Rinyn's earliest memories involve being alone. No sign of any parents, or anyone to take care of her - Rinyn was forced to learn how to survive in the wilds all on her lonesome just to keep on living. Her sensitivity to the Force gave her an advantage that she didn't even realize she had - but even then it wasn't enough to keep her completely out of trouble, and one day she got in over her head, getting badly injured and laying in the wilds waiting to die. She was found and rescued by a Mon Calamari named Evree Talol, who treated her wounds and nursed her back to health.
Upon discovering that Rinyn had no family or friends to speak of, Evree took her in and raised her like her own daughter, teaching her what Rinyn couldn't learn without help - about civilizations, about using firearms, about the stars and the ships and life within the walls of Iziz. Evree was a talented mechanic, and while she didn't teach Rinyn much about making ships she did teach her about flying them, to the point that Rinyn finds it relatively easy to fly most craft, even if she's never been in them before; although it's not a skill she has much confidence in.
But peaceful lives are not made to last, and one day the Empire came looking for Evree. They'd taken an interest in her skill with building ships, and had decided to recruit her for her abilities - or so Rinyn says. Her memories of the day are foggy at best, and all she remembers of it is that her mother was taken away by the Empire. Rinyn clings to the hope that she's still alive, even if it is in the Empire's clutches, and from that day forward she was determined to take as much from the Empire as they took from her.
It was while she was training to grow stronger that she encountered Kilix and Rar Jar. Kilix reached out to her, informing her that she was a Force sensitive and that he could help her learn to control these powers in order to help her; while Rar Jar, impressed with her athletic abilities and skills, offered her a place to live in exchange for joining their fledgling rebellion. With nowhere to go and no responsibilities to uphold, and a burning desire to fight the Empire, Rinyn decided to join up with them, learning from Kilix and fighting alongside him and Rar Jar. After a few months with them, they decided to take a mission involving stealing a datapad from an Imperial Official in Iziz...
Rinyn is cheerful, somewhat impatient, and often full of energy and stupid ideas. In other words, she has the mentality of a child. She is, however, oddly mature in social situations and very insightful at seemingly random times. Rinyn cares deeply about the people around her, putting their safety and well being before her own. She wants nothing more than to help the people around her with everything she's got, but deep down she has crippling self worth issues and believes that she's not worth anything and that everyone else is more important than she is. Rinyn hides these issues behind her cheery disposition and her tendency to rush headlong into situations, but she has demonstrated a surprising amount of insight as to when she needs to dial back the crazy and buckle down for a serious situation. It's not that Rinyn's not smart, it's simply that she hasn't been educated - meaning that while she lacks a formal education she's quick to pick up on details and very eager to learn.
Deep down, Rinyn has a huge fear of losing those she cares about and failing to protect them. This, along with her own self worth issues, may lead to problems in the future, considering her Force sensitivity...
- Athletics - 2 (+2 blue)
- Discipline - 1
- Perception - 1 (+1 blue)
- Resilience - 1 (+2 blue)
- Stealth - 1
- Survival - 1
- Lightsaber - 2
- Brawl - 1
- Melee - 1
- Ranged (Heavy) - 1
- Knowledge (Warfare) - 1
|Shock Gloves||Brawl||6||5||Engaged||0||1||2||Stun 3|
|Blastech EKX-10||Ranged (Heavy)||9||3||Long||5||3||7||Stun Setting, Auto-Fire, Cumbersome 3, Superior|
|Purple Blaze||Lightsaber||6||2||Engaged||0||5||10||Breach 1, Sunder|
|Heavy Battle Armor||1||2||3||4||7||+1 Melee Defense, Increase Rank in Coercion|
|Comlink (Handheld)||0||0||A simple communication device used to communicate with other party members.|
|Scanner Goggles||0||3||A smaller version of electrobinoculars, featuring passive light amplification and thermal imaging, along with polarized lenses and numerous filters for different lighting situations. They allow the wearer to see normally in dark conditions.|
|Holo-Messenger||0||4||Small, complex devices about the size of a human hand, holo-messengers are used when a personal touch is needed in the sending of a message. Equipped with a small holographic display emitter, these devices can be used either to send a one-time recorded message or to act as a receive-and-display device for a holographic transmission.|
|Backpack||0||0||Adds 4 to encumbrance.|
|Load-Bearing Gear||0||3||Adds 3 to encumbrance.|
- Cathars begin the game with one free rank in either Athletics or Stealth. They still may not train Athletics or Stealth above Rank 2 during character creation.
- When a Cathar makes a Brawl check to deal damage to an opponent, their attack deals +1 point of damage and has a Crit Rating of 3.
|Physical Training||2||Add one blue die per rank of Physical Training to Athletics and Resilience checks.|
|Point Blank||1||Add 1 damage per rank of Point Blank to damage of one hit of successful attack using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.|
|Toughened||5||Gain +2 wound threshold per rank.|
|Grit||3||Gain +1 strain threshold per rank.|
|Insight||1||Perception and Discipline become career skills.|
|Uncanny Senses||1||Add one blue die per rank of Uncanny Senses to all Perception checks.|
|Indistinguishable||1||Upgrade difficulty of checks to identify character once per rank of Indistinguishable.|
|Body Guard||1||Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn, upgrade the difficulty of combat checks targeting the character by that number.|
|Sound Investments||1||At the start of each session, gain 100 credits for each rank in Sound Investments.|
|Durable||1||May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.|
|Armor Master||1||Increase Soak by 1 while wearing armor.|
Force Powers Edit
|Enhance||2||When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend a force die to gain a success or an advantage on the check.|
|Can be used with Resilience.|
|Take a Force Leap action. Make an Enhance power check. The user may spend Force die to jump horizontally to any location in short range.|
|Move||2||The Force user can move small objects via the power of the Force. The user may spend force die to move one object of silhouette 0 that is within short range up to her maximum range.|
|Spend Force die to increase silhouette able to be targeted equal to Strength upgrades purchased. (1 rank)|
|Foresee||2||The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend force die to gain vague hints of events to come, up to a day into her own, personal future.|
|Sense||2||The Force user can sense the Force interacting with the world around her. The user may spend force die to sense all living things within short range (including sentient and non-sentient beings). The user may spend force die to sense the current emotional state of one living target with whom she's engaged.|
In Storage Edit
|Jedi Warblade||Lightsaber||6||3||Engaged||3||1||10||Defensive 1, Cortosis|