Saraswathi (Sara) Singh

Indian teen wed to older noble seeks escape

Description:

Saraswathi “Sara” Sadar
Lv. 3 Charismatic/ Lv. 2 Telepath
Experience points: 13,600
Occupation: Aristocrat +6 Wealth, +2 Reputation, Add 1 speak language
Birthplace: Bombay, India. Born: January 25, 1923

Stats
Str: 8 (-1)
Dex: 18 (4)
Con: 14 (
2)
Int: 16 (3)
Wis: 10 (
0).
Chr: 19 (+4)

Reputation: 5
Action Points: 16
Wealth Bonus: +9 (Was…17 [Initial roll 8, Occupation
6, , Profession 1, 2 successful level up profession checks])
Hit Points: 25 [6
2+5+4+8 for Con] 0 currently
Defense: 16 [+2 for class, +4 for dex]
Fort: +4 (2 class)
Ref: +6 (2 for class)
Will: +4 (3 for class)
Initiative: +8
Speed: 6

*Combat
2 BaB
*Masterwork Whip +5 hit 1d2
1

Whips deal a small amount of lethal damage. Although a character doesn’t “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.

Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.

When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Masterwork Crossbow +6 hit , 1d10 +1 damage, 19-20 crit, range 40

Crystal Pistol: This item is the same size as a Small handgun. Pulling the trigger activates the psionic energy stored inside the crystal. The energy strikes a single target designated by the user and deals 3d6 points of bludgeoning damage. The user may choose to have the device deal nonlethal damage instead. The target must be within 130 feet. A crystal pistol can be fired 19 times before the crystal shard is completely drained of psionic energy. This item cannot be recharged.
Firing a crystal pistol is an attack action and does not provoke attacks of opportunity.

Trained Skills
Bluff: +8
Diplomacy: +7
Gather Information: +7
Perform, sing: +7
Perform, dance: +7
Profession (performer): +7
Knowledge, Behavioral Science: +7
Knowledge, Civics: +7
Disguise: +7
Read/Write English
Speak Languages: Hindi, German, French, Arabic
Autohypnosis: +8
Concentration: +8

Feats, Flaws, and Talents
1/2 Telepath added when using chr. talents
Simple Weapon Proficiency (free)
Wild Talent (Daze)- level 1
Improved initiative
Extend power (bought with flaw CP)
Combat Expertise -level 3
Charisma Plus (Class Bonus feat)
Trigger power: Lesser Mindlink (lv. 2 telepath feature)
Flaws: (Colorblind and Cold Susceptibility), Powerful Enemy (Husband and Axis contacts)
Talents-
Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender male. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level.
A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another gender).

Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check

Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Greater Inspiration: [Purchased with CP] The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisites: Coordinate, inspiration.

*Psionics*_ Powerpoints_: 10 (6 currently)

Charm Person
Charisma [Compulsion, Mind-Affecting, Language-Dependent]
Level: Telepath 1
Display: Mental
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Point Cost: 1
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw.
The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can’t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate his or her commands.

Daze
Charisma [Compulsion, Mind-Affecting]
Level: Telepath 0
Display: Mental, Material
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Point Cost: 1
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.

  • Telempathic Projection*
    Charisma [Mind-Affecting]
    Level: Telepath 0
    Display: Visual
    Manifestation Time: Attack action
    Range: Medium (100 ft. + 10 ft./level)
    Area: One living creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Point Cost: 1
    You can alter the subject’s mood. An affected creature feels the new emotion, but telempathic projection cannot radically change its emotional state. Instead, you adjust its emotions by one step. For instance, an unfriendly creature might be made indifferent, or a hostile creature simply unfriendly. You can grant up to a +1 bonus on your own (or others’) attempts at Bluff, Diplomacy, Intimidate, and Perform actions with affected creatures, assuming you adjust the subject’s emotions in the proper direction (you could also cause a –1 penalty on similar interactions, if you so choose).

Missive
Charisma [Language-Dependent]
Level: Telepath 0
Display: Visual
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Point Cost: 1
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.

Far Hand
Constitution
Level: Telepath 0
Display: Visual
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: An unattended object weighing up to 5 pounds
Duration: Concentration
Saving Throw: None/p>
Power Resistance: No
Power Point Cost: 1
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range

Lesser Mindlink
Charisma
Level: Telepath 1
Display: Material
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one other creature who is initially no more than 30 ft. away
Duration: 10 minutes/level
Saving Throw: None
Power Resistance: No
Power Point Cost: 1
he manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher.
The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.

Gear
Unattuned Power Crystal (like the one you can make at 4th but usable by anyone with psionic powers) with 10 PSPs in it (not rechargeable)
Crystal Pistol (25 charges)
A gem of healing (Item that has 1 PSP in it, and can activate to cast Lesser Body Adjustment, regains its PSP each morning)

Bio:

Saraswathi Sadar, or “Sara” as the British nuns in her school called her, was born January 25, 1923, the well-to-do daughter of two Brahmin parents (the highest caste in Indian society). In 1919, the Government of India Act enabled only 5 million Indians to participate in local politics. Her father and grandfather on her mother’s side were some of this minority, and, as such, were devout British nationals. From an early age, Sara learned that English was her primary tongue, and that it was an honor for India to be the crown jewel in the British Empire. Still, Saraswathi was a charmer, if not a roguish, young girl, fond of pulling pranks and using her cuteness to escape any real punishment.

At home, Sara was able to put the charm on her extended family but not on her mother nor father. To them, Sara was a political pawn to be married off when an advantageous match was found. Both parents hosted many cocktail parties where the focus was, oft as not, the insurrectionists Mahatma Ghandi and Jawaharlal Nehru, great embarrassments to the family name. When Ghandi marched to the sea to make salt in 1930 and was arrested by the British, a seven-year old Sara watched him get led away by truncheon carrying MP’s. Sensing the deep sorrow, fear, and determination, Sara thought out loud, “That poor man.” A forceful slap to the face from her mother knocked loose Sara’s first two baby teeth. Since then, Saraswathi has kept her political thoughts to herself.

Shortly after this, the family made arrangements for Saraswathi to be married to Mohan Singh who was 21 at the time. The Singh family had opposing political views and were known to be clamoring for an independent Indian army and a possible alliance with Japan. Both patriarchs knew that Indian Independence would come, though disagreeing on how this would transpire. But to protect their assets, a merger with other high-powered Brahmin was seen as a way to still the turbulent waters to come for both families. Three years later, on her tenth birthday and with Mohan now 24 years old, Sara was wed to her husband. He wasted no time in consummating the marriage even though Sara had not reached puberty yet. All of Sara’s wedding presents, including a strange Crystal weapon given to her by a very sympathetic aunt, were taken as a dowry present by Mohan and pawned off. For the first couple years, while Mohan finished officer training at the Indian Military Academy, Sara was bullied by the household staff and she became increasingly withdrawn. Sometime upon Mohan’s return and coinciding with the onset of her first period, Sara’s telepathic powers began to emerge. Early attempts at “controlling” the emotions and even actions of Mohan and the staff would lead to severe migraines and nosebleeds, but Sara soon became stronger and the physical symptoms manifested only when she stretched her limitations.

An early adolescent is rarely taken seriously, especially when no one believed the powers she was exhibiting were anything more than Sara’s natural charms. And so it was, even merely by sitting in a chair or serving up chai that she was privy to some of the alliances and designs her husband had begun, while he remained, on the surface, a loyal British subject. Mohan was playing a dangerous game of informing on British plans to the Japanese (who having signed the Anti-Comintern Pact were now a part of the Axis powers: Tokyo, Berlin, and Rome). Sara’s home was host to a ball for pro-British politicians on one Tuesday and then on Thursday the site where the Nazis officially recognized the Japanese puppet government in Manchuria. All the while, Sara did her best to stay inconspicuous while keeping her eyes and ears open as much as possible.

Mohan’s struggled to balance his desire for power and an army with the Nazi-Japanese instructions to remain loyal to the British. He was often enraged and Sara was the target for his venting. He was smart enough to aim blows at her torso or commit acts of sexual assault lest she become unpresentable in public. Sometimes, Sara was able to use her Telempathic Projection to dull his hostility to mere dislike, but Mohan was a ruthless man, with psychopathic tendencies, deriving pleasure from giving pain even when calm. He enjoyed patronizing her in front of his European and Japanese guests and making her dance suggestively for them, and would later beat her for being unfaithful and acting a whore. Perhaps it was her telepathic connections to the emotions of others that lent her strength, but rather than sink into full despair, Sara kept up this façade while biding her time for a true escape.

A couple days ago, Sara overheard a conversation between a visiting German and Mohan. This foreigners was asking about areas in Bombay between the airfield and the Bombay Marigold Hotel where an ambush might be laid without much interference from local authorities. The individuals in this party: an American Indian, a Jew, a Communist, and others seemed an interesting mix to Sara and a point of scorn for her husband and German. While Mohan’s efforts to pry out some details about the motive proved unfruitful, Sara became convinced that these travelers might prove to be both the most open-minded and mobile opportunity to escape her current situation. Using her charm ability to finagle the keys to Mohan’s study from the butler (who locked and unlocked it for supervised cleaning by the maid), Sara rooted through his desk and found a good amount of cash in mixed Axis currency, a facsimile of his signature she used to forge a bank check, and the strange Crystal Pistol that was allegedly sold by Mohan, but really kept for some other motive.

Historical Notes about Spouse- Mohan Singh, an Indian officer of the British Indian Army who did not join the retreating British army in Malaya first conceived the idea of the Indian National Army and asked for Japanese help. Indian prisoners of war were handed over by the Japanese to Mohan Singh who then tried to recruit them into an Indian National Army. On 1 September 1942, the first division of the INA was formed with 16,300 men.

Saraswathi (Sara) Singh

Dead Gods Rising & Diesel Punk World at War GeoffreyGiampa tgoodland