Amrynn Levin (formerly Dust) by McWaffliest

Species
Human
Career
Consular
Specializations
Healer (Starting), Niman Disciple, Arbiter
System
Force and Destiny

4
Threshold 15
Current 0
Threshold 15
Current 0
Ranged 1
Melee 2

Placeholder Image

Characteristics

3
3
3
2
3
3

Skills

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

Attacks

Amrynn's Lightsaber (Training Emitter)
Range
Engaged
Skill
Lightsaber
Stun Damage
Damage
6
Critical
Amrynn's Lightsaber (Crystal)
Range
Engaged
Skill
Lightsaber
Breach 1, Cumbersome 3, Defensive 1, Sunder
Damage
6, +1 success
Critical
2
HL-27 Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
5
Critical
3
FS19 Compound Bow
Range
Medium
Skill
Ranged: Heavy
Cumbersome 3, Limited Ammo 1, Pierce 1, Vicious 2, Accurate 2
Damage
5
Critical
4
Stun Arrow (x8)
Range
Medium
Skill
Ranged: Heavy
Limited Ammo 1, Stun Damage
Damage
6
Critical
Net Arrow (x3)
Range
Medium
Skill
Ranged: Heavy
Ensnare 2, Limited Ammo 1
Damage
2
Critical
Explosive Arrow (x3)
Range
Medium
Skill
Ranged: Heavy
Blast 4, Limited Ammo 1
Damage
6
Critical
3
DLT-19D Heavy Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Accurate 3, Auto-fire, Cumbersome 3, Pierce 2
Damage
10
Critical
3
Boot Blade
Range
Engaged
Skill
Melee
Damage
4
Critical
3

0
530
2750
11/13

Weapons & Armor

::Weapons::
Amrynn's Saber
Enc. 3
Knockdown when used as improvised weapon
Makes cool thunder crack noise
Alfor Kyber Crystal

FS19 Compound Bow
Enc: 4
Custom Grip:
Base Modifier: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.
Extra: +1 Accurate

Electronic Sighting System:
Aim as an incidental once per round at short range. Decrease difficulty of Perception checks to locate the shooter in low light conditions by 1.
Extra: +1 Accurate

::Armor::
Armored Clothing
ENC:3
A sage green fitted knit bodysuit forms the base of the ensemble. Strategically placed sections of quilting hide padding/armor. It has a high split neck and goes to the wrist at the sleeves for optimal coverage and comfort. Worn over it is a warm brown mottled jacket, sleeveless and knee length that has a generous hood for concealment and drapes across the body in a shawl like manor over the base layer to conceal the protective padding sewn inside the lining. Knee high, low heel, rubber sole boots accompany the ensemble as well as leather bracers and pockets throughout.
Custom Fit: Remove 1 setback die from Athletics and Stealth checks while wearing the armor.
Boot Blades: Retractable blade counts as a weapon with following profile;
Tailored Armor Jacket
ENC:1
HP:0
When worn by person it is tailored to, add an automatic advantage result to any successful Charm, Deception or Negotiation checks done in person.

Diplomat's Robes
(Custom made in Coronet City)
Add □ to social checks claiming diplomatic authority, accessing classified data, and bypassing normal protocol.

Resplendent Robes
As long as a character wearing resplendent robes
purposefully draws attention to himself, each of his
allies in medium range adds □ to Perception, Skulduggery, and Stealth checks.

Noble Regalia
Downgrade the difficulty of social checks to interact with other nobility and subordinates.
Downgrade the difficulty of social checks to interact with other nobility and subordinates.
Custom Fit:
Remove 1 setback die from Athletics and Stealth checks while wearing the armor.


Personal Gear

Backpack

Jedi Utility Belt

Stimpack x3
Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.

An infinite supply of snacks

Bronze Medallion with Picture of First Form of Mystery Martial Arts

Bronze Medallion with Picture of Second Form of Mystery Martial Arts

Field Kitchen
(Usually left at Yavin)
ENC: 5
"...using a field kitchen grants
□ □ to any Survival or Education skill checks made to
store, identify, cook, or sterilize comestibles (and can, at
the GM’s discretion, allow the processing of foods that
normally could not be made edible)." (Enter the Unknown p50-51) 5 enc.

ECM-598
ENC: 2
Grants □ to all Medicine skill checks while using the ECM-598.
Decrease the difficulty of Medicine checks to heal Critical Injuries by 1 to a minimum of Easy (◆).

1 Bottle of Schrödingers Corellian Whiskey

Electrobinoculars
They allow vision in low light or extremely bright conditions. Magnifies targets up to 10 kilometres away. Thus remove any setback die imposed by such conditions or distance.

Scramble Key
ENC:1
Bypass most locks in 5 minutes. May speed up the process with a daunting (4 difficulty) skulduggery check; success reduces the time to 1 minute, failure triggers alarms. Force sensitives may make a force power check to add successes to the roll per force point generated.

Veridicator 200
Add 2 boost dice to checks attempting to discern if an individual is lying or omitting information, as well as to ascertain their mental state.

Sound Dampener
The spherical dampening field extends to short range around the device add 2 setback to checks to detect noise coming out of this area.

Protective Amulet:
Ignore Environmental Effects

2 Bottles of Expensive Anaxes Vodka
1 Bottle ??? Firewater
1 Bottle of Corellian Fireball
1 Bottle of Whyren's Reserve Whiskey

BlackOps Data Breaker
Add 2 boost dice to Computers checks for slicing computers.

Add 1 boost dice to opponents attempting to locate the data breaker location.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Surgeon 1 F&D 153 When this character makes a medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon
Healing Trance 2 F&D 144 The character may commit 1 Force Die. For every full encounter force die remains committed, the character heals 1 wound she is suffering per rank of healing trance. This is in addition to wounds healed due to natural rest or other abilities
Rapid Recovery 2 F&D 150 When the character recovers strain after an encounter has concluded, she recovers one additional strain per rank in Rapid Recovery
Physician 3 F&D 149 When this character makes a medicine check to help a character heal wounds, the target heals one additional strain per rank of physician
Parry 2 F&D 149 When the character suffers a hit from brawl, melee, or lightsaber combat check after damage is calculated but before soak is applied, the character may take a parry incidental. They suffer 3 strain and reduce the damage dealt by 3 plus their ranks in parry. This talent may only be used once per hit and when the character is wielding a lightsaber or melee weapon.
Nobody's Fool 3 F&D 148 The difficulty of any charm, coercion and deception checks attempted against the character is upgraded once for each rank of Nobody's fool.
Grit 2 F&D 144 Each rank of Grit increases a character's strain threshold by 1
Niman Technique 1 F&D 148 When making a lightsaber skill check, the character may use Willpower instead of Brawn
Defensive Training 1 F&D 141 When the character wields a lightsaber weapon, Melee Weapon or Brawl Weapon, that item gains ranks in defensive item quality equal to the character's ranks in Defensive Training [This replaces any ranks the weapon already has)
Sum Djem 1 F&D 152 When a character makes a successful lightsaber check, they may spend one triumph or two advantage (with GM's approval) to disarm their opponent. The weapon lands anywhere within short range of the engagement (character's choice)
Sense Emotions 1 F&D 151 *Force Talent* The character adds □ to all charm, coercion and deception checks unless the target is immune to force powers
Savvy Negotiator 1 DoH 30 Remove one setback per rank of Savvy Negotiator from all negotiation and streetwise checks
Congenial 1 DoH 28 May suffer a number of strain to downgrade difficulty of charm or negotiation checks, by an equal number. Strain suffered cannot exceed ranks in congenial
Crucial Point 1 DoH 28 Once per session during ongoing negotiations, the character may perform the crucial point incidental to introduce one potential concession that an opponent will do nearly anything to obtain. This can only take place during an encounter featuring the negotiation skill. Such encounters should not include social interactions featuring other social skills such as charm, coercion, or deception. What the concession is should be up to the player and GM. It should be something that one party is willing to give up or exchange and it should be something concrete (Such as a new trade deal, or the offer of a used speeder to get a new one). The lengths the other party is willing to go are dependent on the scenario and may range from offering a dramatic decrease in price to agreeing to an immediate ceasefire in an ongoing conflict. At minimum, the difficulty of further negotiation checks should be decreased. At the GM's Discretion there may be some things that no reasonable sentient will do. Killing oneself to obtain a concession, selling a planet into slavery and surrendering the rebel alliance to the empire are all examples of this.
Calming Aura 1 F&D 140 When an opponent targets the character with a force power reduce total pips generated by one to a minimum of zero
Reflect 2 F&D 150 When the character suffers a hit from a Ranged (Light), Ranged (Heavy) or Gunnery Combat check they may take the Reflect Incidental, they suffer 3 strain and damage dealt to character is reduced by 2 plus ranks in deflect (4)
Draw Closer 1 F&D 70 *Force Talent* The character may take a Draw Closer action, making a Lightsaber melee combat check against against one silhouette 1 or smaller target within medium range and adding a number of force die no greater than Force Rating
Knowledgeable Healing 1 F&D 146 When the character performs a successful Medicine check to heal an ally, the character may spend one destiny point to to allow the target to heal additional wounds equal to the character's ranks in Knowledge (Xenology)

Force Powers

Force Rating
3
Power
Basic Heal/Harm
Description
The Force bolsters her ally with renewed vigor or saps her foe of vital energy
Heal (light side force user only) Spend force die to heal a number of wounds equal to intellect from an engaged living creature (including user)

Harm:spend Force Die to inflict a number of wounds equal to intellect (ignoring soak) on an engaged living target. User gains 1 conflict
Upgrade Effect
Power
Basic Conjure (Mentor: Benkriss)
Description
The Force user may spend force pip to create a facsimile of a brawl or melee with the following profile: (Brawl or Melee; Damage +3; Critical 3: Range [Engaged]: Cortosis. This item appears anywhere within short range of the user. The items functions as normal, but at the end of the user's next turn the item dissipates. If the item is moved beyond short range from the force user, it immediately dissipates. At GM's discretion, the user can also conjure a simple tool or other useful low tech item that has an encumbrance of no greater than one. The user may not activate this multiple times.
Upgrade Effect
Power
Sense (Mentor: Master Ossaki)
Description
The force user can sense the force interacting with the world around them. The user may use Force Pips to sense all living things within short range including sentient and non-sentient beings

The user may use force pips to sense the current emotional state of one living target with whom they are engaged
Upgrade Effect
Control: Upgrade Difficulty Ongoing effect: Commit Force Die. Once per round, when an attack targets the force user, they upgrade the difficulty of the pool once.
Power
Imbue
Description
The Force User lends strength to allies, making them more potent, resourceful or resilient for a time. The user may spend two pips to increase one of another engaged characteristics by 1 (to a max of 6) until the end of the force users turn. This can only be used once per character per encounter. If the user uses dark side pips to generate the force pips the target increases a second characteristic by 1 (to a max of six) until the end of the force user's next turn. It can be used once per character per encounter. If the user uses darkside pips to activate the power the target generates a second characteristic (to max 6) until end of user's next turn, both user and target suffer 3 strain.
Upgrade Effect
Duration Commit two force die to sustain the effects of this power as long as the target remains in range,
Range (2) Spend 2 force pips to increase range by number of range bands equal to range upgrades
Control: Skill Ranks Spend a force pip to allow the target to count as having ranks in a skill equal to users ranks in the skill
Power
Battle Meditation
Description
The force 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 their presence before the end of his next turn. If the user used any darkside pips, to generate pips, reduce targets Willpower by 1 to a min of 1.
Upgrade Effect
Power
Protect/Unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend pips to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success. Dark side Force users may only protect themselves. Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (♦♦) Discipline check for difficulty. If check succeeds and spends pips. the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect

Background

Questionnaire
1) How did you discover your force sensitivity?
Amrynn discovered her force abilities when she healed the wounds of her village’s leader at age 7. For most of her life she believed it to be holy powers from the deity of the village she grew up in, called Alfor. Soon after became his acolyte. It wasn’t until much later that the force, and her ability was explained to her.

2) Describe a moment where you fell prey to your moral weakness or experienced a tragedy/horror that still haunts you.
Amrynn was pressured into murdering Crestoll, the village leader, who was also her de facto father. While he was cruel, manipulative and had abused those close to her and herself, she was unable to do it. Amrynn felt sympathy for the man she called father and believed that maybe he had a chance to be redeemed. She ran away from the village and left her family to fend for themselves against a tyrant. She still struggles with the guilt and shame she feels from her cowardice.

3) How did you come to join the NJO?
After leaving the village Amrynn met Knight Verse Kanren, and she allowed Amrynn to tag along with her. After a scuffle with some belligerent cantina-goers, she healed Verse's knife wound. Seeing Amrynn’s skill with the force, and explaining it to her, Verse offered to take her to train as a Jedi and Amrynn, desperately wanting to leave Barfa, accepted.

4) Name one NPC your character has a strong connection with. This could be a family member, a friend, a work contact, or a bitter rival.
((Will revise this soon))

5) Describe a moment in your life where you demonstrated your moral strength despite adversity.
When Amrynn was a teenager, she was practicing her staff forms in the courtyard. She heard some sort of commotion. Upon closer inspection she found it to be Crestoll having some sort of dispute with one of his wives, Tarla. Out of all six of Crestoll’s wives, Tarla was the closest thing to a mother that Amrynn had. Amrynn could see that Crestoll was about to strike Tarla, and without a moment’s hesitation, Amrynn sprinted and put herself between Crestoll and Tarla, taking the blow, and several after for “insubordination”, leaving her badly injured.

BACKGROUND
*Amrynn was the child of two farmers and a sordid affair.
* According to the story Amrynn was told about how she came to The Oasis, she was found in a basket by Crestoll, and was adopted by him and his six wives and the rest of the compound.
* She was given the name Dust because no one knew where she came from, and Crestoll had said that he saw in a vision that Alfor—their deity—created her as a gift to them, “from the dust of the heavens”
* Amrynn was brought up in a place of privilege in her strange childhood.
* The Oasis was Crestoll’s creation. It consisted of a group of people Crestoll saw in “visions” from Alfor, to bring to the oasis, to start humanity anew.
* There were 36 men and women in the village on the far outskirts of Barfa. The ‘end of days’ happened about a year before Amrynn was born.
* The village lived in complete isolation from the rest of the planet and the galaxy. No modern technology was used, knowledge of spaceflight was strictly taboo.
* When Amrynn was 7, Crestoll was attacked by the local wildlife. Amrynn rushed to his side and while holding his hand, he began to recover. His wounds began to stitch back together.
* Crestoll made Amrynn the first acolyte of Alfor. She became the village healer and trained under Crestoll in the ways of Alfor.
* Amrynn spent most of her childhood listening to Crestoll’s teachings and healing the sick and injured, but also in learning martial arts, as everyone of age in the Oasis was required to take a guard shift and defend the village if necessary.
* Amrynn learned how to fight from Krennik. He caught on that she was an astute pupil and shared many advanced arts that he had studied before coming to the Oasis with her.
* When Amrynn was 17, Tarla, one of Crestoll’s wives that Amrynn has been very close to, was arguing in the center of the village with Crestoll.
* Crestoll was about to strike Tarla and Amrynn threw herself in between them.
* Crestoll decided to teach Amrynn a lesson, since she was questioning his authority. She was severely beaten.
* While recovering, Tarla, Krennik and a few others were planning to overthrow Crestoll. Amrynn, while she was out of Crestoll’s good graces was the easiest to make her way back in. With her adeptness at fighting and her quietness, Amrynn would be the one to take him out. She was chosen for the job, and reluctantly accepted.
* Amrynn slowly but surely worked her way back into Crestoll’s good graces. Her fighting skills allowed her to continue training and work her way to becoming Crestoll’s personal bodyguard.
* The moment came. Amrynn snuck into Crestoll’s quarters knife in hand, and couldn’t do it. The man was terrible, but he did raise her.
* Amrynn managed to escape the village, as she didn’t dare face Tarla and Krennik to tell them that she didn’t do it, and eventually found her way to a trading outpost.
* While there she met a Jedi Seeker--Knight Verse Kanren
* Verse offered to allow Amrynn to come along with her.
* During this time, Verse was injured and Amrynn healed them.
*She offered to take Amrynn with her when she went off world so Amrynn could train to be a Jedi.
* Amrynn came to the Jedi Academy and began training, which was difficult, as she did not know Basic and she had never left her home planet. Having had her eyes opened to so many new things she was incredibly eager to learn, especially with the art of lightsaber fighting.
_______________________________________________________________________

Motivation

Duty: Justice (7)

Morality

Morality: 69

Strength: Mercy
Amrynn has always wanted to help everyone, whenever and wherever she can. Despite her teachings as a child, she believes there is a light in everyone, no matter how small, and that sometimes all it takes to brighten that light is an open hand.

Weakness: Amrynn's mercy has on occasion led to the harm of others, her inability to make tough decisions for the few, has led to despair for the many on occasion, she has difficulty processing this guilt and it often affects her decision making or lack thereof.

Obligation:
Family: 5

After dealing with Crestoll and freeing the village from his oppressive grip and the drug manufacturing, Amrynn has promised to help the village rebuild in their newfound freedom and hoping to regain the trust of those she loves the most. Also in making sure that

Obligation
Favor:5
Owes a favor to Santa

Obligation
Bounty: 10

Description

Amrynn is 21 years old and slight in build. Food was never very abundant at the Oasis, and whatever there was, wasn't very appetizing. She does have a bit of muscle, from her training in martial arts. She has green eyes and has blonde hair that she now wears short. She is most often seen in a fitted asymmetric long vest which has an attached short cape, with a fitted top and shorts underneath. Both the vest and cape are lined in a deep indigo linen. Amrynn also wears numerous necklaces, bracelets and rings, a mixture of pieces from home and ones she's collected since leaving. She also has a nose ring, which she received in her coming of age ceremony at the Oasis at age 15. She has fractal-like branching scars across the left side of her face, arm and almost the entirety of her chest. She's left handed.

Other Notes

Breakthroughs:
1) *Getting to Know You* (Minor) Maybe Crestoll wasn't redeemable, Amrynn now knows running away was not the right choice

2) *A Funny Thing Happened on the Way to the Forum* (Minor) Padme Amidala is certainly someone to see as a role model, Amrynn might have an interest in politics.

3) *A Little Knight Music* (Minor): First time using healing abilities since leaving the compound. Moving away from her healing abilities being associated with the shame of leaving The Oasis

4) *To Understand the Great Mystery* She needs to go back home and address her problems there

5) *Dxun and Dodging* First time flexing political muscle/negotiation--newfound confidence

6) *All the News That's Fit To Print* Amrynn has always been the type to rush into a fight, after getting pretty hurt, she's likely to err on the side of caution

7) *Keep your Enemies Close and your Friends Closer* Moving out of her shell as a “galactic citizen”

8) **Extrajudicial Authority** Major Breakthrough: Amrynn's seeing the human side of death and murder, will use nonlethal unless no other options available.

9)**Cultist Roads, Take Me Home** Major: Breaking past her oppressive cultural upbringing and finding her own confidence

10)*Crystalline Cautionaries* Minor: First Time in Major Combat.

11) **Dust in the Wind** Major: Although it is wise to trust the counsel of those more knowledgeable, one must learn to stand on their own and to trust the voice within.

12) *This Probably Could Have Just Been A Holo-Message* Minor: Finally getting to make her goal of going to Coruscant to talk to senate

13) **Amrynn has now seen the darkest of the dark of the universe and she’s let the shadows drag her down--She needs to reevaluate what it means to be a Jedi**

Link to Amrynn's Personal Journal (It's slowly but surely being updated): https://drive.google.com/open?id=1fNMJ71IKF_MXp3ZFUIl0VZiFCPcFwchH

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