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Passione

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Seethroo-Sy
"Nothing strengthens authority so much as silence."
m7wEMCa.png


 

Mechanics

Alignment: BN
Proficiency Bonus: +3

INIT: +1
AC: 13
HD: 5d6
HP: 32/32

STR: 12 (+1) [+1]
DEX: 12 (+1) [+1]
CON: 15 (+2) [+2]
INT: 14 (+2) [+2]
WIS: 14 (+2) [+5]
CHA: 18 (+4) [+7]

Speed: 30ft

Passive Perception: 12

Skills
+1 Acrobatics (Dex)
+2 Animal Handling (Wis)
+1 Athletics (Str)
+7 Deception (Cha)
+5 Insight (Wis)
+4 Intimidation (Cha)
+8 Investigation (Int)
+2 Lore (Int)
+2 Medicine (Wis)
+2 Nature (Int)
+2 Perception (Wis)
+4 Performance (Cha)
+7 Persuasion (Cha)
+2 Piloting (Int)
+1 Sleight of Hand (Dex)
+1 Stealth (Dex)
+2 Survival (Wis)
+2 Technology (Int)

Codru-Ji Student Features:
Four-Armed Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). | HideYou have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. | Keen HearingYou have advantage on Wisdom (Perception) checks that rely on hearing. | Natural GrapplerWhenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill. | TranceYou only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. | Library AccessThough others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, powerful, or secret to permit anyone immediate access.

You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the galaxy, as professional courtesy shown to a fellow scholar.
 | Feat: InvestigatorYou have an eye for detail and can pick out the smallest clues. You gain the following benefits:

~ Increase your Intelligence score by 1, to a maximum of 20.
~ You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
~ You can take the Search action as a bonus action.
 |

Consular Features:
Forcecasting"In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

FORCE POWERS KNOWN
You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

FORCE POINTS
You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

MAX POWER LEVEL
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table. You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

Force attack modifier = your proficiency bonus + your forcecasting ability modifier
 | Force RecoveryYou have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again. | Force-Empowered Casting (Quicken, Twin)You gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two Force-Empowered Casting options, located at the end of the class description, and you learn more at higher levels, as shown in the Force-Empowered Casting Options of the consular table.

You can use only one Force-Empowered Casting option on a power when you cast it, unless otherwise noted.

QUICKENED POWER
When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

TWINNED POWER
When you cast a power that can only have one target and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to choose a second target in range with the same power (1 force point if the power is at-will).
 | Force ShieldYou learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
 | Force Affinity (Bendu)You’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

Bendu
You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.
 | Force BarrierYou can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

Once you create the barrier, you can’t create it again until you finish a long rest.
 | Feat: Feigned ConfidenceYou’ve spent years pretending you know what you’re doing, gaining the following benefits:

~ Increase your Charisma score by 1, to a maximum of 20.
~ When you would make an ability check with a skill or tool that doesn’t add your proficiency bonus, you can first make a DC 15 Charisma (Deception) check. On a success, you can add your proficiency bonus to the initial ability check. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
 |

Armor: none
Weapons: simple lightweapons, simple vibroweapons
Tools: none

Languages: Binary, Codruese, Galactic Basic, Jawaese

 


 

Attacks
Regular
Unarmed 5 ft Kinetic   +4 to-hit 2
Vibroknuckler 5 ft Kinetic Hidden, Light +4 to-hit 1d6+1
Vibromace 5 ft Kinetic Dexterity 11, Heavy, Two-handed +4 to-hit 1d10+1
Enhanced
           
           


Enhanced Items:


  •  

 

Force Save DC: 13/15
Force Attack Bonus: +5/+7
Force Points: 26

At-Will
DenounceAlignment: Dark
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute (Concentration)

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

This power’s die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
 | Force Push/PullAlignment: Universal
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage.

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.
 | Mind TrickAlignment: Universal
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute (Concentration)

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.
 | Saber ReflectAlignment: Universal
Casting Time: 1 reaction, which you take in response to being dealt damage by a ranged attack
Range: Self
Duration: Instantaneous

In response to being attacked, you raise your weapon to attempt to deflect. When you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
| Spirit BladeAlignment: Universal
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a blade of spirit energy and attempt to strike one creature. Make a melee force attack against the target. If the attack hits, the creature takes 1d10 necrotic damage.

This power can make multiple attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. Each attack can target the same creature or different ones. Make a separate attack roll for each target.

Level 1
Armor of AbelothAlignment: Dark
Casting Time: 1 action
Range: Self
Duration: 1 hour

A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 psychic damage.

Force Potency. When you cast this power using a force slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 5 for each slot.
 | Comprehend SpeechAlignment: Universal
Casting Time: 1 action
Range: Self
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear.
 | CurseAlignment: Dark
Casting Time: 1 action
Range: 30 feet
Duration: up to 1 minute (Concentration)
Prerequisite: Denounce

Up to three creatures of your choice that you can see within range must make Charisma saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Force Potency. When you cast this power with a force slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the die increases to d6, d8, and d10, respectively.
 | Dun MochAlignment: Dark
Casting Time: 1 bonus action
Range: 30 feet
Duration: up to 1 minute (Concentration)

You attempt to manipulate a creature into fighting you. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demands. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this power doesn’t restrict the target’s movement for that turn.

The power ends if you attack any other creature, if you cast a power that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful power on it, or if you end your turn more than 30 feet away from the target. This power has no effect on droids or constructs.
 | Force BodyAlignment: Universal
Casting Time: 1 action
Range: Self
Duration: 1 hour

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, you can choose to pay up to half the cost of the force power using your hit points instead of your force points. When you do so, your maximum hit points are reduced by the same amount until you complete a long rest.

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.
 | HealAlignment: Light
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
 | Sense ForceAlignment: Universal
Casting Time: 1 action
Range: Self
Duration: up to 10 minutes (Concentration)

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

Level 2
Force BarrierAlignment: Light
Casting Time: 1 action
Range: 30 feet
Duration: 8 hours

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
 | Force ThrowAlignment: Universal
Casting Time: 1 action
Range: 90 feet
Duration: Instantaneous
Prerequisite: Force Push/Pull

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.
 | Locate ObjectAlignment: Universal
Casting Time: 1 action
Range: Self
Duration: up to 10 minutes (Concentration)

Describe or name an object. You sense the direction to the object’s location, as long as its within 1000 feet of you. If the object is in motion, you know the direction of its movement. The power can locate a specific object known to you, as long as you have seen it while within 30 feet of it. Alternatively, the power can locate the nearest object of a particular kind. This power can’t locate an object if any thickness of lead blocks a direct path between you and the object.

Level 3
Bestow Curse Alignment: Dark
Casting Time: 1 action
Range: Touch
Duration: up to 1 minute (Concentration)
Prerequisite: Curse

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

~ Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
~ While cursed, the target has disadvantage on attack rolls against you.
~ While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
~ While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. This power has no effect on droids or constructs.

Force Potency. If you cast this power using a force slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a force slot of 5th Level or higher, the duration is 8 hours. If you use a force slot of 7th level or higher, the duration is 24 hours. If you use a 9th level force slot, the power lasts until it is dispelled. Using a force slot of 5th Level or higher grants a duration that doesn’t require concentration.
 | Sever Force Alignment: Universal
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a force power.
Range: 60 feet
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

 


 

Gear

Credits: 290

 

Worn Gear:

Vibromace
Vibroknuckler, 2
Fading Focus Generator
Fine Clothes


 

Carried Gear:

Backpack
Binders, 4
Macrobinoculars
Chest
Grappling Hook

 

Inside Backpack/Chest:

Canteen, 2
Datacard, 10
Datapad, 2
Field Rations, 10
Holorecorder
Portable Ram
Stylus, 2

 

 

Edited by Passione
Spell to Force DC Bonus Points, remove “ at the end of OOC, 13/15 +5/+7, Grappling Hook, traded Defensive Technique for Spirit Blade (see edit history)
Name
Array 1
15,14,13,12,12,14
repeat(keep(4d6,highest,3),6) 6,5,4,1,5,5,4,1,6,4,3,2,6,5,1,1,5,4,3,1,6,5,3,3
Array 2
14,11,13,17,9,14
repeat(keep(4d6,highest,3),6) 6,5,3,1,6,4,1,1,6,4,3,3,6,6,5,4,4,3,2,2,6,4,4,2
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CHARACTERISTICS
Personality Traits

I have read every book in my father's massive library – twice!
I suspect everyone I meet of being the villain who slew my father until proven otherwise.

Ideals

People. I help the people who help me – that's what keeps us alive.
Sacrifice. Nothing valuable is given freely.

Bonds

My heart, mind, and soul is consumed by voices beckoning me to look for my father's killer.
I'm completely obsessed with Ether and live to document the rules that control it.

Flaws

I am mortal. Everything and anything can kill me. Please help.
Counting the buttons on my pack is the only thing that calms me down in stressful situations.

Age: 16 Height: 6' 9" Weight: 247 lbs


Appearance

One of her bully's words stuck with her. The boy told her that if she looks dangerous, she better be dangerous, before handing her a wad of tissue for her tears. She has cultivated a well-built and athletic physique to match the public's preconception of her. She has a broad chest, strong shoulders, and muscular arms. Her shoulder length hair is often loose, but she ties it in a high ponytail or bun when the situation calls for it.

Her face is often stern and serious. She possesses a strong jawline, chiseled cheekbones, sharp, intense eyes, and yet she doesn't seem to be mentally present.

As for her attire, she bears a tailored spacesuit that incorporates intricate details and embellishments reflecting the cultural aesthetics of her people. It is colored in shades of metallic silver and gray, with occasional touches of gold and red accents.

Backstory

  • Kamille Seethroo Sy was born the fourth daughter of a researcher in Rachel, Lincoln County, Nevada, United States.
  • What she first thought of as a weird middle name was actually her given name in her mother's native tongue.
  • She was raised by her father and her grandparents.
  • Before she could even walk, her mother and sisters went out to buy milk/cigarettes, and were out of the picture.
  • Her relationship with her father was strained and distant. Her grandparents were greatThey were a caring and loving couple. Despite this, they did not step in to stop their son from inflicting psychological and neglective abuse to their granddaughter. The household was run with authoritarian control, anxiety induction, and a general lack of warmth.

    Their helping hand was scant, consoling their granddaughter, telling her not to cry as it would upset them as well, or offering her sweets to try and cheer her up.
    but ultimately failed to provide her with what she needed.
  • Sy spent her early childhood living in the dorms of boarding schools as her father focused solely on his studies.
  • Through a lack of guidance and being bullied by others for her extra appendages, she became a juvenile delinquent, constantly getting into fights and even going so far as to join a gang.
  • Halfway into her tenth year (ninth grade), she received a message from her father and returned to their home only to find it rigged to explode while on a call with him. She watched in horror, screaming for her father, but to no avail.
  • Vowing revenge, Sy became a wandering vagrant looking for clues behind the killer's identity and whereabouts.
  • Six months after her father's death, Sy received word about Starlancer Academy.

 

Legacy: Iszbi the Infinite

"And yet, no matter how futile their existence, I welcome ALL...to a place in my carefully curated collection!"

Iszbi the Infinite, her mother, was a baroness of sorts. Reports describe her as a preserver of histories, artifacts, and events, and often "liberates" what she wants so that the treasures may be preserved in her galleries. In her possession are technologies and relics that are so valuable as to be priceless. In such a dangerous galaxy, she is loath to go out and explore it herself, but with so many exquisite artifacts to see and catalog, she cannot afford to miss out. As a result she will send out substitutes of herself to do her dirty work. On the battlefield this can become increasingly irritating, as killing what appears to be her may simply be a clone or a simulacrum. Meanwhile, somewhere nearby, the real Iszbi is busy smashing her way through her foes to get her metal hands on her latest acquisition.

 

Starting Ability Scores

Ability Rolls Bonus
Cha 15 +2 Codru-ji, +1 Feigned Confidence
Con 14 +1 Codru-ji
Int 13 +1 Investigator
Str 12  
Dex 12  
Wis 14  

Starting Credits Expenditure

Name Number Price Total
Vibroknuckler 2 75 150
Vibromace 1 700 700
Focus Generator 1 200 200
Fading 1 1000 1000
Macrobinoculars 1 750 750
Grappling Hook 1 50 50
Portable ram 1 40 40
Binders 4 50 200
       
Scholar's Pack
    290
backpack 1 50  
datapad 1 100  
datacards 5 5  
stylus 1 10  
holorecorder 1 100  
field rations 5 5  
canteen 1 10  
       
Diplomat's Pack
    330
chest 1 50  
set of fine clothes 1 150  
datapad 1 100  
datacards 5 5  
stylus 1 10  
field rations 5 5  
canteen 1 10  
      3710

Side notes:

  • "Just as a flute turns breath into music, I am a vessel through which the Ether produce glorious justice."
  • She makes us of voodoo ether of some sort. She had fashioned herself an iron maiden glove for her force powers. Fluff Force Body as toggling her glove's "bite".
  • She has been off-world before. Her mother brought her to one of the communities she was building.
  • Her favorite haunt/hangout is the campus or ship sundial/chronometer/time keeping structure.

"Man is a vanity; his days are like a shadow that passes."
"As the hour here you see, Think on death and ready be."
"Time is the devourer of things."
"Insensibly, without feeling, life is aging."

  • The Codru-ji have ritualized kidnappings. If you or your loved ones were ever taken, you know you’ve made it. With kidnapping being as common and natural as jaywalking, professional abductors are easier to find than clerks and cashiers. Also, the local police are colloquially called Ducks.
  • Someone from Sy's welcoming party messed up. They thought she was immersed in her mother's culture and taught how to act 'properly' after being bagged. She thought it was a sick prank at first, but settled down after seeing proof of alien life. This revelation gave her hope to find her father's killer, so she strapped everything she owned onto her back and agreed to set off to this academy.
  • Some place - Deserts of industrial ash surround the hive cities, covering the surface of the planet with an unstable, corrosive skin.
  • Try setting Myth-Weaver's theme to Night or Mocha. spacer.png Mocha is nice to look at but it makes it hard to edit the source.
  • A stern justice seeker with just enough angst as to be interesting instead of annoying.
    https://www.youtube.com/watch?v=m5t6NXS8dq8 Yuki Hayashi - Overhaul
    https://www.youtube.com/watch?v=64bRXGm2Xnk Henry Mancini - Main Theme | From the Soundtrack to "Pink Panther"
    https://www.youtube.com/watch?v=desJKYvdq9A Good Charlotte - The Anthem

 

I was about to ask for a timeline, Battle of Yavin-wise, but realized we aren't in SW strictly speaking. I guess I didn't need to follow Codru-ji naming conventions.


Questions:
Are we going to make use of maps or theater of the mind?
Are we going to make use of any variant rules?
What is your opinion on character death?
What is a stage 3 civilization? Are the PCs all half-human(-ish)?
Does the Defensive Technique force power work with Concentration checks (Constitution saving throw)? At least the saving throw bonus?

Edited by Passione
mocha, stern justice seeker (see edit history)
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Theater of the mind, maybe the occassional mock up for bigger fights.

No real variant rules and if there are they wouldn't be big ones.

Character death is something that happens sometimes and I think some consequences are necessary for tension.

Cool, stage 3 is moderately high tech, but has yet to master space travel. Stage 2 is determined up to sky travel, stage 1 is functioning society and exploration, while a stage 0 is just now exploring the potential of speech.

Yes, all the PCs are partly human.

Yes, they're forcing you to make a saving throw so it would work with Concentration saves.

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Thank you!

How am I doing so far? What would you like to see more of or less of? Does Eldridge have a base near Area 51? Can my non-pirate parent (the recently deceased one) be a part of it? Would a story of abandonment or revenge fit the story you want to share better? Would it gel better if the dad is still alive, and it's the mother that I'm hounding for? I like the element where my character knows that her mother and sisters exist but never having known them.

Ok. I'm vocalizing it into the universe. I want my PC to die near the end. I wish we could write a satisfying exit for her.

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Really cool so far, a stern justice seeker with just enough angst as to be interesting instead of annoying. Eldridge is more like a secret society that has agents high up in various government circles, but they are definitely in charge of area 51.

Yeah, your human dad can absolutely be a member of Eldrige.

Honestly, It's whatever you feel best fits your character. If revenge is on the menu, I'll definitely be including more of your mother and sisters. Couple ideas spring up around that, depending on how villainous you want your mother to be. Just spitballin here. Maybe she has daughters that slowly morph into her and abandoned Kamille because she lacked the necessary genetic trait, maybe she decides to finally retire and starts a murder game between her daughters to decide who inherits her fortune, or maybe on her robotic copies gains sentience and decides to murder the real Iszbi's children, replacing them with her robotic offspring?

Personally I think a connection between Iszbi and your father's murder is the most compelling storyline. Just how involved or responsible she is remains to be seen, at least that's how I would play it.

I'm all for a heroically dramatic death scene (preferably with a pithy one liner) and can promise to steer towards one, but can't promise survival to the end.

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I am down with the sisters slowly turning into Iszbi. It could be a quirk that is accidental or by design. It could also be a racial trait but that seems unwieldy. Perhaps there is a body-swapping ritual that needs to happen every few decades. Or instead of stealing bodies but still in a similar vein, she could be trying to bioengineer a perfect host or parent so that she could be reborn as her perfect self. Establish some sort of generational or iterative gap.

I am a bit iffy with the rogue AI thread but an early onset Brainiac/Jor-El/Kal-El relationship sounds nice (Villain/Superman’s Dad/Superman). Brainiac is also a good foil for Iszbi, since he believed that as long as the records of Krypton existed, the loss of the planet itself and all its living inhabitants was acceptable. He also had a feat which Iszbi would greatly thrilling and a touch enviable. Brainiac shrunk and stole the capital city of Krypton as the planet broke apart. Elements to compare and contrast to.

As to how villainous she is, I think David Xanatos from Gargoyles is a good benchmark. Neither ‘good’ nor ‘bad’, just a giant prick who is in it for themselves. She can be a bane or a boon to our PCs depending on our goals.

As to Iszbi and her possible involvement with the murder, one way or another. Maybe she is maudlin about it. Pull on some tropes with alcohol consumption. He could have faked his death to escape her attention and sphere of influence. Maybe she helped, for good or ill. Maybe she tried to stop it.

I agree. We can develop it later.

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