Miss Posted November 27, 2023 Clone Share Posted November 27, 2023 (edited) Name: Allya Sait Homeworld: Dathomir Species: Dathomirian (Zabrak) Gender: Female Hair Color: Silver Eye color: Purple Skin color: Ashen Force Points: 7 Dark Side Points: 3 Character Points: 3 Move: 12 Credits: ????? Dexterity 5D Acrobatics 2D Bows 6D (Nightsister Bow +4D) Dodge 6D Lightsaber 6D Perception 9D Bargain 10D Command 10D Con 10D Persuasion 12D Search 10D Knowledge 5D Alien Races 6D Languages 6D (Huttese, Ancient Sith, Droid) Scholar 8D (Nightsister +4D, Sith +4D) Survival 6D Willpower 9D+1D Strength 4D Brawling 8D (Dathomir Art +6D) Climbing/Jumping 5D Stamina 6D+1D Swimming 5D Mechanical 2D Beast Riding 3D Repulsorlift 3D Starship Piloting 3D Swoop Operation 3D Technical 1D Computer Program/Repair 2D Inventory Nightsister Energy Bow Nightsister Robes Visual Wrist Com w/Holo Spacer's Chest Customized Flare-S Swoop Dual-Phase Lightwhip/Saber Sith Holocron (Sith Alchemy) Nightsister's Spellbook Control 10D Sense 10D Alter 10D NOTE ON WITCH SPELLSCracken's Threat Dossier, pg 16 "Though some of a Dathomir Witch's spells are inherently evil, none of the spells cast by the Witches have the ill effect of automatically gaining the caster a Dark Side Point." "If a witch casts a Dark Side or otherwise Grey-Area spell or ability in defense of herself, but more importantly others, or in some other appropriate heroic manner, then no Dark Side Point is given." "Likewise a Nightsister may be able to twist an inherently heroic spell in such a way as to require the assignment of a Dark Side Point. Gamemasters are required to rely on their judgement alone when dealing with 'Questionable' spell or ability use." As an example, the Spell of Resurrection can be used to animate a force of the undead. If done to stall an insurmountable enemy for just long enough to allow the Nightsister or others to escape certain death, such would not require a Dark Side Point. Using the Spell to cause chaos, terror and death in an enemy's ranks, even for noble ends, would require gaining a Dark Side Point. Allyan Magik (10D) Shadow Magik (10D) Dathomir Magik (10D) Spell of AssistanceDifficulty: Very easy. Modified by relationship. Effect: If cast successfully the target may make two natural healing rolls for the current day regardless of injury level. The target also gains a +2 modifier to both of these rolls. Spell of Awareness Spell of Comfort Spell of Greater Protection Spell of HealingA very complicated spell, the spell of healing is more like an extended ritual. The user must perform the incantations and ritual chants and songs often for several hours or longer to achieve even a marginal success. (1 hour for Wounded, 1 day for Incapacitated, 1 week for Mortally Wounded). Difficulties: Moderate for wounded characters, Difficult for Incapacitated characters, Heroic for Mortally Wounded characters. Effect: At the conclusion of the spell the target is fully healed of any damage or wounds. Lingering injuries, missing limbs and similar can also be healed through this spell. Spell of Protection Spell of Regeneration Spell of Self Healing Spell of Self Regeneration Chant of ResurrectionControl Difficulty: Moderate This power may be kept "up." Effect: This power is used to re-animate bodies of the dead as an Army of the Dead. To use this power the wielder must have access to a number of dead bodies, for each body they wish to animate the target number increases by 1 (so to animate 10 bodies, the target number is Moderate+10 (25)). The power must be kept up, or the bodies cease to operate, as they do on the wielder falling unconscious or being killed. The dead obey instructions from the wielder and their allies, and operate with a simplistic intelligence. Once each body is destroyed, it cannot be re-animated. A faint green mist connects the wielder with the animated dead. Name: Army of the Dead DEXTERITY: 3D Dodge: 4D PERCEPTION: 2D STRENGTH: 4D Brawling: 5D Brawling Parry: 5D Special Abilities: Claws: STR+1D damage Move: 11 Size: 1.4-1.6 meters tall Battle Meditation Fold SpaceAlter Difficulty: Very Difficult, modified by proximity and see below Sense Difficulty: Difficult, Modified by proximity and see below Time to use: Five minutes Effect: This power allows a Jedi to bend space and send objects through the fold, transporting them without aid of transports. If the object being moved through the fold in space is a container or starship, any object or being within the container, vehicle, or ship is also moved. The difficulty is variable based on a number of factors. First, the alter and sense difficulties are dependent on the proximity to the final destination of the object or person. Second, the size of the fold in space also may create an additional burden on the Jedi. Increase the difficulty +5 for objects weighing one to ten kilograms, +10 for objects 11 to 100 kilograms, +15 for objects 101 kilograms to one metric ton, +20 for objects 1,001 kilograms to ten metric tons, +25 for objects 10,001 to 100 metric tons. If the Jedi fails the roll by 15 or more, then the object is lost in the fold in space and may be anywhere in the galaxy, or may vanish entirely. Nightsister Hide Force Sensitivity Spell of InvisibilitySpell of Invisibility Sense Difficulty: Moderate Control Difficulty: Difficult This power may be kept "up." Effect: This power is used to cover a target with a cloak of ichor which makes it almost impossible to detect. The force users Sense roll is now used as the target number to detect the target. Spell of LightningDifficulty: Difficult, modified by proximity. Limited to line of sight. If used as an attack the difficulty is the target's Dexterity or Dodge roll. Effect: Successful casting of this spell causes bolts of energy to spring from the caster's fingertips. Used as either an attack or utility to light fires and so on. When used as a weapon the spell causes damage equal to the D of the spell. Only grounded armor may offer protection from this spell. Spell of MimicryThis spell may be kept active. Difficulty: Easy for simple features; Moderate for the face; Difficult for the face and body; Very Difficult for altering the face, body and clothing. Effect: When the Spell of Mimicry is cast the witch may change her appearance to anything she desires. This spell may be used to duplicate another character provided the Witch has seen the character in person. The spell may be kept active provided the Witch is not harmed. Spell of PowerDifficulty: Moderate Effect: A witch casts the Spell of Power to increase a single attribute for a limited amount of time. An increased attribute can help the Witch to jump higher, see better, run faster, and even take more damage. All skills governed by the enhanced attribute increase by the same amount for as long as the spell lasts. An attribute increased in this fashion remains in effect according to the chart below. A witch may only increase one attribute at a time. 0-13 | +1D | 3 Rounds 14-25 | +2D | 2 Rounds 26+ | +3D | 1 Round Spell of SpeedThis incantation greatly increases the movement speed of the casting witch. This power may not be used to increase the number of actions a character may take in one round. Difficulties: Easy +2 move, Moderate +1D move, Difficult +2D move, Very Difficult +3D move, Heroic 4D+ move. Spell of TeleportationControl Difficulty: 15 + mass Sense Difficulty: 20 + proximity Alter Difficulty: 25 + proximity + mass + opposing Control roll Proximity Difficulty Line of sight: 1-5 1 m - 100 m: 6-10 101 m - 10 m: 11-15 11 km - 1000 km: 16-20 Same Planet: 20-30 Different Planet: 35-40 Different System: Judge Mass Difficulty Less than 1 kg: +5 1 kg - 10 kg: +10 11 kg - 100 kg: +10 101 kg - 1 ton: +10 Over 1 ton: Judge Effect: Teleports object or person. TempestThis spell may be kept active. Difficulty: Very Easy for light wind; Easy for light rain/snow; Difficult for thunderstorm/blizzard; Very Difficult for Hurricane/Tornado. Effect: The spellcaster who successfully uses the Tempest manipulates the elements in the atmosphere. The extent of control the caster holds over the weather is entirely dependent on the caster's mastery of the spell. Many initiates learn by summoning breezes while true masters of the spell are able to wreak havoc with typhoons or worse. Weave of TeleportationWeave of Teleportation Sense Difficulty: Easy Control Difficulty: Moderate Alter Difficulty: Difficult Effect: This power allows a user to move from place to place without passing through the space in between, teleporting from place to place. This is apparently a great power, but comes with limitations. It must be the Force Users only action in that round, leaving them vulnerable as the appear or disappear. They must be extremely familiar with where they are teleporting (+15 to the Sense Difficulty if they are only passingly familiar with where they are teleporting, +10 if they are barely familiar with it, +5 if they know it fairly well). And the power has only a short range (+5 to the Alter Difficulty for every 50 meters that the destination is from their current location). Concentration Farseeing Force of Will Nightsister Archery Nightsister Cloak Nightsister Instinctive Astrogation Nightsister Lightsaber Combat Nightsister Postcognition Nightsister Sense Force Nightsister Sense Force Potential Nightsister Unarmed Combat Seeking Spell Spell of Absorption/Dissipation Spell of Creature Understanding Spell of Discovery Spell of Interpretation Spell of Open Mind Spell of Structure Spell of Telekinesis Spell of Thought TouchDifficulty: Very easy if Friendly and doesn't resist. Increase difficulty by +5 if the witch can not verbalize the thoughts she is transmitting (gagged, needs to remain silent etc). If the target resists roll the target's Perception (or Control) to determine difficulty. Modified by Proximity and Relationship. Effect: If the Witch successfully project her thoughts, the target hears her thoughts and feels her emotions. The target understands the thoughts and feelings they are experiencing are not their own, and that they belong to the caster of the spell. If the witch doesn't identify herself the target doesn't know who is projecting the thoughts and feelings to them. Nightsister Resources Nightsister Robes Dark Combat Jumpsuit Nightsister Energy Bow Created only by the Great Clans on the planet of Dathomir, these handcrafted bows used strings and arrows made of plasma. While the Nightbrothers of Dathomiri most often crafted them to use Red and Orange plasma, the Nightsisters exclusively used a Pink-hued plasma. This weapon used a self-contained plasma-generator connected to a collapsible lightweight energy-proof carbon-alloy bow to produce an incredibly dangerous bowstring, a technology not entirely dissimilar to energy-binders that link podracer engines. When drawn by the energy-proof grip, the bow generates a powerful solid-plasma bolt that is then fired like an arrow from a traditional bow. It was also possible for the bow to fire a plasma-cable to bridge gaps, which could then be crossed using the bow's body as a handlebar or climbing tool. Each bow, being handcrafted, typically shares a deep connection to an individual Nightsister, and there are reportedly as many variations of the weapon and their capabilities as there are individual Nightsisters. Type: Energy Bow Scale: Character Skill: Bows Ammo: Effectively Infinite Cost: N/A Availability: 4, X Fire Rate: --, or 1 Range: 0-30, 60, 120 Damage: 5 Blast Radius: --, or 3m Game Notes: The bow may be used in a similar fashion to a grapple launcher. When fired into a wall or other point the bow can propel the wielder up to 12 meters per second along/up the plasma cable. Edited December 27, 2023 by Miss (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Miss Posted November 27, 2023 Author Clone Share Posted November 27, 2023 (edited) Name: Elis'awari Homeworld: Ryloth Species: Twi'lek Gender: Female Hair Color: N/A Eye color: Emerald Skin color: Red Force Points: 4 Dark Side Points: 2 Character Points: 7 Move: 10 Credits: ????? Dexterity 5D Acrobatics 6D Blasters 10D Dodge 6D Flamethrower 6D Melee Combat 6D Pick Pocket 8D Perception 6D Con 12D Forgery 8D Hide 8D Persuasion 18D Sneak 10D Knowledge 4D Languages 5D (Droid) Scholar 5D (Mandalorians +1D6) Streetwise 5D Willpower 5D Strength 2D Brawling 3D (Martial Art +1D) Stamina 3D Swimming 3D Mechanical 5D Astrogation 6D Jet Pack Operation 6D Powersuit Operation 6D Repulsorlift Operation 6D Rocket Pack Operation 6D Starfighter Piloting 6D Starship Gunnery 6D Technical 6D Armor Repair 8D Blaster Repair 8D Computer Programming/Repair 8D Droid Programming/Repair 8D Repulsorlift Repair 8D Security 10D Space Transport Repair 8D Starfighter Repair 8D Inventory TerexComm Gauntlet Computer Aratech R82 Jump Boots Visual Wrist Com w/Holo Spacer's Chest Portable Clip Recharger Blaster Repair Kit Gear Bag Hydrospanner Power Prybar Power Scanner Security Kit Servodriver Starship Toolkit Tech Scanner Laser Welder Fusion Cutter Micro Fusion Reactor Elis'awari's Armor 2 Modified Caelli-Merced Sentinel IV Blaster Pistol Modified X-70B Phantom Luxury Yacht Modified Thermite Repulsorbike Elis'awari's Armor "For your actions, we welcome you into House Kryze. Your position is honorary, but for your deeds we offer you- a gift. And the honor to wear it." Bo-Katan Kryze on Mandalor Model: Modified Mandalorian Battle Armor Classification: Modified Bounty Hunter Armor Skill: Powersuit Operation (Mandalorian) Game Effects: Mandalorian Artifice Armor: Crafted of a Beskar/Phrik alloy, the armor provides +7D Physical/+7D Energy protection. Can only be worn by the individual it was crafted for. Neuralmesh Control System: Neural integration allows the suit's devices to be activated by thought instead of physical action. This results in the suit providing a +1D to the wearer's Strength without a reduction in Dexterity. Sensor Array: +3D to perception tests and nullifies the effects of darkness. Internal Commlink: Helmet contains an encrypted commlink (200km/orbit), external speaker, and can be used to control authorized starship computers remotely. Distributed Repulsor System: Using numerous small repuslor engines located in the boots, legs, belt, shoulders & arms the armor can lift a total of 500kg, at 100 speed, for a total time of 1 hour. Whenever used the system restores spent charge at 4x the spent duration. Grants the wearer +4D to the Reaction-use of the Powersuit skill. Flame Projector: 5D damage, uses flamethrower skill, creates cone 1 meter wide, variable one to five meters long. Reflec Coating: Covered in a fine mesh of Reflec, a sensor absorbing material, the wearer receives +2D to Sneak tests versus sensor-assisted perception. Sealed Enviro Filter: Filter system can block out harmful molecules, or in case of insufficient or deadly atmosphere, the suit can completely seal, drawing upon a two hour internal supply of oxygen. Edited January 2 by Miss (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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