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Allya Sait | Elis'awari (Miss)


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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

spacer.pngDark Combat Jumpsuit

 

Nightsister Energy Bow

spacer.pngCreated 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 by Miss (see edit history)
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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

spacer.png"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 by Miss (see edit history)
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