Kina Se by Roundabout27

Species
Kaminoan
Career
Consular
Specializations
Teacher | Peacekeeper | Padawan Survivor
System
Force and Destiny

7
Threshold 21
Current 0
Threshold 16
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

5
2
3
2
3
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) 2
Charm (Pr) 1
Coercion (Will) 0
Computers (Int) 1
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) X 4
Mechanics (Int) 0
Medicine (Int) 1
Negotiation (Pr) X 1
Perception (Cun) 0
Piloting: Planetary (Ag) 2
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) X 4
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 1

Attacks

Kina's Lightsaber Pike
Range
Engaged
Skill
Lightsaber
Superior, Breach 1, Cumbersome 3, Defensive 1, Sunder, Extended Hilt, Vicious 3
Damage
9
Critical
2

35
1135
75
8

Weapons & Armor

+3 Soak +1 Defense 3 Encum 5 HP Combat Armor made by Tann
-2 HP: Strength Enhancing System
2 Increase Athletics Skill Mods
-1 HP Superior Armor Customization
-1 HP Energy Dispersion System (count soak as 2 higher when taking strain damage)

Personal Gear

4 stimpacks
datapad
holomessenger

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Kaminoan Medicine FO 21 Start with one rank in Medicine.
Researcher 2 FO 21 & DoH 27 Remove setback per rank of Researcher from all Knowledge checks. researching a subject takes half the time.
Well Rounded DoH 27 Choose any 2 skills. They permanently become career skills. (Lightsaber, Astrogation)
Well Traveled DoH 27 Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
Grit 2 DoH 27 Gain +2 to Strain Threshold
Wise Warrior 2 DoH 27 When making a combat check, may perform the Wise Warrior incidental; spend 1 Destiny Point and use any characteristic for the check.
Skilled Teacher 2 DoH 27 If an ally at short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental suffer a number of strain no greater than ranks of Skilled Teacher, then add an equal number of success to ally's next check.
Command 2 FaD 75 Add boost per rank of Command when making Leadership checks. Affected target add boost to Discipline checks for next 24 hours.
Commanding Presence FaD 75 Remove setback per rank of Commanding Presence from Leadership and cool checks.
Second Wind FaD 75 Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Enhanced Leader FaD 75 When making a Leadership check, add force die no greater than Force rating. Spend pips to add success or advantage to the result.
Field Commander FaD 75 Take the Field Commander action; make an Average Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Force Rating DoH 27 Gain +1 Force rating.
Once a Learner DoH 27 As an action, suffer 4 strain and let one ally within short range increase the ally's Force rating by an amount equal to the character's Force rating until the end of the round.
Now the Master DoH 27 Once per session, choose one talent or Force Power that any character in the current encounter possesses. Gain that talent or Force Power until the end of the encounter.
Improved Wise Warrior DoH 27 When performing the Wise Warrior incidental, one ally at short range may use the same characteristic for the next combat check the ally makes before the end of the Character's next turn.
Toughened DoH 27 Gain +2 Wound Threshold
Dedication DoH 27 Gain +1 to a single characteristic (Presence)
Nobody's Fool DoH 27 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
Sense Danger DoH 27 Once per game, remove two setback from any 1 check.
Toughened 2 FaD 75 Gain +2 Wound Threshold
Toughened 3 FaD 75 Gain +2 Wound Threshold
Improved Field Commander FaD 75 Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 strain and perform 1 free action instead.
Toughened 4 FaD 75 Gain +2 Wound Threshold
Force Rating FaD 75 Gain +1 Force Rating
Second Wind 2 FaD 75 Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Parry DoR 103 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Dedication FaD 75 Gain +1 to a single characteristic (Brawn)
Toughened 5 DoR 103 Gain +2 Wound Threshold
Parry 2 DoR 103 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Reflect DoR 103 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Balance DoR 103 When the character heals strain at the end of the encounter, may add force die per force rating. They recover additional strain equal to pips generated.
Uncanny Reactions DoR 103 Add boost per rank of Uncanny Reactions to all Vigilance checks.
Temple Training DoR 103 Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to his ranks in Knowledge (Lore).
Force Rating DoR 103 Gain +1 Force Rating
Dedication DoR 103 Gain +1 to a single characteristic (Presence).

Force Powers

Force Rating
4
Power
Sense
Description
The Force user can sense the Force interacting with the world around her. The user may spend force pips to sense all living things within short range (including sentient and non-sentient beings). The user may spend force pips to sense the current emotional state of one living target with whom she is engaged.
Upgrade Effect
Control Commit Force die. once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration Sense's ongoing effects may be triggered one additional time per round.
Control Spend force pips. The Force user senses the current thoughts of one living target with whom she is engaged.
Power
Seek
Description
The Force user allows the will of the Force to lead the way to something lost or forgotten. The user may spend two pips to gain insight into the general location or direction of a person or object that he knows about, regardless of distance. The user may spend pips and succeed an average vigilance check or opposed vigilance vs discipline to see through illusions.
Upgrade Effect
Power
Battle Meditation
Description
The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend Force pips to add one automatic success to all checks made by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any dark side pips to generate ipips, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Control 1 When making a Battle Meditation power check, the user may make an Easy Leadership check as part of the pool. If the user is able to activate the power and succeeds on the check, he may send simple orders as part of the power.
Magnitude 2 Spend pips to affect a number of targets equal to Presence per rank of Magnitude purchased.
Range 2 Spend pips to increase power's range bands equal to Range upgrades purchased.
Range 1 Spend pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Duration Commit 3 Force to sustain the ongoing effects of the power on each affected target while it remains in range.
Strength Spend two pips to add one additional automatic success to affected characters' checks.
Range 3 Spend pips to increase power's range by a number of range bands equal to Range upgrades purchased.
Control 2 May suffer 4 strain to change the range of power and range upgrades to planetary scale.
Magnitude 1 Spend pips to affect a number of additional targets equal to Presence per rank of Magnitude purchased.

Background

"Born" in the holdings of Moro Se on Kamino's Timira City, Kina, like many of her blue-eyed brethren, was destined for menial work. She had the unfortunate fate of having been a lesser daughter of Moro Se and one of his many partners. As she grew, she learned scant little other than what would allow her to be a proper Kaminoan. In truth, Moro Se was quite aware of her force sensitivity and desired to see what isolation would drive someone to do.

When the Clone Wars ended, Moro Se transferred much of his belongings onto a personal laboratory ship, including his many creations and children. There, she was relegated to combat training and astrogation duties. After a mishap that separated Moro Se from his crew, protocol dictated that many in the ship enter cryo-sleep until Moro Se's return. So it was, that Kina did so. More unfortunate, was that the ship suffered catastrophic damage and many of the hands were lost. Were it not for a chance arrival of Master Leon Smague in his U-wing, Kina may not have survived either-- though the Galaxy is much changed from how she remembers it.

Kina has largely decided to put her old life behind her and embrace the path of a Jedi opened to her, and offers little detail into her past except when she is confused over the current happenings of the world. She tries to keep up with the current news all she can.

Motivation

Wisdom/Experience

Apprentice

Morality

Strength: Cleverness - By observing beings and situations in an unorthodox manner, the character gains a new and unique understanding. This allows the character to approach problems from an unexpected angle and produce original solutions.

Weakness: Sophism - The character's unique perspective can lead to the assumption that those who do not share that insight are somehow less enlightened and should be reminded of that.

Current Morality: 75

Description

Other Notes

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