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Evelyn Wycroft, Olympic Fencer


Phntm888

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Evelyn Wycroft

Noble Guardian

 

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"I know my worth and my skill. Why should I waste my time earning your approval? I already learned that lesson."

 

Guardian 5

Human/Balerin hybrid (Echani mechanics) Guardian, Makashi Form


Armor Class 14 [17] (Unarmored 10 [Battle Precognition 13], +4 Dex)

Hit Points 44 ( 5/5 d10+2 )
Speed 30' ft.


Alignment Lawful balanced

Senses Darkvision 60'

Languages Galactic Basic, Earth English, Earth German, Earth French, +2 More

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 14 (+2)
Save +2
Athletics +5


Dexterity 18 (+4) (16 + 2 species)
Save +4
Acrobatics +7 | Sleight of Hand +4 | Stealth +4


Constitution 14 (+2)
Save +5
No skills associated.


Intelligence 12 (+1) (11 +1 Linguist)
Save +1
Piloting +1 | Lore +4 | Investigation +1 | Nature +1 | Technology +1


Wisdom 14 (+2) (13 +1 Species)
Save +2
Animal Handling +2 | Insight +5 | Medicine +2 | Perception +2 | Survival +2


Charisma 16 (+3)
Save +6
Deception +6 | Intimidation +0 | Performance +0 | Persuasion +6

Bold denotes Proficiency(E) denotes expertise (2 class, 2 background, 2 species)

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Chess Set (Dejarik Set)
  • Weapons all vibroweapons, all lightweapons
  • Armors Light, Medium

CLASS ABILITIES

Channel the ForceYou know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

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 short or long rest.

CAUSE HARM
As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of +1), or half as much on a successful one.

LEND AID
As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of +1). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

MAKASHI RIPOSTE
When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.
 | Force-Empowered StrikesWhen you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table. | Fighting Style (Duelist)You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. | Guardian AuraYou gain an aura of your choice, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Auras Known column of the guardian table. Your aura has a radius of 5 feet, which increases at higher levels, as shown in the Aura Radius column of the guardian table. (Aura of PresenceWhenever you or a friendly creature within 5 feet of you must make a saving throw, the creature can add your Wisdom modifier to the saving throw.) | Guardian FocusYou begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. (Makashi FormMakashi Form, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

FORM BASICS
Makashi Form: 3rd level
You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form.

THE WAY OF THE YSALAMIRI
Makashi Form: 3rd level
As a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
) | ASIYou can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature. You can also take a feat, instead. | Extra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn.


SPECIES TRAITS (using Echani Mechanics)

ASIYour Dexterity score increases by 2, and your Wisdom score increases by 1. | Allies of the ForceWhenever you make a Wisdom (Insight) check against someone you know to wield the Ether, you are considered to have expertise in the Insight skill. | Unarmed CombatantYour unarmed strikes deal 1d6 kinetic damage and have the finesse property. | Echani ArtIf a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target’s Charisma (Deception). On a success you learn one of the following traits about that creature: it’s Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest. | Combative CultureYou have proficiency in Lore and Acrobatics. | Martial UpbringingYou have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice. (No effect due to class choice)


FEATS

LinguistYou have studied languages and codes, gaining the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.

You learn three languages of your choice.

You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
| Fighting MasterYou’ve mastered a particular style of fighting. Choose one of the fighting mastery options, detailed later in this chapter. You can take this feat multiple times. (Duelist)

 

ACTIONS

ATTACKS +7 to hit (2 Attacks per Attack action; Forgo proficiency bonus on first attack to gain third attack without proficiency bonus).

(While in Way of the Ysalamiri, add Charisma to attack and damage on first attack each turn.)

  • Lightfoil FinesseWhen making an attack with a weapon with this property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls., HiddenYou have advantage on Dexterity (Sleight of Hand) checks made to conceal a weapon with this property., LuminousA weapon with this property sheds dim light in a 5-foot radius while activated. Additionally, Dexterity (Stealth) checks made while the weapon is activated have disadvantage 1d8 Energy
  • Chakrams FinesseWhen making an attack with a weapon with this property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls., ReturningWhen you throw a weapon with this property, it automatically returns to your hand after the attack is complete, whether you hit or miss., ThrownWeapons with this property can be thrown to make a ranged attack. If the weapon would normally be used to make melee weapon attacks, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. (30/90) 1d6 Kinetic
  • Unarmed Finesse 1d6 kinetic

CAUSE HARM

BONUS ACTIONS

  • Makashi FormUntil the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.
  • The Way of the YsalamiriAs a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

    This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
  • Feint (Charisma (Deception) check vs Wisdom (Insight))
  • Attack (if an attack missed, Duelist only)
  • Lend Aid
  • Phaseshift
  • Dun Moch

REACTIONS

  • Makashi FormUntil the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature. Special Reaction
  • Makashi RiposteWhen another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

    If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.
    Channel the Force
  • Duelist Mastery Add proficiency bonus to AC vs attack that hits
  • Saber Reflect

NO ACTION

  • Draw or Stow Weapon (1/round)

 

FORCECASTING

Force POINTS 13 | MAX LEVEL 2nd

  • Force DC: 14 | Attack Mod: +6 | Force Powers: 12

AT-WILL

Affect MindChoose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.
 | Force Push/PullYou 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.
 | Force ShuntYou use the Force to thrust a creature you can see to the ground. The target must make a Strength saving throw. On a failed save, a creature takes 1d4 kinetic damage and falls prone.

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
 | PhaseshiftToo quickly for untrained eyes to perceive, you shift in position. You can move up to 5 feet, and this movement does not provoke opportunity attacks. | Saber ReflectIn 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).
 | Saber WardYou take a defensive stance. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapons. | Wall RunUntil the end of the turn, you have a climbing speed equal to your walking speed and you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks that involve movement. For the same duration, you can move up, down, and across vertical surfaces while leaving your hands free. This does not allow you to move upside down along ceilings. If you are on a vertical surface when you no longer have a climbing speed, you immediately fall unless you have some other means of remaining there.


LEVEL 1 (2 points)

Battle PrecognitionYour attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor. | Dun MochYou 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.
 | PhasestrikeUntil the power ends, your movement doesn’t provoke opportunity attacks.

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
 | Saber AssaultThe first time you take the Attack action during your turn, you can simultaneously cast this power to blend your melee weapon attacks with the use of the Force. For each successful hit you make with a melee weapon before the power ends, the target must make a Dexterity saving throw or have a new effect apply until the end of its next turn. Once you’ve made three weapon attacks, the power ends.

1st Hit: If the target fails its saving throw, it gains 1 slowed level until the end of its next turn.
2nd Hit: If the target fails its saving throw, it takes 1d6 kinetic damage and cannot take reactions until after the end of its next turn.
3rd Hit: If the target fails its saving throw, it takes 2d6 kinetic damage and cannot take bonus actions during its next turn.

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage of the second and third hit each increase by 1d6 for every two slot levels above 1st.


LEVEL 2 (3 points)

BattlemindThrough the Force, you gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. While you aren’t wearing armor or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

This AC bonus is not applied against attacks from droids, constructs, or creatures with resistance or immunity to psychic damage.


 

Possible Future PowersEnhance Weapon
Explosion
Instant Translocation
Transposition (2nd)
Construct Droid (2nd)

 

EQUIPMENT

CREDITS: 4300-475-175-150-250-200-100-25-10-200-50-450-750-150 = 1315

EQUIPMENT READIED

  • Armor None 
  • Weapons Lightfoil, Chakram
  • Readied Items Hands-free Comlink, Tracker Utility Vest, Respirator, Homing Beacon, Macrobinoculars

EQUIPMENT STORED

  • In Backpack Explorer's PackIncludes a backpack, a bedroll, a blanket, a mess kit, two glowrods, a commlink, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it., Datapad, 5 data cards, stylus pen, Sabaac Deck
  • Strapped to Backpack 50 feet of fibercord rope, grappling hook

WISH LIST

*Denotes Enhanced Item

 

APPEARANCE

Age 18 | Height 5'11" | Weight 137 lbs. | Hair Light Blonde | Eyes Silver-grey


Tall for a human female, Evelyn Wycroft is a pretty young woman with an athletic build from years of doing track and field and fencing. She keeps herself in good shape for competition, working out on a daily basis. Her hair is shoulder-length and typically pulled back in a ponytail to keep out of the way. She doesn't cut it shorter because society events generally require that women not have their hair cut too short or in a simple ponytail, and because she likes how well shoulder-length hair complements her facial features.

Evelyn typically wears clothing she can move around in - either workout gear or comfortable pants and shirts. When she dresses up, however, she becomes every inch the child of high society she was born as. She doesn't know if her upbringing will confer any advantages at the Starlancer Academy, but if there's a party, she'll at least look good.

 

BACKGROUND

Noble/Investigator (Borrowing Personality Traits, Ideals, and Bonds only)


  • Personality Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood. I'm always polite and respectful.
  • Ideals: Responsibility. I do what I must and obey just authority. (Lawful) Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
  • Bonds: My honor is my life. Those who fight beside me are those worth dying for.
  • Flaws: Despite knowing that the person I knew as my father is not actually my father, I still secretly wish I could win his approval. My confidence in my abilities can lead me into underestimating my opponent.

Background Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Background Traits: Skill Proficiencies (choose two from Deception, Insight, Lore, and Persuasion), Tool Proficiencies (One gaming set), One language of choice


BACKSTORY

If Evelyn Wycroft had to write a memoir about her life thus far, the best title for it would be, You Don’t Quite Fit Here. Evelyn has not had a hard life - far from it. The Wycrofts are a very wealthy, respectable family with a history of keen business acumen and legal success stretching back to before the Revolutionary War. Growing up in the spacious family manor in Connecticut, attending the most elite private schools in the state, an outsider could only think Evelyn lacked nothing in her life. Sadly, this was far from the truth.

Evelyn was the third child her mother gave birth to, and she didn’t quite look like her older siblings. Her older brother, Skylar, bore an incredibly strong resemblance to their father, and her older sister, Alaina, was like a younger version of their mother. Evelyn bore similarities to her mother, but her hair was lighter than any of them, her features a little more angular, and her eyes were a silvery-gray that no one in the family had and everyone remarked upon. Her mother often said that her features were more after her grandmother, who had been lighter-haired with a more angular face, but whether that actually quelled the rumors, one could never be sure.

Though they presented the image of a big happy family to the world, the internal family dynamics were much thornier. Her mother’s love was always unconditional and appreciated, but her father was much more distant. This was especially obvious with the way he was much warmer and loving towards Skylar and Alaina than towards Evelyn, and attitude which both of her siblings adopted. Despite not being significantly younger than them, the two older children never went out of their way to invite Evelyn to play with them. She always had to ask, and they’d always say yes, but it felt more out of politeness than any actual desire to spend time with Evelyn. There also seemed to be some sort of tension between her mother and father, and somehow it deepened whenever she was around the two of them. It always gave her the feeling that she didn’t quite fit with the rest of her family.

The lack of affection from her father was difficult to deal with. Evelyn eventually became convinced that it was something she’d done, and that the only way to make it up to him was to be the best at everything she could. So that’s exactly what she did. She studied hard to get straight A’s, and she got involved in student government and debate club. She proved to be very good at track and field, particularly in short sprints and the long and high jump. She won spelling bees, junior high track and field championships, and academic awards. It never seemed to be enough - her father treated her the same no matter what. Her focus on excellence left her little time for friends. She had people she was friendly with, but no actual friends who she could really talk with and open up with. She just didn’t quite fit in with the other kids.  

Evelyn decided to join the fencing team as she entered prep school as another path to ear his approval. She picked up the technique very quickly, and then everything slowed down for her. She could anticipate her opponents’ moves and react before they themselves knew what they were going to do, while her own moves were smooth and effortless. By the end of her freshman year, she had won her first fencing tournament. By the end of her sophomore year, she was the best fencer in the school, winning every state-wide competition before going on to win silver at the national high school tournament that summer - putting her on the radar of the US Olympics Committee.

The Committee offered her an amateur tryout spot for the US Olympic Fencing team. Overjoyed, Evelyn returned home and eagerly told her parents the news. Her mother was ecstatic, but her father offered only a reserved congratulations, with the same degree of affection he’d always treated her with. Evelyn was heartbroken. She was sure that this news would finally make him proud of her, make him treat her the way he treated her siblings. Instead, it was only more of the same. It was almost as though she…couldn’t win his love? That couldn’t be right, could it? Fathers were always supposed to love their daughters. But hers…didn’t. She couldn’t figure out why, but despite the heartbreak, she made a decision. From now on she was going to excel - not because she wanted his approval and love, but because she wanted to. It wasn’t about him anymore - now, it was about her.

Evelyn went to the Olympics tryout and made the team, competing in the Olympics at the age of 17. She won all of her preliminary bouts, but ultimately lost by a point in what was described as the most closely contested bronze medal game in recent Olympic history. Her opponent had 10 years experience on her, and both were breathing hard by the time the bout was over. Despite not medaling, the consensus was that she had a bright career ahead of her. Returning to school for her senior year, she competed in four national and international fencing tournaments, medaling in all of them. She was on the path to the top of her game, and on track to follow her brother Skylar’s footsteps at Yale, where she had already been offered a spot on their fencing team.

That summer, at a tournament in Switzerland, two people in black suits, shoes, and ties showed up at her hotel room. They said they were FBI, and flashed their badges. Once inside, they revealed they were actually with an organization called Elridge, and they were there because her life on earth was illegal. They revealed to her that her real father was a Balerin, an infamous space pirate named Zagon Falthree, who’d been hiding out on Earth for a time. He excelled at using something called the Ether to manipulate and seduce people, and had done so to her mother. Due to her father’s parentage, she was a non-human/human hybrid, it was illegal, per Regency law, for her to even live on Earth.

The agents gave her a choice: she could go live on another, civilized planet for the rest of her life - with a stipend given to her by the Regency - or she could attend the Starlancer Academy, prove herself worthy, and eventually be allowed to return home. She was leaving either way - there was no way around that. Evelyn considered the choices, and accepted the position at the Starlancer Academy. In order to cover up her absence and avoid a panic, she sent her mother a letter telling her she’d learned the truth about her father, and she was going to stay away from home for a while to process the news on an endorsement deal in another country.

Once she departed, she wondered if maybe she’d fit in better at the Starlancer Academy than on Earth…

Shades of Grey: Evelyn hasn't had much explained to her about the "Ether" yet, but from what she has learned, it seems to mainly be a tool that can be used to improve oneself and hinder or harm one's enemies. Much as her foil is neither good nor evil, she doesn't consider Ether to be good or evil, either. It's simple a tool she can use to accomplish her mission - whatever it may be before her.

 

 

 

 

Edited by Phntm888 (see edit history)
Name
Array 1
14; 14; 16; 13; 11; 16
drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest) [3,3,5,6]; [3,3,5,6,2,4,4,6]; [3,3,5,6,2,4,4,6,4,4,6,6]; [3,3,5,6,2,4,4,6,4,4,6,6,3,3,4,6]; [3,3,5,6,2,4,4,6,4,4,6,6,3,3,4,6,2,2,3,6]; [3,3,5,6,2,4,4,6,4,4,6,6,3,3,4,6,2,2,3,6,2,4,6,6]
Array 2
14; 12; 15; 11; 16; 12
drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest);drop(4d6,lowest) [2,4,4,6]; [2,4,4,6,3,3,4,5]; [2,4,4,6,3,3,4,5,1,3,6,6]; [2,4,4,6,3,3,4,5,1,3,6,6,3,3,3,5]; [2,4,4,6,3,3,4,5,1,3,6,6,3,3,3,5,3,4,6,6]; [2,4,4,6,3,3,4,5,1,3,6,6,3,3,3,5,3,4,6,6,4,4,4,4]
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@Rumblejumble Welcome to Myth-Weavers! I've only been here a couple of years, but it's a good community.

 

Would it be possible for you to add a section to the game that expands upon the setting a bit? Maybe more an explanation of what Starlancers are, what sort of technology level would be present on Earth (our homeworld, if I understand the blurb correctly), and a bit more about the Regency (I assume this is the central galactic government)?

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On 6/21/2023 at 5:38 PM, Rumblejumble said:

Yeah, absolutely. Been working on it a bit beforehand and will definitely go into a few more details about the Regency in general.

I saw the Lore section - that's really helpful!

Based on the discussion in Inquisitor D's thread and the Lore, am I correct in thinking that Earth is current tech-level and completely unaware of the existence of the Regency, Starlancers, and non-human life? Whereas the Regency is aware of Earth, but intentionally chooses to avoid contact with it?

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4 hours ago, Phntm888 said:

I saw the Lore section - that's really helpful!

Based on the discussion in Inquisitor D's thread and the Lore, am I correct in thinking that Earth is current tech-level and completely unaware of the existence of the Regency, Starlancers, and non-human life? Whereas the Regency is aware of Earth, but intentionally chooses to avoid contact with it?

Well, yes and no. It is current tech level, but there's a men in black style organization called Eldridge that works with the Regency and helps monitor alien activity on earth.

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On 6/23/2023 at 4:15 PM, Rumblejumble said:

Well, yes and no. It is current tech level, but there's a men in black style organization called Eldridge that works with the Regency and helps monitor alien activity on earth.

Ah, so Eldridge are likely to be the ones approaching us, not Starlancers. I will make tweaks to the two backstories I have written up accordingly.

Incidentally, what do you consider to be too long for a backstory?

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On 6/28/2023 at 1:15 AM, Rumblejumble said:

To be honest, anything over a three page essay is too long.

*Looks at 2 and a half page backstory for one character, then almost 2 page backstory for the other*

Might need to trim this down a bit.

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The Balerin

The Balerin are a humanoid species from a planet orbiting a white dwarf star. Due to the infrared and blackbody radiation emitted by the star, they are known for their incredibly pale skin, eyes, and hair. Once they understood astronomy sufficiently to know that a white dwarf star was a dying star, a massive panic overtook the planet, plunging the world into chaos. The panic was eventually quelled when several militias that had formed from the chaos seized power and established a unified planetary government with the goal of advancing space travel to get off-world before the star died.

Balerin culture has always celebrated martial arts as a form of artistic expression, particularly those based around flowing, elegant moves and quick, acrobatic leaps. With an above-average number of people capable of manipulating Ether, they would often use it to augment their existing martial skill as opposed to a weapon on its own. Once the unified military government took control, an individual's status within society was largely based upon one's skill at arms and combat. This lead to a greater focus on training and improving combat skill, which has resulted in Balerin soldiers becoming some of the most effective warriors in the known galaxy. Fortunately, the Balerin have generally been well-behaved within the Regency's structure, and have not been particularly troublesome.

Within the past 100 years, however, a new faction has formed within the Balerin society - The Commandant Victorious. This faction believes that they have unnecessarily held themselves back, and that they are fully capable of conquering much of the known galaxy, rather than bending knee to the Regency. The Commandant Victorious also believe that not using Ether directly against their foes is another unnecessary limitation, and they encourage the use of Red Ether as a weapon. Several prominent commanders in the military hierarchy have begun echoing their sentiments recently as well, even as much of Balerin society resists the idea of becoming conquerors.

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I figured I'd write up a bit about what I see the Balerin, Evelyn's non-human father's people, as being like. Explain a bit more about why I'm using Echani stats for them.

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