damage) DC 20: Move object up to Large size (deals 4d6 points of damage) DC 25: Move object up to Huge size (deals 6d6 points of damage) DC 30: Move object up to Gargantuan size (deals 8d6 points of damage) DC 35: Move object up to Colossal size (deals 10d6 points of damage)
Mind Shard – You use the Force to splinter the mind of an opponent, wracking it with pain. Time: Standard action. Target: One creature within 12 squares and within line of sight. Make a Use the Force check. The result of this check determines the result, if any. DC 15: Compare tohe result to the target’s Will Defense. If the skill check equals or exceeds teh target’s Will Defense, the target takes 2D8 points of Force Damage and moves -1 step down the condition track. Furthermore, the target cannot improve its condition until the end of your next turn (althout other creatures may use abilities to improve its condition). DC 20: As DC 15, except the damage increases to 3D8. DC 25: As DC 15, except the damage increases to 4D8. DC 30: As DC 15, except the damage increases to 5D8. Special: You can spend a Force Point to increase the damage by +2D8.
Force Disarm – You disarm an opponent by using the Force to pull the weapon from his grasp. Time: Standard action. Target: One creature within 12 squares and within line of sight. Make a Use the Force check. Use this check in place of your attack roll when attempting to disarm the target. If your disarm attempt succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which case you must have a free to catch it). Special: You can spend a Force Point to damage or destroy the target weapon instead. If your disarm attempt succeeds, the weapon takes damage equal to your Use the Force check result. You must declare that you are using this option before making your disarm attack.
Mind Trick – You use the force to alter a target’s perceptions or plant a suggestion in its mind. Time: Standard action. Target: One Intelligence 3 or higher creature in line of sight and within 12 squares of you. Make a Use the Force check. If you equal or exceed the target’s Will Defense, you may choose one of the following effects: -You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you. -You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any). -You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did is unacceptable. -You fill the target with terror causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target’s level is equal to or higher than your character level. This is a fear effect. Special: If you are making a suggestion, you may spend a Force Point in improve the target’s attitude by one step, plus one step for every 5 points by which your Use the Force check exceeds the target’s Will Defense.
Sever Force – You can block another Force-user’s access to the Force, preventing him from spending Force Points and making it difficult for him to use Force powers. Time: Standard action. Target: One Force-using creature with a Dark Side Score of 1 or higher that is within 12 squares and within line of sight. Make a Use the Force check. If your Use the Force check equals or exceeds the target’s Will Defense, the effect (if any) is determined by your check result: DC 25: The target cannot spend Force Points for a number of hours equal to its Dark Side Score. DC 30: As DC 25, plus the target moves -1 step along the condition track each time is uses a Force power in the same timeframe. DC 35: As DC 25, except the target moves -2 steps along the condition track each time it uses a Force power in the same timeframe. Special: This Force power has no effect on targets with a Dark Side Score of 0. You can spend a Force Point to double the duration of the effect. Alternatively, you can spend a Destiny Point to increase the duration to a number of days equal to the target’s Dark Side Score.
Force Whirlwind – You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half a meter off of the ground, spinning them in the air and buffeting them with Force energy. Time: Standard action. Target: One creature or droid within 12 squares and within line of sight. Make a Use the Force check. The result of the check determines the effect, if any. Compare the result to the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill checks the target attempts while within the whirlwind are at a -5 penalty. The target falls prone when the effect ends. The target also sustains damage at the end of your turn as determined by the results of your Use the Force check. DC 15: The target takes 1d6 points of Force damage. DC 20: The target takes 2d6 points of Force damage. DC 25: The target takes 3d6 points of Force damage. DC 30: The target takes 4d6 points of Force damage. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge +10; Large, +5; Medium and smaller, +0 Special: You can spend a Force Point to increase the penalty to the target’s attack rolls and skill checks from -5 to -10. You can maintain Force whirlwind from round to round, extending the normal duration. Maintaining the Force whirlwind power is a move action, and you must make a new Use the Force check each round. If you take damage while maintaining a Force whirlwind, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power. If a target within a Force whirlwind is attack or otherwise damaged or move down the condition track by you or one of your allies, the effects of the Force whirlwind end immediately.
Levitate – You can float up or down without anything or anyone to assist you. Time: Move action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: You gain a fly speed of 2 squares but can only move vertically. You may move up to your fly speed as part of this action, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a free action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground. DC 20: As DC 15, except the fly speed increases to 4 squares. DC 25: As DC 15, except the fly speed increases to 6 squares. Special: You can spend a Force Point as a reaction to activate this power when falling. You can reduce your fall distance by a number of squares equal to the fly speed provided by this power. If you reduce the fall distance to 0 squares, you land safely on your feet. You can maintain the levitate power from round to round, extending the normal duration. Maintaining levitate is a move action, and whenever you maintain this power you can move vertically up to your fly speed. If you take damage while maintaining levitate, you must succeed on a Use the Force check (DC 15 +damage taken) to continue maintaining the power. If you fail this Use the Force check, you immediately fall.
Phase – You can pass through solid objects, such as walls and doors. Time: Move action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 25: You gain a phasing speed of 2 squares; your phasing speed can never exceed your own base speed. When moving using your phasing speed, you can move through the spaces of your enemies, as well as through walls, vehicles, large objects, and other obstructions but must end your movement in a legal, unoccupied space. You retain this phasing speed until the beginning of your next turn. You may move up to your phasing speed as part of the activation of this power. DC 30: As DC 25, except your phasing speed is 4 squares. DC 35: As DC 25, except your phasing speed is 6 squares. DC 40: As DC 25, except your phasing speed is 8 squares. Special: You can spend a Force Point to increase your phasing speed by 2 squares. You can maintain the phase power from round to round, extending the normal duration. Maintaining this power is a move action, and whenever you maintain the phase power you can move up to your phasing speed. If you take damage while maintaining this power, you must succeed on a Use the Force check (DC = 15 + damage taken) to maintain the power.
Force Shield – You use the force to create a bubble of telekinetic energy around yourself, protecting you from harm. Time: Reaction. Target: You. Make a Use the Force check. The result of the Use the Force check determines the effect, if any. DC 15: You gain a shield rating (SR) of 5 until the beginning of your next turn. Unlike other shields, this shield is made of pure telekinetic energy and cannot be recharged by any means. DC 20: As DC 15, except you gain SR 10. DC 25: As DC 15, except you gain SR 15. DC 30: As DC 15, except you gain SR 15. Special: You can spend a Force Point when you activate this power to increase the power’s SR by 5. You can maintain your concentration on a Force shield to continue to gain the benefit of the power’s SR from round to round, extending the normal duration. Maintaining the Force shield power is a standard action. If the power’s SR is ever reduced to 0, the power’s effect ends.
Vyrashanni is a level 3 Noble with plans to take at least 1, possibly 2 levels of Jedi. She is obviously of the female gender. She is Miralukan, 23 years old, approximate 5’3″ and 110 lbs. Her destiny? Secret.
For those of you who aren’t familiar with the Miralukan race, the following is some information taken from the wonderful Wookiepedia to give you a feel for what I’m playing.
The Miraluka were a near-human, Force-sensitive species. Their language was Miralukese, although some, like Visas Marr and the Dark Jedi, Jerec, preferred Galactic Basic Standard. (Vyrashanni doesn’t speak Miralukese for reasons to be given later.)
They differed from Humans in that they lacked eyes, instead bearing only vestigial eye sockets, and perceived the environment around them through Force Sight instead of regular vision. This vision was so strong that if a Miralukan looked upon a Jedi or Sith they could “see” The Force radiation off them. The strength of a Miralukan’s connection to the Force varied by individual.
Miraluka, as Near-Humans, could interbreed with baseline humanity. Humans with Miraluka blood included Krynda Draay and Lucien Draay. It was said that such mating would result in unknown difficulties.
Miraluka were a thoughtful, cautious, and deliberative species. They had little interest in personal gain or glory. For social reasons, Miraluka hid their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka were very united by race. They called themselves “brothers” and were considered as members of a great family. As a Force-using species, Miraluka were often quite shocked if ‘shown’ life not connected to the Force. The Miraluka that lived on Katarr were strong enough that even they felt the Battle of Malachor V.
Many Miraluka worshipped two gods, Ashla and Bogan, through the philosophy of The Greater Force. They did not believe in Good or Evil, but they are convinced to accept both life and death.
While still a babe curled up in her mother’s womb, Vyrashanni’s parents were fled their homeworld, a small, unassuming planet on the chopping block for utter destruction. Escaping the planet on a rickety cargo ship just barely ahead of the blast radius, the young family wandered aimlessly through the galaxy. Before they were able to find a new home, Vyrashanni’s mother went into labor. Childbirth without a midwife or any sort of help period was extremely taxing, and the frail woman did not survive. Vyrashanni’s father was under the impression that both the mother and tiny babe were gone, and in his extreme sadness, he took his own life.
However, the babe was not dead. After many long minutes fighting for her life, her lungs ripped open in a startled cry. Minutes later, the ship became prey to a planet’s gravitational pull. The ship crash landed on a tiny, unnamed planet inhabited by a primitive tribe of humans. How the babe survived the crash is hard to fathom, and the humans that found her had no knowledge of cargo ships, let alone Miralukan. They saw the vessel in which she arrived and the fact that she had no eyes, and that was enough for them to deem her a gift from the gods. They named her Vyrashanni, Daughter of Stars and raised her as their own.
As Vyrashanni grew, she became the most powerful shaman the tribe had ever seen. This was because of her extreme connection to the Force, though her tribe had no knowledge of what the Force was. The attributed Vyrashanni’s great power to their gods and felt that they had entered a time of great prosperity. Vyrashanni grew with no knowledge of her real heritage, species, or the nature of her seemingly magical powers. But when Vyrashanni had barely entered womanhood and the men of the tribe began to court her, slavers came to her tiny planet. In an effort to keep her tribe from being pulled apart, Vyrashanni sacrificed herself, displaying her great control of the Force to make herself appear to be the most worthwhile individual on the planet. After some intense bargaining, the slavers took Vyrashanni and only four other men from the tribe.
It has been a few years since the slavers took Vyrashanni. She has continually found herself back inside slave rings after very short periods of time in the bonds of a Master. Each time she comes into someone’s possession, the unlucky buyer has found her to be completely too difficult to manage, and shipped her right back into the rings. Over the past few years, Vyrashanni has picked up many languages, both of her own accord through simple listening and learning, and from lessons with other slaves who took a shine to her.
Currently, she has no worldly possessions on her. She does have a necklace with a large crystal that was a status symbol from her home planet, a leather-bound journal, a belt with many small pouches, and a tiny sand dragon she keeps as a pet. However, these items are beyond her current reach, as the slavers took her possessions when she returned to the slave ring. As always, Vyrashanni simply prays that she will have the possessions returned to her when she gets purchased again. Her current slavers are much more intelligent than the last ring she was in, as they are employing the use of ysalamiri to keep her ability to use the Force in check.
Vyrshanni is a quiet, tranquil individual. She is slow to trust, but once she’s developed a bond with someone, she is fiercely loyal. The destruction of natural beauty will entice her rage, and she has a general distaste for technology.
Vyrshanni is extremely Force Sensitive and very adept at wielding the Force, though she does it without any bias through Jedi or Sith. Her use of the Force is very gray, and often done in ways that no Jedi nor Sith has ever seen.
And that’s that! I’m really looking forward to playing her.