Wynne Barooss
Species: Human
Career: Sentinel
Specialization: Shadow
Morality: Justice/Cruelty
Motivation: Ambition (Revenge)
Characteristics
Brawn 3
Agility 3
Intellect 3
Cunning 3
Willpower 2
Presence 2
Skills: Brawl 1, Perception 1, Ranged (Light) 1, Skulduggery 1, Stealth 1, Streetwise 1, Underworld 1
Abilities: Force Rating 1
Wound Threshold: 13
Strain Threshold: 12
Soak Value: 4
Defense: 0|0
Equipment: shock gloves (Brawl; Damage 3; Critical 5; Range [Engaged]; Stun 3), heavy clothing (+1 soak value), climbing gear, utility belt, 3 stimpacks.
Wynne Barooss (Knight Level)
Species: Human
Career: Sentinel
Specialization: Shadow/Artisan
Morality: Justice/Cruelty
Motivation: Ambition (Revenge)
Characteristics
Brawn 3
Agility 3
Intellect 3
Cunning 3
Willpower 2
Presence 2
Skills: Brawl 2, Computers 1, Deception 1, Mechanics 1, Perception 1, Ranged (Light) 2, Skulduggery 2, Stealth 2, Streetwise 1 Underworld 1
Talents: Codebreaker 1, Fine Tuning 1, Mental Tools, Sleight of Mind 1, Solid Repairs 1, Street Smarts 1, Technical Aptitude 1, Well Rounded (Brawl and Ranged [Light])
Abilities: Force Rating 1, Imbue Item (may suffer 1 strain as an action to commit 1 Force Die to grant a weapon or item within short range +1 damage, decrease the crit rating or any weapon quality activation by 1, increase an armor’s ranged or melee defense by 1, or reduce an items encumbrance by 2; suffering 1 additional strain each turn he keeps the Force Die committed).
Wound Threshold: 13
Strain Threshold: 12
Soak Value: 5 (7 versus strain damage)
Defense: 1|1
Equipment: armored robes w/ energy dispersion system and in-helmet scanner (+1 defense, +2 soak value), refined cortosis gauntlets w/ stun pulse and weighted head (Brawl; Damage 5; Critical 4; Range [Engaged]; Concussive 1, Cortosis, Stun 5), heavy blaster pistol (Ranged [Light]; Damage 7; Critical 3; Range [Medium]; Stun setting), 4 stun grenades (Ranged [Light]; Damage 8; Critical n/a; Range [Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun damage), utility belt, modular backpack w/ 3 modular pouches, breath mask/respirator, climbing gear, scanner goggles, glow rod, datapad, 3 stimpacks
Background: Wynne was only a child when his parents were ripped away from him. He was on a cruise ship full of socialites, entrepreneurs, and celebrities – too ripe of a target for the pirates to pass up. They were boarded and his father tried to fight back. He was gunned down for his trouble, as was his mother for standing with her husband. It instilled in young Wynne the notion that life isn’t fair. It also instilled the idea that standing up without the strength to back it up was tantamount to suicide. Finally, he knew that nothing would be done to chase down these pirates, or that nothing would come of the investigation if they went after them – they were far too deep in the Outer Rim. He knew that justice sometimes needed to be delivered with the heel of a boot.
Luckily for Wynne, there was another passenger aboard the shuttle – a former Jedi Knight in hiding that sensed the young man’s power and took him under his wing after the attack was over. He trained Wynne in the basics of combat and the Force. Wynne was gifted, even though he never mastered anything beyond some very rudimentary skills and applications. He was also taught the necessary skills to avoid being discovered and captured by the Empire, skills that he would use towards more practical pursuits in his career.
Wynne left his master soon after, and started to wander the galaxy, learning what he could about local crime in every town he stopped in and figuring out what he could do to help restore some semblance of law. When local law enforcement or sector authorities couldn’t help, he stepped in. Most believe that he is simply trying to do some good in the galaxy, but his real goal is to find the the pirate ship that stole his family from him. He wants to bring the captain of The Idiot’s Array down hard, and the Force help whoever tries to stand in his way.
Design Notes: It should be obvious to anyone by now who Wynne is supposed to be modeled after. The inspiration struck me after doing Ral Yarrow a couple of weeks back, and then further crystallized when GM Phil was talking about the Justice League as Force users on Facebook. Batman has always been the quintessential superhero without superpowers to me, so I decided against giving Wynne any actual Force powers. I could see the character getting some mileage out of the Misdirect power if you wanted to take him down the Force power path. However, there is a lot to be gained by simply sticking with the Shadow and Artisan talent trees and focusing on beefing up his various and sundry skills. Both talent trees really do give him all of the tools to be what he needs to be, and they do give him some cool ways to leverage that Force Rating with the Imbue Item talent, allowing him to make his and his allies’ toys more effective and the Sleight of Mind talents allowing him to better make use of his Stealth skill. Further down the Shadow talent tree gives him the wonderful talents of Shroud and Now You See Me, giving him more ways to use his skills. All in all, it’s a fairly simple build – but it is one that is largely defined by and semi-dependent on having an extensive equipment loadout, which is why I chose to include a Knight-level build as well.
It feels strange to see a Batman that doesn’t lean heavily on Coercion. But I guess that’s why Vigil have us the Sentinel…