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DalkonCledwin
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Re: Jedi Knight

Post by DalkonCledwin »

Harnos wrote: Sun Jan 29, 2023 10:32 pm
DalkonCledwin wrote: Sat May 30, 2020 9:10 pm JEDI KNIGHT

Power Level: 6

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 0, Awareness 2, Presence 0

Powers
Force Boost: Enhanced Strength 1; Enhanced Stamina 1; Enhanced Agility 1; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 2 (30 ft); Speed 2 (4 MPH) • 16 points
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Lightsaber: Strength-Based Damage 4, Penetrating, Easily Removable (-2 points) • 6 points
The Force: Array (7 points)
Deflection: Deflect 8, Reflect, Reduced Range (Close), Quirk (Requires a lightsaber) • 7 points
• Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 1 point
• Mind Trick: Perception Ranged Affliction 5 (Resisted by Will; Entranced, Compelled), Check Required 4 (Expertise: The Force), Limited to Two Degrees, Subtle • 1 point
• Telekinesis: Perception Ranged Move Object 4 (800 lbs), Check Required 5 (Expertise: The Force) • 1 point

Equipment
Jedi Robes: Immunity 2 (Heat and Cold), Partial; Protection 1 • 2 points
Utility Belt: Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather • 6 points

Advantages
Connected, Defensive Roll, Equipment 2, Improved Initiative, Luck, Trance, Uncanny Dodge

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Lightsaber 1 (+6), Expertise: The Force 6 (+6), Insight 4 (+6), Investigation 4 (+4), Perception 3 (+5), Persuasion 4 (+4)

Offense
Initiative +7
Deflected Attacks +3, Ranged, Damage (DC of Attack)
Lightsaber +6, Close, Damage 6 (Penetrating 4)
Unarmed +5, Close, Damage 2

Defense
Dodge 8, Parry 8
Toughness 4/3*, Fortitude 4, Will 4
*Without Defensive Roll bonus.

Abilities 22 + Powers 36 + Advantages 5 + Skills 15 + Defenses 12 = 90

Complications
Code of Conduct: The Jedi live in strict adherence to their Jedi Code.
Enemy: The Sith constantly hound the Jedi throughout the ages.
Responsibility: Members of the Jedi Order carry the responsibility as peacekeepers throughout the Galactic Republic.

:arrow: This is meant to be a general Jedi concept, one for whom the trials of knighthood are still a recent memory. The movies don't speak about the various "classes" of Jedi (Guardians, Consulars, etc) and this was built with that in mind - a true generalist. In the future, I may touch on the other classes of Jedi.

:arrow: UPDATE I: While building the Sith Warrior I discovered some math issues here. Correct easily by allowing the Jedi Robes to have a bit of damage protection, but not as much as Jedi Armor (which is rarely worn during most eras).
I find pl 6 a little bit low for a jedi knight but overall i liked the build. Your choice of feats for force sensitivity is well done, Luck would explain their overall competence. Adding check required extra to some force array alt-effects is a good idea too, these thing require concentration.
Technically, that build was not one of mine. I copied it from an older build that was posted on a now defunct forum that I had to use Wayback Machine in order to scavange.
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DalkonCledwin
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Starstruck Brainstorm & Notes

Post by DalkonCledwin »

Starstruck
Premise: Alastor Moody always liked to say that one should be “constantly vigilant”, and it never paid off more for Harry Potter than when he found himself stranded on a strange world after having fallen through the Veil of Death, because due to that advice he was stranded with a fair portion of the gold in his Trust Vault with which to buy his survival in this strange reality.
Required Inclusions:
- Harry Potter must fall through the Veil of Death at some point during or after the Battle in the Department of Mysteries and find himself stranded in a Galaxy Far, Far Away.
- Harry must have access to a fair portion of the gold that was kept in his Trust Vault, with which he sets himself up as a fairly well-to-do Smuggler in the Star Wars universe.
- This will be possible due to the sheer quantity of gold, silver and bronze that Harry has at his disposal, with the silver in his possession being the most valuable of the three.
- Harry must use his newfound wealth in order to secure either a starship or lodgings that he can use as a base of operations while he goes about increasing his wealth.
- Harry must be what is known as a Force Adept, as opposed to a Jedi or a Sith, and also one who focuses on using the Force to augment his abilities as a Smuggler.
- Harry must eventually find himself being drawn into the conflict that is known as the Clone Wars, though it is up to the author to decide who he’ll ally himself with.
Preferred Inclusions:
- Harry should end up becoming romantically involved with an obscure, but quasi-canonical, character of the author’s choice from the Star Wars universe.
- Harry should possess a Starship that is exceptionally fast and maneuverable, even without modification, such as the Lancer-class Pursuit Craft.
- Harry should end up attracting the romantic attention of several women, not all of whom are Jedi or Sith, and at least one of which should be a Zeltron or Falleen.
Optional Inclusions:
- Harry could give the Jedi the runaround when they attempt to question his alleged crimes.
- As an extension of his Saving People Thing, Harry could smuggle supplies to war-torn planets so that they don’t have to suffer food or Bacta shortages.
Forbidden Things:
- Harry being involved in a male-slash pairing.
- Harry, the pathetic emo doormat.
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DalkonCledwin
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Harry Potter / The MCs / Starstruck

Post by DalkonCledwin »

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Art by Aphrodite-NS on DeviantArt; Edit by Ares

Harry J. Potter - Arc 1 - PL 10
Age: 20 / Height: 5' 11" / Weight: 186 lbs / Hair Color: Dark Brown / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: The Independent Variable, Lancer-Class Pursuit Craft
Wealth Rank: +14 / Rep Rank: +12 / Knockback Mod: -9/-3

Strength 1, Stamina 3, Agility 3, Dexterity 3, Fighting 6, Intellect 3, Awareness 4, Presence 4

General Advantages
Ace Pilot, Agile Feint, All-out Attack, Animal Empathy, Backstab 4, Beginner's Luck, Benefit 3: (Athletics Based on Agility, Galactic Wealth [Well-Off], Renown), Charming, Connected, Contacts, Conviction, Defensive Roll 3, Diehard, Equipment 17, Fascinate (Persuasion), Favored Foe: (Women That He's "Charmed"), Hide in Plain Sight, Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 3, Leadership, Luck 2, Move-by Action, Potion Brewing, Power Attack, Quick Draw, Ranged Attack 6, Ritualist, Second Chance: (When Resisting Mental Control), Takedown, Ultimate Effort: (Aim), Well-informed

Enhanced Advantages
Evasion, Improved Initiative 2, Uncanny Dodge,

Skills
Acrobatics 8 (+11), Athletics 4 (+7), Close Combat: Vibroweapons 2 (+8), Deception 0 (+4), Expertise (AWE): Cooking 6 (+10), Expertise (AWE): Gambling 6 (+10), Expertise: Archaeology 6 (+9), Expertise: Astrogation 6 (+9), Expertise: Demolitions 6 (+9), Expertise: The Force 10 (+13), Handle Animal 6 (+10), Insight 4 (+8), Intimidation 0 (+4), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+12/+10), Ranged Combat: Blaster Pistols 2 (+5), Stealth 8 (+11), Technology 6 (+9), Vehicles 8 (+11)

Powers
Blaster Pistol (Easily Removable)
. . A High-Tech Weapon: Array
. . . . Blaster Bolt: Damage 5 (energy, DC 20; Increased Range: ranged)
. . . . Stun Bolt: Cumulative Affliction 3 (energy, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
Disciple of the Living Force: Array
. . Affect Mind: Concentration Affliction 8 (bendu, mind trick, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception, Insidious; Check Required 5: DC 14 - Expertise: The Force, Limited Degree, Sense-dependent: Hearing, Notes: This is a "Charm" effect)
. . Fascinating Display: Concentration Burst Area Affliction 8 (bendu, mind trick, 1st degree: Entranced, Impaired, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Extra Condition; Check Required 5: DC 14 - Expertise: The Force, Limited: Affects Humanoid Females Only, Limited Degree 2, Sense-dependent: Visual, Notes: This is an "Charm" effect)
. . Force Disarm: Damage 11 (bendu, telekinetic, DC 26; Disarming (No Damage), Increased Range: ranged)
. . Force Heal: Healing 11 (ashla; Tiring)
. . Force Stun: Cumulative Affliction 7 (ashla, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 17; Cumulative, Increased Range: ranged)
. . Telekinesis: Move Object 8 (bendu, telekinetic, 6 tons; Increased Range: perception, Precise, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
Human Beguiler Physiology
. . Defiant: Healing 4 (racial talent; Action: move; Limited: Affects Self Only, Unreliable (5 uses))
. . Force Sensitivity: Senses 15 (racial trait, Accurate: Detect Force Users, Acute: Detect Force Users, Awareness: Force Powers [Mental], Danger Sense: Visual, Detect: Force Users [Mental] 2: ranged, Extended: Detect Force Users 2: x100, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Evasion, Improved Initiative 2, Uncanny Dodge)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 264 years))
. . Resistances: Immunity 7 (racial trait, Damage Effect: Falling Damage, Suffocation (All); Limited - Half Effect)
. . Social Ties: Enhanced Trait 1 (racial talent, Persuasion +2 (+12); Limited: to Recruitment Checks)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Careful Selection: Feature 1 (social talent, Notes: Some close brushes with the law have taught Harry that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows him to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than he is. It does not reveal how expensive a bribe may be for a given situation, though)
. . Parseltongue: Comprehend 2 (force talent, Animals - Speak To, Animals - Understand; Narrow Type: Serpents)
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 7 (unique object, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Mental Senses; Affects Others; Distracting, Quirk: Can only conceal a single humanoid adult or up to three humanoid children at a time)

Expanded Equipment
Fusion Cutter
. . Cutting Torch: Linked Effect
. . . . Sundering Beam: Damage 1 (Linked; energy, DC 16; Precise; Limited: Affects Objects Only)
. . . . Weakening Beam: Weaken 1 (Linked; energy, Affects: Toughness, Resisted by: Fortitude, DC 11; Affects Objects Only)

Equipment
Fusion Cutter, Medium Armor, The Independent Variable, Toolkit (Basic), Utility Belt, Vibrodagger

Offense
Initiative +11
Affect Mind: Concentration Affliction 8 (DC Will 18)
Blaster Bolt: Damage 5, +11 (DC 20)
Fascinating Display: Concentration Burst Area Affliction 8 (DC Will 18)
Force Disarm: Damage 11, +9 (DC 26)
Force Stun: Cumulative Affliction 7, +9 (DC Will 17)
Grab, +6 (DC Spec 11)
Stun Bolt: Cumulative Affliction 3, +11 (DC Fort 13)
Sundering Beam: Damage 1, +6 (DC 16)
Telekinesis: Move Object 8 (DC 18)
Throw, +9 (DC 16)
Unarmed, +6 (DC 16)
Vibrodagger, +8 (DC 18)
Weakening Beam: Weaken 1, +6 (DC Fort 11)

Complications
- Cultural Awkwardness: Harry sometimes has trouble adjusting to life in the wider galaxy due to the fact that he grew up on a particularly primitive world known as "Earth", and because he has had to undertake a severe crash course in learning how to adapt to such a high level of technology. Fortunately, as a Force Sensitive, he can usually adapt to things far more quickly than a "normal" person.
- Destiny: It is Harry's destiny to save the lives of several Jedi during the purge known as Order 66, which is something that the Galaxy has yet to learn about. Furthermore, he will be the one who ultimately establishes a safe-haven for these same Jedi by erecting a "Fidelius Charm" around a remote Jedi Temple.
- Motivation: Doing Good: Harry only smuggles things to improve the lives of the common folk, which is especially important during the military conflict commonly known as the Clone Wars.
- Quirk: Harry is a terrible gossip, and known to be even more sociable than normal over a good mug of ale.
- Secret Origins: Deflecting questions about his line of work has become second nature to Harry, which means he also rarely answers straight when asked questions about his world of origin.

Languages
Binary, Galactic Basic [Native], High Galactic, Huttese (Trade), Ryl

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 9/3, Will 11

Power Points
Abilities 54 + Powers 82 + Advantages 66 + Skills 54 (108 ranks) + Defenses 24 = 280

--------------------
Home Sweet Home
Image
Art by Ryan Fletcher on ArtStation

The Independent Variable - PL 10

Strength 12, Defense -6, Toughness 11, Size Gargantuan

Features:
Cargo (8,000 cft), Communications 1 (Hyperspace Radio), Computer, Hidden Compartments 1 (DC 20, Up to 10 Tons), Living Space (Up to 6 People), Navigation System 1 (Astro, +5)

Powers
Auxiliary Systems
. . Sensors: Senses 7 (technological, Detect: Detect Starships [Radio] 2: ranged, Extended: Radio Senses 4: x10k, Radio)
Star Drive: Array
. . Hyper-Drive: Movement 2 (technological, Space Travel 2: other solar systems; Check Required 2: DC 11 - Expertise: Astrogation (Degrees of success determine travel time))
. . Sublight Drive: Flight 10 (technological, Speed: 2000 miles/hour, 4 miles/round)
Weapon System: Array
. . Forward Laser Cannons: Damage 7 (energy, DC 22; Extended Range 4, Increased Range: ranged, Multiattack)
. . Laser Cannon Turret: Damage 9 (energy, DC 24; Extended Range 4, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Quirk: Requires an independent Gunner, Notes: Fixed Point, Any Direction)
. . Tractor Beam: Move Object 7 (energy, 3 tons; Extended Range 4; Limited Direction: Attraction or Repulsion, Quirk: Requires an independent Gunner)

Offense
Forward Laser Cannons: Damage 7, +9 (DC 22)
Laser Cannon Turret: Damage 9, +9 (DC 24)
Tractor Beam: Move Object 7, +9 (DC 17)

Power Points
Abilities 3 + Powers 55 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 64
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DalkonCledwin
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Pax Est in Chao Brainstorm & Notes

Post by DalkonCledwin »

Pax Est in Chao
Premise: As he attempts to escape from the Graveyard during the battle in Little Hangleton, Harry Potter’s “ride” is struck with a stray spell, which sends him tumbling through time and space. Where does he wind up? Why the planet known as Sereno, a few years before the Clone Wars are set to break out.
Required Inclusions:
- Harry Potter must arrive in the Star Wars Galaxy at least five to ten years before the Clone Wars are set to begin, where he will swiftly be found by the newly instated Count Dooku.
- The magical backlash caused by the malfunctioning portkey must give Harry partial amnesia at the very least, making him more susceptible to Dooku’s influence.
- As should be obvious, Harry must be taken in by the “good” Count and raised almost as though he were Dooku’s son. What this means for Harry is up to the author.
- Harry must become a willing ally to the Confederation of Independent Systems, and one of the Generals overseeing their vast Droid Armada.
- while not truly evil, Harry must harbor a general disdain for the Jedi, since he views their religious beliefs as being too restrictive, especially in regards to the “no attachments” rule.
- Harry must also harbor a general disdain for Darth Sidious, with his connection to Count Dooku being the only reason he is willing to work for the Dark Lord of the Sith.
- Harry’s romantic pairings are up to the author, but having him be involved with Asajj Ventress is highly encouraged, since they would have regularly sparred against one another.
- Both Harry and Asajj must manage to survive the moment when Darth Sidious decides to have Dooku try and kill them to prove his loyalty, though whether they reunite is up to the author.
- Harry and Asajj must side with the Rebel Alliance when the Empire rises to prominence after the execution of Order 66, and aid them in some key battles against the Empire.
Preferred Inclusions:
- Harry should regain his memories over the course of several years, which will help him to achieve a measure of harmony with both the Light and Dark sides of the Force.
- Wizarding Magic and the Force should be the exact same thing, in a similar manner to how Sith Sorcery or Dathomir Witchcraft are both Force Traditions and yet magic at the same time.
- Harry should have just as many encounters with Obi-Wan Kenobi, Anakin Skywalker and Ahsoka Tano as Asajj is known to have had during the course of the Clone Wars.
- Harry’s campaigns against the Clone Army should also be far more successful than those that Asajj is in charge of, though this could be due to a variety of reasons.
Optional Inclusions:
- Harry could put in the time and effort needed to “corrupt” a Jedi of the author’s choice, turning them partially down the path to the Dark Side, and if female, adding them to his pairing.
- Harry could commission his very own Hunter Killer Droid after reading about the exploits of Darth Revan and the infamous HK-47 during his time on Sereno.
Forbidden Things:
- Harry being involved in a male-slash pairing.
- Harry & Asajj, the pathetic emo doormats.
Last edited by DalkonCledwin on Sun Feb 12, 2023 5:30 am, edited 1 time in total.
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Harry Potter / The MCs / Pax Est in Chao

Post by DalkonCledwin »

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Art by Phloki on DeviantArt

Harry James Potter - Arc 1 - PL 10
Age: 24 / Height: 5' 11" / Weight: 186 lbs / Hair Color: Dark Brown / Eye Color: Green
Group Affiliations: The Separatists / Base of Operations: Paradigm Shift, Providence-class Dreadnought
Wealth Rank: +14 / Rep Rank: +10 / Knockback Mod: -8/-2

Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 3, Awareness 4, Presence 4

General Advantages
All-out Attack, Attractive, Attunement, Beginner's Luck, Benefit, Galactic Wealth (Well-Off), Connected, Conviction, Daze (Intimidation), Defensive Roll 3, Equipment 20, Evasion, Fascinate (Persuasion), Inspire 2, Languages 4, Leadership, Monastic Training, Move-by Action, People Person, Precise Attack (Ranged, Concealment), Ranged Attack 3, Second Chance: (Acrobatics checks for Tumbling), Startle, Teamwork, Trance, Weapon Style: Single Weapon

Enhanced Advantages
Animal Empathy, Improved Initiative 2, Luck, Uncanny Dodge

Skills
Acrobatics 6 (+9), Athletics 4 (+6), Close Combat: Lightsabers 2 (+9/+7), Deception 4 (+8), Expertise (AWE): Gambling 6 (+12/+10), Expertise: Politics 4 (+7), Expertise: The Force 8 (+13/+11), Intimidation 4 (+8), Investigation 6 (+9), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Use the Force 4 (+7), Stealth 6 (+9), Technology 4 (+7), Vehicles 6 (+9)

Powers
Disciple of the Unifying Force: Array
. . Affect Mind: Concentration Affliction 6 (bendu, mind trick, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Concentration, Increased Range 2: perception, Insidious; Check Required 5: DC 14 - Expertise: The Force, Limited Degree, Sense-dependent: Hearing)
. . Force Disarm: Damage 10 (bendu, telekinetic, DC 25; Disarming (No Damage), Increased Range: ranged)
. . Force Jump: Leaping 2 (bendu, Leap 30 feet at 8 miles/hour)
. . Force Suppression: Nullify 10 (bendu, Counters: Force Powers, DC 20; Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . Phasewalk: Teleport 3 (bendu, 250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Extended: 8 miles in 2 move actions, Turnabout)
. . Slow Time: Grouped Effect
. . . . Fast Action: Quickness 4 (bendu, Perform routine tasks in -4 time ranks; Subtle: subtle; Quirk 2: Limited to routine actions while active)
. . . . Hyper-Running: Speed 4 (bendu, Speed: 30 miles/hour, 500 feet/round; Subtle: subtle; Quirk 2: Limited to routine actions while active)
. . Telekinesis: Move Object 8 (bendu, telekinetic, 6 tons, DC 23; Damaging, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
Dual-Phase Lightsaber (Removable)
. . Path of the Forceblade: Array
. . . . Aggressive Saber Throw: Strength-based Damage 6 (energy, DC 23; Increased Range: ranged, Multiattack [2 extra ranks], Variable Descriptor: close group - Any 1 point modifier based on active Focusing Crystal)
. . . . Deflection: Deflect 10 (training; Reduced Range: close)
. . . . Double Strike: Strength-based Damage 6 (energy, DC 23; Multiattack [2 extra ranks], Variable Descriptor: close group - Any 1 point modifier based on active Focusing Crystal)
. . . . Saber Strike: Strength-based Damage 6 (energy, DC 23; Penetrating 6, Variable Descriptor: close group - Any 1 point modifier based on active Focusing Crystal)
Human Force Adept Physiology
. . Defiant: Healing 4 (racial talent; Action: move; Limited: Affects Self Only, Unreliable (5 uses))
. . Force Sensitivity: Senses 16 (racial trait, Accurate: Detect Force Users, Acute: Detect Force Users, Awareness: Force Powers [Mental], Danger Sense: Vision, Detect: Force Users [Mental] 2: ranged, Extended: Detect Force Users 3: x1k, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Improved Initiative 2, Luck, Uncanny Dodge; Feature 2: Led by the Force (Directed Inspiration))
. . Human Versatility: Enhanced Trait 3 (racial talent, Close Combat +2 (+9), Expertise (AWE) +2 (+12), Expertise +2 (+13))
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 153 years))
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Forceblade Bond: Feature 1 (force talent, Notes: Harry shares a “bond” with his Lightsaber, allowing him to summon it to his location by taking a standard action and willing it. The item will then jump into the air from wherever it is, and fly into his outstretched hand. It cannot, however, bypass physical barriers such as Force Fields)
. . Parseltongue: Comprehend 2 (force talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)

Equipment
Knife, Medium Armor, Paradigm Shift, Utility Belt

Offense
Initiative +11
Affect Mind: Concentration Affliction 6 (DC Will 16)
Aggressive Saber Throw: Strength-based Damage 6, +10 (DC 23)
Double Strike: Strength-based Damage 6, +9 (DC 23)
Force Disarm: Damage 10, +10 (DC 25)
Force Suppression: Nullify 10, +10 (DC Will 20)
Grab, +5 (DC Spec 12)
Knife, +5 (DC 18)
Saber Strike: Strength-based Damage 6, +9 (DC 23)
Telekinesis: Move Object 8, +10 (DC 23)
Throw, +6 (DC 17)
Unarmed, +5 (DC 17)

Complications
- Amnesia: Harry has very little recollection of the life he led before arriving on Sereno, and would therefore be quite confused if his prior existence came back to haunt him in some manner.
- Disability: While Harry can understand Geonosian & Gossam, he is unable to speak either language due to lacking the correct anatomy to do so.
- Enemy: Harry is fully aware of the fact that Darth Sidious will one day turn his surrogate father against him, and has already begun to plot both his escape and the demise of the two elder Sith in hopes that he and his lover, Asajj Ventress, can go on to start a new life that is free from their meddling.
- Motivation: Responsibility: Harry believes that it is the duty of a Force User to help bring about the changes that the Force is constantly working to make in the world, no matter how dark those changes may happen to be.
- Overconfident: Harry has always been good at everything he does, and things come to him naturally, and yet he is proud of his accomplishments. He is also determined to become the greatest user of the Force that has ever lived.
- Temper: Harry's emotions sometimes get the most of me, but he feels that they help him to succeed at what he sets his mind to.

Languages
Binary, Galactic Basic [Native], Geonosian, Gossam, High Galactic, Huttese (Trade)

Defense
Dodge 12, Parry 12, Fortitude 4, Toughness 8/2, Will 10

Power Points
Abilities 52 + Powers 84 + Advantages 52 + Skills 38 (76 ranks) + Defenses 24 = 250

--------------------
Personal Flagship
Paradigm Shift - PL 10

Strength 20, Defense -10, Toughness 15, Size Awesome

Features:
Armory (100 ep), Cargo (32,000 cft), Comms, Encrypted 2 (DC 25), Computer, Drones (1.5 million deactivated Battle Droids), Food Supply (4 Years), Hangar (120 Vulture-class Droid Starfighters, 120 Droid Tri-Fighters, 10 Hyena-class Droid Bombers, Hundreds of Support Craft), Holding Cells (Null Powers 10), Infirmary, Living Space, Personnel (900 Crewmen, 48,247 Passengers), Ram Prow, Sensors

Powers
Auxiliary Systems
. . Force Shields: Create 10 (technological, Volume: 1000 cft., DC 20; Impervious; Ablative, Check Required 5: DC 14 - Technology (Check is only required to reset the Ablative count))
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Quirk: Journeys between Star Systems take at least 6 hours)
. . Sublight Drive: Flight 9 (technological, Speed: 1000 miles/hour, 2 miles/round)
Weapon Systems: Array
. . Ion Cannons: Broad Simultaneous Weaken 5 (ionic energy, Affects: Electronics, Resisted by: Fortitude, DC 15; Affects Objects Only, Broad: Electronics, Extended Range 4, Increased Range: ranged, Multiattack, Simultaneous; Activation 2: standard action, Inaccurate: -2)
. . Laser Cannons: Damage 10 (energy, DC 25; Extended Range 4, Increased Range: ranged, Multiattack; Activation 2: standard action)
. . Proton Torpedoes: Burst Area Damage 10 (radiation, DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged; Activation 2: standard action)
. . Turbolasers: Damage 12 (energy, DC 27; Extended Range 3, Increased Range: ranged; Activation 2: standard action, Inaccurate: -2)

Offense
Ion Cannons: Broad Simultaneous Weaken 5, +4 (DC Fort 15)
Laser Cannons: Damage 10, +6 (DC 25)
Proton Torpedoes: Burst Area Damage 10 (DC 25)
Turbolasers: Damage 12, +4 (DC 27)

Power Points
Abilities 5 + Powers 69 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 88
--------------------
Harry's Fleet
- 1x Providence-class Dreadnought (Paradigm Shift)
- 2x Recusant-class Light Destroyers
- 6x Munificent-class Star Frigates
- 1x Lucrehulk-class Battleship
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DalkonCledwin
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Asajj Ventress / The MCs / Pax Est in Chao

Post by DalkonCledwin »

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Art by PDSmith on DeviantArt

Asajj Ventress - Arc 1 - PL 9
Age: 28 / Height: 5' 10" / Weight: 132 lbs / Hair Color: Bald / Eye Color: Ice-Blue
Group affiliations: The Separatists / Base of Operations: The Calamity, Providence-class Dreadnought
Wealth Rank: +8 / Rep Rank: +9 / Knockback Mod: -8/-6

Strength 2, Stamina 3, Agility 6, Dexterity 6, Fighting 5, Intellect 1, Awareness 4, Presence 5

General Advantages
All-out Attack, Attractive, Attunement, Benefit 2: (Ambidexterity, Athletics Based on Agility), Connected, Daze (Deception), Defensive Roll 2, Equipment 19, Evasion, Fearless, Languages 2, Leadership, Monastic Training, Move-by Action, Power Attack, Quick Draw, Second Chance: (Acrobatics checks for Tumbling), Startle, Teamwork, Trance, Weapon Style: Dual Weapons

Enhanced Advantages
Fascinate (Intimidation), Improved Initiative 2, Luck, Uncanny Dodge

Skills
Acrobatics 6 (+12), Athletics 4 (+10), Close Combat: Lightsabers 5 (+10), Deception 4 (+9), Expertise (AWE): Astrogation 4 (+8), Expertise: The Force 8 (+11/+9), Intimidation 8 (+15/+13), Investigation 4 (+5), Perception 4 (+8), Persuasion 4 (+9), Ranged Combat: Use the Force 2 (+8), Stealth 6 (+12), Technology 4 (+5), Vehicles 6 (+12)

Powers
Dathomirian Sith Physiology
. . Coercive: Enhanced Trait 2 (racial talent, Intimidation +2 (+15), Advantages: Fascinate (Intimidation))
. . Crafter: Enhanced Trait 1 (racial talent, Expertise +2 (+11); Limited: to Skill checks for Attunement)
. . Force Sensitivity: Senses 18 (racial trait, Accurate: Detect Force Users, Acute: Detect Force Users, Awareness: Force Powers [Mental], Danger Sense: Visual, Darkvision, Detect: Force Users [Mental] 2: ranged, Extended: Detect Force Users 3: x1k, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Improved Initiative 2, Luck, Uncanny Dodge; Feature: Led by the Force (Directed Inspiration))
. . Second Heart: Healing 6 (racial trait; Triggered: 1 use - when Asajj would gain the Dying condition; Limited: Affects Self Only, Tiring)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Tough: Protection 3 (racial trait, +3 Toughness)
. . Unarmed Strike: Strength-based Damage 1 (bludgeoning, DC 18)
Disciple of the Unifying Force: Array
. . Affect Mind: Concentration Affliction 9 (bendu, mind trick, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Concentration, Increased Range 2: perception, Insidious; Check Required 5: DC 14 - Expertise: The Force, Limited Degree, Sense-dependent: Hearing)
. . Force Camouflage: Concealment 4 (bendu, All Visual Senses; Passive)
. . Force Jump: Leaping 2 (bendu, Leap 30 feet at 8 miles/hour)
. . Hex: Affliction 5 (bogan, 1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 15; Extra Condition, Increased Range 2: perception, Indirect 4: any point, any direction, Insidious, Subtle: subtle; Limited Degree)
. . Phasewalk: Teleport 3 (bendu, 250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Extended: 8 miles in 2 move actions, Turnabout)
. . Sever Force: Progressive Affliction 7 (bendu, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 17; Increased Range: ranged, Progressive; Check Required 8: DC 17 - Expertise: The Force, Notes: Force Powers [Impaired / Disabled / Powerless])
. . Slow Time: Grouped Effect
. . . . Fast Action: Quickness 3 (bendu, Perform routine tasks in -3 time ranks; Subtle: subtle; Quirk 2: Limited to routine actions while active)
. . . . Hyper-Speed: Speed 3 (bendu, Speed: 16 miles/hour, 250 feet/round; Subtle: subtle; Quirk 2: Limited to routine actions while active)
. . Telekinesis: Move Object 8 (bendu, telekinetic, 6 tons, DC 23; Damaging, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
. . Voltaic Slash: Damage 10 (bogan, lightning, DC 25; Increased Range: ranged, Triggered: 1 use - When Asajj scores a successful hit with her Lightsaber)
Dual-Mode Lightsaber (Easily Removable)
. . An Absurd Weapon: Array
. . . . Double Strike: Strength-based Damage 6 (energy, DC 23; Multiattack [2 extra ranks], Variable Descriptor: close group - Adds either the Double or Second Saber extras to this weapon's attacks)
. . . . Saber Reflect: Deflect 10 (training; Reflect; Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 6 (energy, DC 23; Penetrating 6, Variable Descriptor: close group - Adds either the Double or Second Saber extras to this weapon's attacks)
Special Qualities
. . Feared: Feature 1 (social talent, Notes: As a Sith, Asajj instills fear in those who are aware of her standing. When she's in a civilized environment, she can get away with minor criminal offenses, such as refusing to pay for food at a cantina or cutting through doors at a local shop, since most people won't report her activity to the authorities)
. . Thunderous Momentum: Immunity 5 (force talent, Entrapment; Limited: to the Hindered & Immobile conditions)

Equipment
The Calamity, The Sith Code, Toolkit (Basic), Utility Belt

Offense
Initiative +14
Affect Mind: Concentration Affliction 9 (DC Will 19)
Double Strike: Strength-based Damage 6, +10 (DC 23)
Grab, +5 (DC Spec 12)
Hex: Affliction 5 (DC Will 15)
Saber Strike: Strength-based Damage 6, +10 (DC 23)
Sever Force: Progressive Affliction 7, +8 (DC Will 17)
Telekinesis: Move Object 8, +8 (DC 23)
Throw, +6 (DC 17)
Unarmed, +5 (DC 17)
Unarmed Strike: Strength-based Damage 1, +5 (DC 18)
Voltaic Slash: Damage 10, +8 (DC 25)

Complications
- Impulsive: Asajj's sense of pride and foolishly reckless behavior will probably lead to her ultimate destruction.
- Motivation: Might Makes Right: Asajj believes that if she becomes strong, that she'll be able to take whatever it is she wants, because that is what she truly deserves.
- Significant Other: The only people Asajj truly cares about are herself and Harry Potter.
- Temper: Asajj prefers to use her Lightsaber to solve any problems she comes up against. Furthermore, hatred and anger drive almost every decision she makes, with the only exception being her relationship with Harry Potter.

Languages
Galactic Basic, Old Sith (Secret), Paecian [Native]

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 8/6, Will 10

Power Points
Abilities 64 + Powers 82 + Advantages 42 + Skills 35 (69 ranks) + Defenses 17 = 240

--------------------
Her Personal Flagship
The Calamity - PL 9

Strength 19, Defense -10, Toughness 15, Size Awesome

Features:
Armory (90 ep), Cargo (32,000 cft), Comms, Encrypted 2 (DC 25), Computer, Drones (1.5 million deactivated Battle Droids), Food Supply (4 Years), Hangar (120 Vulture-class Droid Starfighters, 120 Droid Tri-Fighters, 10 Hyena-class Droid Bombers, Hundreds of Support Craft), Holding Cells (Null Powers 10), Infirmary, Living Space, Personnel (900 Crewmen, 48,247 Passengers), Ram Prow, Sensors

Powers
Auxiliary Systems
. . Force Shields: Create 9 (technological, Volume: 500 cft., DC 19; Impervious; Ablative, Check Required 5: DC 14 - Technology (Check is only required to reset the Ablative count))
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Quirk: Journeys between Star Systems take at least 6 hours)
. . Sublight Drive: Flight 9 (technological, Speed: 1000 miles/hour, 2 miles/round)
Weapon Systems: Array
. . Ion Cannons: Broad Simultaneous Weaken 5 (ionic energy, Affects: Electonics, Resisted by: Fortitude, DC 15; Affects Objects Only, Broad: Electronics, Extended Range 4, Increased Range: ranged, Multiattack, Simultaneous; Activation 2: standard action, Inaccurate: -2)
. . Laser Cannons: Damage 10 (energy, DC 25; Extended Range 4, Increased Range: ranged, Multiattack; Activation 2: standard action)
. . Proton Torpedoes: Burst Area Damage 9 (radiation, DC 24; Burst Area: 30 feet radius sphere, DC 19, Extended Range 4, Increased Range: ranged; Activation 2: standard action)
. . Turbolasers: Damage 12 (energy, DC 27; Extended Range, Increased Range: ranged; Activation 2: standard action, Inaccurate: -2)

Offense
Ion Cannons: Broad Simultaneous Weaken 5, +4 (DC Fort 15)
Laser Cannons: Damage 10, +6 (DC 25)
Proton Torpedoes: Burst Area Damage 9 (DC 24)
Turbolasers: Damage 12, +4 (DC 27)

Power Points
Abilities 4 + Powers 67 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 85
--------------------
Asajj's Fleet
1x Providence-class Dreadnought (The Calamity)
2x Recusant-class Light Destroyers
6x Munificent-class Star Frigates
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DalkonCledwin
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Chosen One Brainstorm & Notes

Post by DalkonCledwin »

Chosen One
Premise: What would happen if Harry Potter was destined to be free of all limits; to lead the Sith and to destroy them; and to raise the Sith from death, and make them stronger than they were before? How would this change the fate of the Galaxy?
Required Inclusions:
- Harry Potter must be the entity known to the Sith Order as the “Sith’ari”, or “Sith Overlord”, with all that such a position of power would normally entail.
- He must also have a mentor who teaches him the ways of the Force, with the challenger preferring that this mentor take the form of a Force Ghost.
- Harry must have a means by which to leave the planet Earth behind once he is ready to journey into the wider Galaxy, what form this mode of conveyance takes is up to the author.
- Harry must stand in direct opposition to Sheev Palpatine, as they each claim to be the Sith’ari, and thus cannot possibly coexist with one another.
- By the time he leaves Earth, Harry must have freed himself from all restrictions, achieved perfect strength, perfect power and completed the destiny foretold by Sybille Trelawney.
- Harry’s primary romantic interest must also be his Sith Apprentice, which means she’ll need to be around the same age as Harry. Additional pairings are permitted at the author’s discretion.
Preferred Inclusions:
- Harry should make use of only one single-bladed Lightsaber that possesses a red synthetic focusing crystal to signify his status as a Sith Sorcerer.
- While Harry won’t be particularly fond of the Jedi, since they remind him of Albus Dumbledore, he should be willing to poach members of the Order to help reinvigorate the Sith Empire.
- In light of the previous preference, Harry should make every attempt to revive the Sith Empire as it existed between the years 4,980 and 2,000 BBY, with himself as the Sith Emperor.
Optional Inclusions:
- Harry’s ship could be hidden in a remote Sith Temple located near the Giza Pyramids on Earth.
- Harry could firmly believe that “the enemy of my enemy is my friend” which would allow him to form an alliance with the Jedi Order so that he can more easily defeat the Banite Sith.
Forbidden Things:
- Harry being involved in a male-slash pairing.
- Harry, the pathetic emo doormat.
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DalkonCledwin
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Darth Rath / The MCs / Chosen One

Post by DalkonCledwin »

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Art by Marcell Kertesi on ArtStation

Darth Rath - Arc 1 - PL 12
Age: 18+ / Height: 5' 11" / Weight: 186 lbs / Hair Color: Black / Eye Color: Sith Yellow
Group Affiliations: The Sith Traditionalists / Base of Operations: The Hammer, Fury-class Interceptor
Wealth Rank: +20 / Rep Rank: +14 (Fath Sector Native) / Knockback Mod: -11/-4
Alignment: Neutral Dark

Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 6, Intellect 3, Awareness 4, Presence 4

General Advantages
Accurate Attack, Animal Empathy, Attractive, Attunement, Benefit 4: (Alternate Identity: [Harry J. Potter-Black], Galactic Reputation, Galactic Wealth 2: [Rich]), Connected, Conviction, Defensive Roll 3, Equipment 15, Fascinate (Persuasion), Favored Environment: (Aerial Combat), Improved Aim, Inspire 2, Languages 4, Leadership, Monastic Training, Potion Brewing, Power Attack, Ritualist, Set-up, Sith Alchemist, Startle, Tactical Training, Teamwork, Trance

Enhanced Advantages
Daze (Intimidation), Improved Initiative 3, Luck 2, Uncanny Dodge

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Lightsabers 4 (+10), Expertise (AWE): Cooking 6 (+10), Expertise (AWE): Tactics 8 (+12), Expertise: Astrogation 4 (+7), Expertise: Sith Alchemy 6 (+9), Expertise: The Force 12 (+15), Insight 4 (+8), Intimidation 6 (+12/+10), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Use the Force 8 (+11), Stealth 6 (+9), Technology 4 (+7), Vehicles 4 (+7)

Powers
Dark Armor (Removable)
. . Imposing Form: Enhanced Trait 2 (armor, Intimidation +2 (+12), Advantages: Daze (Intimidation))
. . Sith Vestments: Protection 2 (armor, +2 Toughness; Impervious)
Human Sith Sorcerer Physiology
. . Force Sensitivity: Senses 19 (racial trait, Accurate: Detect Force Users, Acute (Type): Mental Senses, Awareness: Force Powers [Mental], Danger Sense: Visual, Detect: Force Users [Mental] 2: ranged, Extended: Detect Force Users 5: x100k, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Improved Initiative 3, Uncanny Dodge)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 275 years))
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Strong in the Force: Luck Control 1 (racial talent, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance checks vs. Rath's Force Powers)
Incredible Moves: Array
. . Force Surge: Speed 4 (force talent, Speed: 30 miles/hour, 500 feet/round)
. . Force Swell: Leaping 2 (force talent, Leap 30 feet at 8 miles/hour)
Master of the Unifying Force: Array
. . Dark Tendrils: Burst Area Move Object 7 (bogan, shadow, 3 tons, DC 22; Burst Area: 30 feet radius sphere, DC 17, Damaging, Selective; Check Required 5: DC 14 - Expertise: The Force, Concentration)
. . Farseeing: Mental Cosmic Communication Perception (Visual) Perception (One Sense) 4 (bendu; Perception (One Sense): Hearing, Perception (Visual): Visual, Subtle: encrypted; Check Required: DC 10 - Expertise: The Force, Concentration, Distracting, Limited: to Perception, Notes: Range: Galactic)
. . Fold Space: Teleport 12 (bendu, Carry 200 tons; Change Direction, Extended: 4000 miles in 2 move actions, Increased Mass 13; Check Required 5: DC 14 - Expertise: The Force, Limited to Extended, Tiring, Notes: 200 tons is enough to move the X-Wing Starfighter)
. . Force Disarm: Damage 13 (bendu, kinetic, DC 28; Disarming (No Damage), Increased Range: ranged)
. . Force Drain: Concentration Weaken 13 (bogan, Affects: Stamina, Resisted by: Fortitude, DC 23; Concentration; Check Required 5: DC 14 - Expertise: The Force, Grab-based, Limited: to one rank of lost stamina per combat round, Notes: Triggers Revitalization)
. . Force Lightning: Linked Effect
. . . . Harmful Lightning: Cone Area Damage 9 (Linked; bogan, electricity, DC 24; Cone Area: 60 feet cone, DC 19, Increased Duration: concentration; Check Required 5: DC 14 - Expertise: The Force, Distracting)
. . . . Necrotic Lightning: Cone Area Concentration Weaken 9 (Linked; bogan, electricity, Affects: Stamina, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone, DC 19, Concentration; Check Required 5: DC 14 - Expertise: The Force, Distracting)
. . Qâzoi Kyantuska: Concentration Cumulative Affliction 7 (bogan, mind trick, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Concentration, Cumulative, Increased Range 2: perception; Check Required 5: DC 14 - Expertise: The Force, Distracting)
. . Rebuke: Immunity 20 (bendu, Very Common Descriptor: Force Powers; Hold, Reflect; Concentration, Unreliable (roll))
. . Seeming: Illusion 8 (bendu, mind trick, Affects: Three Sense Types - Visual, Auditory, Area: 500 cft., DC 18; Illusion Area, Selective, Subtle: subtle; Concentration, Resistible: Will)
. . Sutta Chwituskak: Damage 8 (bogan, kinetic, DC 23; Affects Insubstantial 2: full rank, Increased Range: ranged, Multiattack)
. . Telekinesis: Move Object 9 (bendu, kinetic, 12 tons; Increased Range: perception, Precise, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
. . Waves of Darkness: Concentration Cone Area Affliction 10 (bogan, shadow, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Cone Area 2: 120 feet cone, DC 20, Concentration; Check Required 5: DC 14 - Expertise: The Force, Distracting)
Self-Built Lightsaber (Easily Removable)
. . Barab Ingot: Array
. . . . Saber Reflection: Deflect 13 (training; Reflect; Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 6 (fire, DC 23; Penetrating 8, Secondary Effect [2 extra ranks])
. . Saber Defense: Enhanced Trait 3 (training, Parry +3 (+13))
Special Qualities
. . Force Shield: Protection 4 (force talent, +4 Toughness; Impervious, Sustained)
. . Guardian Spirit: Feature 2 (force talent, Notes: Rath has a Guardian Spirit watching over him from the realm of The Force, providing him with insight and advice. This is essentially like a use of inspiration via hero points (Deluxe Hero’s Handbook, page 21) and under the Gamemaster’s control (portraying the Guardian Spirit). He can use this Feature once per rank per adventure. This spirit identifies herself as Darth Xeidon.)
. . Parseltongue: Comprehend 2 (force talent, Animals - Speak To, Animals - Understand; Narrow Type: Serpents)
. . Revitalization: Regeneration 2 (force talent, Every 5 rounds; Source: Life Energy)

Equipment
The Hammer, The Sith Code, Utility Belt

Offense
Initiative +15
Dark Tendrils: Burst Area Move Object 7 (DC 22)
Force Disarm: Damage 13, +11 (DC 28)
Force Drain: Concentration Weaken 13, +6 (DC Fort 23)
Grab, +6 (DC Spec 12)
Harmful Lightning: Cone Area Damage 9 (DC 24)
Necrotic Lightning: Cone Area Concentration Weaken 9 (DC Fort 19)
Qâzoi Kyantuska: Concentration Cumulative Affliction 7 (DC Will 17)
Saber Strike: Strength-based Damage 6, +10 (DC 23)
Sutta Chwituskak: Damage 8, +11 (DC 23)
Telekinesis: Move Object 9 (DC 19)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)
Waves of Darkness: Concentration Cone Area Affliction 10 (DC Will 20)

Complications
- Honor: Rath will always try to spare the lives of the weak and innocent. He also concretely understands the tenets of the Sith Code, and other philosophical standards of Sith morality, and can almost always substantiate valid reasons for his actions.
- Motivation: Responsibility: No matter the boulders in his path, Rath will prevail in his ultimate goal of uniting the disenfranchised remnants of the Sith Empire under a single ruler, with his preference being that it is himself who takes up the crown.
- Overconfident: Rath believes that the history books of the Galaxy will remember him fondly, no matter what crimes he may need to commit while persuing his goals.
- Quirk: Rath is blind to the evil actions of those he cares about.

Languages
Binary, French, Galactic Basic [Native], High Galactic, Huttese (Trade), Old Sith (Secret)

Defense
Dodge 13, Parry 13/10, Fortitude 5, Toughness 11/4 (Imp. 6/4/0), Will 13

Power Points
Abilities 54 + Powers 112 + Advantages 48 + Skills 50 (100 ranks) + Defenses 26 = 290

--------------------
Fury-class Interceptor
The Hammer - PL 12

Strength 12, Defense -6, Toughness 11, Size Gargantuan

Features:
Cargo (8,000 cft), Comms, Encrypted 3 (DC 30), Computer, Holding Cells (Tough 16), Living Space, Navigation System 1 (Astro +5), Sensors, Slave Circuit 3 (Pilot Only)

Powers
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Check Required 2: DC 11 - Expertise: Astrogation (Degrees of Success determine travel time))
. . Sublight Drive: Flight 10 (technological, Speed: 2000 miles/hour, 4 miles/round)
Weapon Systems: Array
. . Concussion Missiles: Burst Area Damage 10 (ballistic, DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Feature: Pilot Controlled, Increased Range: ranged; Unreliable (5 uses))
. . Laser Cannons: Damage 8 (energy, DC 23; Extended Range 4, Feature: Pilot Controlled, Increased Range: ranged, Multiattack)

Offense
Concussion Missiles: Burst Area Damage 10 (DC 25)
Laser Cannons: Damage 8, +3 (DC 23)

Power Points
Abilities 3 + Powers 51 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 66
Last edited by DalkonCledwin on Sat Feb 18, 2023 2:26 am, edited 1 time in total.
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Aayla Secura / The MCs / Chosen One

Post by DalkonCledwin »

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Art by Aphrodite-NS on DeviantArt; Edit by Ares

Aayla Secura - Arc ? - PL 8
Age: 17 / Height: 5' 5" / Weight: 113 lbs / Skin Color: Blue / Eye Color: Sith Yellow
Group Affiliations: The Sith Traditionalists / Base of Operations: The Hammer, Fury-class Interceptor
Wealth Rank: +8 / Rep Rank: +10 (Gaulus Sector Native) / Knockback Mod: -7/-3
Alignment: Lawful Dark

Strength 2, Stamina 3, Agility 5, Dexterity 5, Fighting 6, Intellect 2, Awareness 4, Presence 7

General Advantages
Attractive 2, Attunement, Benefit 2: (Ambidexterity, Galactic Reputation), Combat Pilot, Connected, Daze (Deception), Defensive Roll, Dual-Wielding 2, Equipment 2, Evasion, Fascinate (Persuasion), Flirtation, Languages 3, Lightsaber Form IV: Ataru, Monastic Training, People Person, Quick Draw, Ranged Attack, Second Chance: (Acrobatics checks for Tumbling), Trance

Lightsaber Form Advantages
Agile Feint, All-out Attack, Improved Initiative 2, Move-by Action, Skill Mastery: (Acrobatics), Takedown

Enhanced Advantages
Charming, Fascinate (Expertise: Dancing), Luck 2, Uncanny Dodge

Skills
Acrobatics 8 (+13), Athletics 4 (+6), Close Combat: Lightsabers 2 (+8), Deception 4 (+11), Expertise (AGL): Dancing 6 (+13/+11), Expertise (AWE): Gambling 4 (+8), Expertise: Astrogation 6 (+8), Expertise: The Force 6 (+8), Insight 4 (+8), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+15/+13), Stealth 6 (+11), Technology 4 (+6), Vehicles 6 (+11)

Powers
Disciple of the Unifying Force: Array
. . Affect Mind: Concentration Affliction 6 (bendu, mind trick, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Concentration, Increased Range 2: perception, Insidious; Check Required 5: DC 14 - Expertise: The Force, Limited Degree, Sense-dependent: Hearing)
. . Cause Harm: Damage 10 (bogan, DC 25; Alternate Resistance: Fortitude; Tiring)
. . Force Blast: Damage 10 (bendu, kinetic, DC 25; Increased Range: ranged)
. . Hex: Affliction 6 (bogan, 1st degree: Impaired, Vulnerable, 2nd degree: Defenseless, Disabled, Resisted by: Will, DC 16; Extra Condition, Increased Range 2: perception, Indirect 4: any point, any direction, Insidious, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force, Limited Degree)
. . Seethe: Regeneration 2 (bogan, Every 5 rounds; Sustained; Distracting)
. . Telekinesis: Move Object 6 (bendu, kinetic, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
. . Wall Run: Movement 2 (bendu, Wall-crawling 2: full speed; Limited: Only While Moving)
Incredible Moves: Array
. . Force Jump: Leaping 3 (force talent, Leap 60 feet at 16 miles/hour; Triggered: 1 use - When Aayla is attacked at Close Range)
. . Force Surge: Speed 4 (force talent, Speed: 30 miles/hour, 500 feet/round)
Self-Built Lightsaber (Easily Removable)
. . Unstable Crystal: Array
. . . . Focused Strike: Strength-based Damage 9 (energy, DC 26; Dangerous, Penetrating 11; Inaccurate 2: -4, Unreliable (roll))
. . . . Melt Through: Linked Effect
. . . . . . Melting Blade: Weaken 6 (Linked; energy, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only)
. . . . . . Sundering Blade: Damage 6 (Linked; energy, DC 21; Precise; Limited: Affects Objects Only)
. . . . Saber Reflect: Deflect 8 (training; Reflect; Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 6 (energy, DC 23; Dangerous, Penetrating 8; Unreliable (roll))
Special Qualities
. . Aura of Hatred: Burst Area Luck Control 1 (force talent, Force a Re-roll, Advantages: Luck 2; Burst Area: 30 feet radius sphere, DC 11, Selective; Limited: to Resistance checks vs. the First Melee Attack of the Round, Reduced Range 2: close)
Twi'lek Dark Jedi Physiology
. . Charismatic: Enhanced Trait 2 (racial talent, Persuasion +2 (+15), Advantages: Charming)
. . Elegant Dancer: Enhanced Trait 2 (racial talent, Expertise (AGL) +2 (+13), Advantages: Fascinate (Expertise))
. . Expanded Awareness: Senses 17 (racial trait, Accurate: Detect Force Users, Acute (Type): Mental Senses, Awareness: Force Powers [Mental], Danger Sense: Visual, Detect: Force Users [Mental] 2: ranged, Extended: Detect Force Users 2: x100, Low-light Vision, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Uncanny Dodge; Feature: Guided by the Force (Directed Inspiration))
. . Fingernail Claws: Strength-based Damage 1 (slashing, DC 18; Dangerous)
. . Resistances: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 151 years); Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)

Equipment
Knife, Medium Armor, Utility Belt

Offense
Initiative +13
Affect Mind: Concentration Affliction 6 (DC Will 16)
Cause Harm: Damage 10, +6 (DC Fort 25)
Fingernail Claws: Strength-based Damage 1, +6 (DC 18)
Focused Strike: Strength-based Damage 9, +4 (DC 26)
Force Blast: Damage 10, +6 (DC 25)
Grab, +6 (DC Spec 12)
Hex: Affliction 6 (DC Will 16)
Knife, +6 (DC 18)
Melting Blade: Weaken 6, +8 (DC Fort 16)
Saber Strike: Strength-based Damage 6, +8 (DC 23)
Sundering Blade: Damage 6, +8 (DC 21)
Telekinesis: Move Object 6 (DC 16)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)

Complications
- Lifelinked: Aayla firmly believes her soul is intertwined with that of Darth Rath, and is convinced that if he were to die, that she would follow soon after.
- Motivation: Protector: Aayla has an incredibly close relationship with Darth Rath. She relies on him as much as he relies upon her.
- Quirk: Aayla is aware that her mind is being manipulated, but she simply doesn't care because she is fervent in her beliefs as a member of the Sith Traditionalists.
- Temper: Once Aayla's anger is aroused, she'll set fire to everything that she touches until someone succeeds in calming her down, or incapacitating her.

Languages
Bocce (Trade), Galactic Basic, High Galactic, Huttese (Trade), Ryl [Native]

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 7/3, Will 10

Power Points
Abilities 68 + Powers 76 + Advantages 33 + Skills 38 (76 ranks) + Defenses 15 = 230
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Zarmitu Tenza / The MCs / Chosen One

Post by DalkonCledwin »

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Zarmitu Tenza - Arc ? - PL 8
Age: 19 / Height: 5' 4" / Weight: 113 lbs / Hair Color: Red / Eye Color: Pink
Group Affiliations: The Sith Traditionalists / Base of Operations: The Hammer, Fury-class Interceptor
Wealth Rank: +14 / Rep Rank: +8 (Largely Unknown) / Knockback Mod: -4/-2
Alignment: Balanced Chaos

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 6, Intellect 3, Awareness 4, Presence 7

General Advantages
Ace Pilot, Attractive, Benefit, Galactic Wealth (Well-Off), Connected, Contacts, Daze (Deception), Equipment 4, Evasion, Fascinate (Persuasion), Favored Environment: (When Fighting Favored Foe), Favored Foe: (Droids), Flirtation, Great Endurance, Improved Treatment, Improvised Weapon, Languages 4, Mechanical Genius: (Computers), Quick Draw, Ranged Attack 3, Second Chance: (Acrobatics checks for Tumbling), Tracking, Well-informed, Woodland Stride

Enhanced Advantages
Charming

Skills
Acrobatics 8 (+11), Deception 4 (+11), Expertise (AWE): Gambling 8 (+12), Expertise: Astrogation 6 (+9), Expertise: Galactic Lore 6 (+9), Insight 4 (+8), Investigation 6 (+9), Perception 6 (+10), Persuasion 4 (+13/+11), Ranged Combat: Blasters 4 (+7), Stealth 8 (+11), Technology 8 (+11), Treatment 8 (+11), Vehicles 8 (+11)

Powers
Blaster Pistol (Easily Removable)
. . High Tech Arsenal: Array
. . . . Blaster Bolt: Damage 6 (energy, DC 21; Increased Range: ranged)
. . . . Stun Bolt: Cumulative Affliction 4 (energy, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative, Increased Range: ranged)
Special Qualities
. . Mark of Triage: Senses 3 (talent, Analytical: Detect Conditions, Detect: Conditions [Visaul] 2: ranged; Sustained; Distracting)
. . Scientific Method: Feature 1 (social talent, Notes: Zarmitu is well acquainted with her field of research from having read numerous journals and having attended scientific conferences. Concepts that are complicated, involving technical jargon that usually goes over most people’s heads, are simple to her. Zarmitu fully understands concepts, can recall key information, and knows how to use equipment related to her field, unless the research was hidden from the public, in which case she may only partially understand it. She also recognizes well-known figures in her field)
Techcaster's Wristpad (Removable)
. . Techno-Wizardry: Array
. . . . Electroshock: Cumulative Affliction 7 (electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Kolto Pack: Healing 7 (kolto; Unreliable (5 uses))
. . . . Pheromone Burst: Cumulative Cloud Area Affliction 7 (pheromones, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Cloud Area: 15 feet radius sphere, DC 17, Cumulative, Increased Range: ranged; Limited: to Fleeing or cowering in terror, Sense-dependent: Olfactory Senses, Unreliable (5 uses))
Zeltron Scientist Physiology
. . Alluring Pheromones: Concentration Perception Area Affliction 7 (racial talent, 1st degree: Entranced, Impaired, Resisted by: Will, DC 17; Perception Area: DC 17 - Olfactory Senses, Concentration, Extra Condition, Selective; Limited Degree 2)
. . Charismatic: Enhanced Trait 2 (racial talent, Persuasion +2 (+13), Advantages: Charming)
. . Empathic: Senses 4 (racial trait, Acute: Detect Emotions, Detect: Emotions [Mental] 2: ranged, Radius: Detect Emotions)
. . Resistances: Immunity 1 (racial trait, Poison; Limited - Half Effect)

Equipment
Datapad, Field Book, Light Armor, Medical Kit, Utility Belt, Zarmitu's Arsenal (Hold Out Blaster, Vibrodagger)

Offense
Initiative +3
Alluring Pheromones: Concentration Perception Area Affliction 7 (DC Will 17)
Blaster Bolt: Damage 6, +10 (DC 21)
Electroshock: Cumulative Affliction 7, +6 (DC Fort 17)
Grab, +6 (DC Spec 10)
Hold Out Blaster, +10 (DC 18)
Pheromone Burst: Cumulative Cloud Area Affliction 7 (DC Will 17)
Stun Bolt: Cumulative Affliction 4, +10 (DC Fort 14)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)
Vibrodagger, +6 (DC 17)

Complications
- Easily Distracted: Zarmitu often gets lost in her own thoughts and contemplation, becoming oblivious to her surroundings.
- Impulsive: Zarmitu will occasionally work on her research to the point where she'll ignore her own bodily needs.
- Motivation: Dreamer: Zarmitu believes that inquiry and curiosity are the pillars by which progress is made.
- Quirk: Zarmitu doesn't believe in etiquette and disregards social expectations, particularly when confronted with an excusite masculine specimen.
- Responsibility: The school of medicine which taught Zarmitu the finer points of how to be a Triage specialist is the most important place in the world to her.

Languages
Binary, Bocce (Trade), Galactic Basic [Native], High Galactic, Huttese (Trade), Ryl

Defense
Dodge 12, Parry 10, Fortitude 4, Toughness 4/2, Will 7

Power Points
Abilities 56 + Powers 51 + Advantages 31 + Skills 44 (88 ranks) + Defenses 18 = 200
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Nessva / The MCs / Chosen One

Post by DalkonCledwin »

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Nessva - Arc ? - PL 10
Age: 20 / Height: 5' 4" / Weight: 107 lbs / Hair Color: Black / Eye Color: Solid Red
Group Affiliations: The Chiss Ascendancy / Base of Operations: Mobile
Wealth Rank: +14 / Rep Rank: +12 (Chiss Systems Native) / Knockback Mod: -7/-2
Alignment: Balanced Lawful

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 3, Awareness 4, Presence 4

Advantages
Accurate Attack, Ace Pilot, Attractive, Backstab, Benefit 5: (Alternate Identity: [Ness'vail'uomu], Galactic Reputation, Galactic Wealth: [Well-Off], Security Clearance 2: [The Chiss Ascendency Military]), Connected, Contacts, Daze (Deception), Defensive Attack, Defensive Roll 3, Durable Lie, Equipment 3, Evasion, Fascinate (Deception), Hide in Plain Sight, Improved Aim, Languages 3, Mechanical Genius: (Computers), Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Second Chance: (Acrobatics checks for Tumbling), Takedown, Taunt, Teamwork, Well-informed

Skills
Acrobatics 8 (+10), Athletics 4 (+5), Close Combat: Sharp Weapons 2 (+8), Deception 6 (+10), Expertise: Astrogation 6 (+9), Expertise: Computers 8 (+11), Expertise: Galactic Lore 8 (+11), Expertise: Politics 4 (+9/+7), Insight 4 (+10/+8), Intimidation 4 (+8), Investigation 10 (+13), Perception 6 (+10), Persuasion 4 (+8), Ranged Combat: Blasters 2 (+6/+4), Stealth 6 (+8), Technology 8 (+11), Vehicles 6 (+8)

Powers
Chiss Operative Physiology
. . Martial Proficiency: Enhanced Trait 1 (racial trait, Ranged Combat +2 (+6))
. . Night Vision: Senses 2 (racial trait, Darkvision)
. . Politically Minded: Enhanced Trait 2 (racial talent, Expertise +2 (+9), Insight +2 (+10))
. . Resistances: Immunity 20 (racial trait, Very Common Descriptor: Techcaster Powers; Limited - Half Effect)
Sniper Blaster Rifle (Easily Removable)
. . High Tech Arsenal: Array
. . . . Penetrating Shot: Damage 8 (energy, DC 23; Accurate: +2, Extended Range 4, Increased Range: ranged, Penetrating 8)
. . . . Sniper Shot: Damage 12 (energy, DC 27; Accurate: +2, Disarming, Extended Range 4, Increased Range: ranged)
. . . . Suppressive Shot: Damage 8 (energy, DC 23; Accurate: +2, Extended Range 4, Increased Range: ranged, Multiattack)
Special Qualities
. . Bad Feeling: Senses 1 (talent, Danger Sense: Visual)
. . Safe Haven: Feature 1 (social talent, Notes: As a faction agent, Nessva has access to a secret network of supporters and operatives who can provide assistance on her adventures. She knows a set of secret signs and passwords that she can use to identify such operatives, who can provide her with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for her or risk revealing their true identities)

Equipment
Badge, Faction Text, Light Armor, Toolkit (Basic), Utility Belt, Vibrodagger

Offense
Initiative +2
Grab, +6 (DC Spec 11)
Penetrating Shot: Damage 8, +8 (DC 23)
Sniper Shot: Damage 12, +8 (DC 27)
Suppressive Shot: Damage 8, +8 (DC 23)
Throw, +2 (DC 16)
Unarmed, +6 (DC 16)
Vibrodagger, +8 (DC 18)

Complications
- Impulsive: Nessva has a tendency to put far too much trust in those who wield power within the Chiss Ascendancy.
- Motivation: Patriotism: Nessva hopes to one day rise to the top of the Chiss Ascendancy's hierarchy, and she'll do anything she can in orer to protect the Chiss Ascendency, no matter where she is called into service.
- Overconfident: Nessva tends to be intolerant of other factions, and will more than likely be disrespectful towards those who have yet to prove their worth.
- Temper: Nessva has enjoyed fine food, drink and high society among the Chiss Ascendancy's elite. Rough living, therefore, tends to grate on her nerves.

Languages
Binary, Cheunh [Native], Galactic Basic, High Galactic, Sy Bisti (Trade)

Defense
Dodge 13, Parry 10, Fortitude 4, Toughness 7/2, Will 7

Power Points
Abilities 48 + Powers 37 + Advantages 37 + Skills 48 (96 ranks) + Defenses 20 = 190
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Chaotic Harmony Brainstorm & Notes

Post by DalkonCledwin »

Chaotic Harmony
Premise: As he attempts to escape from the Graveyard during the battle in Little Hangleton, Harry Potter’s “ride” is struck with a stray spell, which sends him tumbling through time and space. Where does he wind up? Why the planet known as Serenno, a few years before the Clone Wars are set to break out.
Required Inclusions:
- Harry Potter must arrive in the Star Wars Galaxy at least five to ten years before the Clone Wars are set to begin, where he will swiftly be found by the newly instated Count Dooku.
- The magical backlash caused by the malfunctioning portkey must give Harry partial amnesia, at the very least, making him more susceptible to Dooku’s influence.
- As should be obvious, Harry must be taken in by the “good” Count and raised almost as though he were Dooku’s son. What this means for Harry is up to the author.
- Harry must become a willing ally to the Confederation of Independent Systems, and one of the Generals overseeing their vast Droid Armada.
- While not truly evil, Harry must harbor a general disdain for the Jedi, since he views their religious beliefs as being too restrictive, especially in regards to the “no attachments” rule.
- Harry must also harbor a general disdain for Darth Sidious, with his association with Count Dooku being the only reason he is willing to follow the would-be Emperor’s orders.
- Harry’s romantic pairings are up to the author, but having him be involved with Asajj Ventress is highly encouraged, since they would have regularly sparred against one another.
- Both Harry and Asajj must manage to survive the moment when Darth Sidious decides to have Dooku try and kill them to prove his loyalty, though whether they reunite is up to the author.
- Harry and Asajj should side with the Rebel Alliance when the Empire rises to prominence after the execution of Order 66, and aid them in some key battles against the Empire.
Preferred Inclusions:
- Harry should regain his memories over the course of several years, which will help him to achieve a measure of harmony with both the Light and Dark sides of the Force.
- Wizarding Magic and the Force should be the exact same thing, in a similar manner to how Sith Sorcery or Dathomir Witchcraft are both Force Traditions and yet magic at the same time.
- Harry should have just as many encounters with Obi-Wan Kenobi, Anakin Skywalker and Ahsoka Tano as Asajj is known to have had during the course of the Clone Wars.
- Harry’s campaigns against the Clone Army should also be far more successful than those that Asajj is in charge of; although, this could be because she regularly encounters Skyguy.
Optional Inclusions:
- Harry could put in the time and effort needed to “corrupt” a Jedi of the author’s choice, turning them partially down the path to the Dark Side, and if female, adding them to his pairing.
- Harry could commission his very own Hunter Killer Droid after reading about the exploits of Darth Revan and the infamous HK-47 during his time on Sereno.
Forbidden Things:
- Harry being involved in a male-slash pairing.
- Harry & Asajj, the pathetic emo doormats.
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Viscount Horal / The MCs / Chaotic Harmony

Post by DalkonCledwin »

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Horal Serenno - Arc 1 - PL 10
Age: 20 / Height: 5' 11" / Weight: 172 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The Conf. of Independent Systems / Base of Operations: Castle Serenno, Serenno, D’Astan Sector
Wealth Rank: +16 / Rep Rank: +12 / Knockback Mod: -9/-2

Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 7, Intellect 5, Awareness 4, Presence 4

General Advantages
Attractive, Attunement, Benefit 7: (Alternate Identity: [Harry James Potter], Burglar: [Stealth], Galactic Reputation, Status 2: [Viscount of House Serenno], Wealth 2: [Independently Wealthy]), Connected, Daze (Deception), Defensive Roll 6, Durable Lie, Equipment 22, Extraordinary Effort, Fascinate (Persuasion), Favored Foe: (The Jedi), Inspire, Languages 4, Leadership, Lightsaber Form V: Shien, Move-by Action, Potion Brewing, Quick Draw, Ranged Attack 2, Ritualist, Taunt, Ultimate Effort: (Will Resistance Checks), Untapped Potential

Lightsaber Form Advantages
Evasion, Favored Environment: (Open Battlegrounds When Outnumbered), Improved Defense, Interpose, Second Chance: (Resistance Checks vs. Energy Attacks)

Enhanced Advantages
Animal Empathy, Charming, Improved Initiative 2, Luck, Skill Mastery: (Expertise: Force Insight), Uncanny Dodge

General Skills
Athletics 6 (+6), Close Combat: Lightsabers 2 (+9), Deception 8 (+11), Expertise (AWE): Cooking 4 (+6), Expertise (AWE): Gambling 6 (+8), Expertise: Astrogation 4 (+5), Expertise: The Force 8 (+9), Insight 4 (+6), Investigation 6 (+7), Perception 8 (+10), Persuasion 6 (+11/+9), Ranged Combat: Use the Force 4 (+7), Stealth 6 (+9), Technology 4 (+5), Vehicles 6 (+9)

Enhanced Skills
Expertise: Force Insight 0 (+9/+1)

Powers
Adept of the Living Force: Array
. . Affect Mind: Concentration Affliction 10 (bendu, mind trick, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Concentration, Increased Range 2: perception, Insidious; Check Required 5: DC 14 - Expertise: The Force, Limited Degree, Sense-dependent: Hearing)
. . Equilibrium: Healing 11 (bendu; Action: move, Restorative; Limited: Affects Self Only, Unreliable (5 uses))
. . Farseeing: Mental Cosmic Communication Perception (Visual) Perception (One Sense) 3 (bendu; Perception (One Sense): Auditory, Perception (Visual): Visual; Check Required: DC 10 - Expertise: The Force, Concentration, Distracting, Limited: to Perception, Notes: Range: System-wide)
. . Force Cloak: Concealment 8 (bendu, All Aural Senses, All Olfactory Senses, All Visual Senses; Affects Others; Check Required: DC 10 - Expertise: The Force)
. . Force Disarm: Damage 11 (bendu, telekinetic, DC 26; Disarming (No Damage), Increased Range: ranged)
. . Force Lightning: Damage 11 (bogan, electricity, DC 26; Alternate Resistance: Fortitude, Increased Duration: concentration, Increased Range: ranged; Check Required 5: DC 14 - Expertise: The Force, Diminished Range 2, Distracting, Inaccurate: -2)
. . Force Stagger: Cumulative Affliction 11 (bendu, telekinetic, 1st degree: Dazed, 2nd degree: Prone, DC 21; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Instant Recovery, Limited Degree)
. . Telekinesis: Move Object 10 (bendu, telekinetic, 25 tons, DC 25; Damaging, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
Dual-Phase Lightsaber (Easily Removable)
. . An Elegant Weapon: Array
. . . . Channel Aggression: Strength-based Damage 12 (energy, DC 28; Penetrating 6, Variable Descriptor: close group - Any 1 point modifier based on the slotted Focusing Crystal; Distracting, Inaccurate: -2)
. . . . Melt Through: Linked Effect
. . . . . . Melting Blade: Weaken 6 (Linked; energy, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Secondary Effect)
. . . . . . Sundering Blade: Damage 6 (Linked; energy, DC 21; Precise, Secondary Effect; Limited: Affects Objects Only)
. . . . Saber Strike: Strength-based Damage 6 (energy, DC 22; Penetrating 6, Variable Descriptor: close group - Any 1 point modifier based on the slotted Focusing Crystal; Bane: Vulnerable or Defenseless Targets)
Human Force Adept Physiology
. . Force Sensitivity: Senses 17 (racial trait, Accurate: Detect Force Users, Acute (Type): Mental Senses, Awareness: Force Powers [Mental], Danger Sense: Vision, Detect: Force Users [Mental] 2: ranged, Extended: Mental Senses 3: x1k, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Improved Initiative 2, Luck, Uncanny Dodge; Feature 2: Guided by the Force (Directed Inspiration))
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 146 years))
. . Magnetic Presence: Enhanced Trait 2 (racial talent, Persuasion +2 (+12), Advantages: Charming)
. . Resistances: Immunity 5 (racial trait, Custom: Mental Control 5; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Insight of the Force: Variable 1 (force talent; Check Required 5: DC 14 - Expertise: The Force, Limited: to Intellect Skills & the Skill Mastery Advantage, Slow)
. . . . Force Insight (Traits: Expertise +8 (+13), Advantages: Skill Mastery)
. . Parseltongue: Comprehend 2 (force talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)

Power Settings
Force Insight (Traits: Expertise +8 (+13), Advantages: Skill Mastery)

Equipment
Ginivex-class Starfighter, Light Armor, Scoundrel's Arsenal (Blaster Pistol, Knife), The Indemnity, Utility Belt

Offense
Initiative +11
Affect Mind: Concentration Affliction 10 (DC Will 20)
Blaster Pistol, +5 (DC 20)
Channel Aggression: Strength-based Damage 12, +7 (DC 27)
Force Disarm: Damage 11, +9 (DC 26)
Force Lightning: Damage 11, +7 (DC Fort 26)
Force Stagger: Cumulative Affliction 11, +9 (DC Dog/Fort/Will 21)
Grab, +7 (DC Spec 10)
Knife, +7 (DC 16)
Melting Blade: Weaken 6, +9 (DC Fort 16)
Saber Strike: Strength-based Damage 6, +9 (DC 21)
Sundering Blade: Damage 6, +9 (DC 21)
Telekinesis: Move Object 10, +9 (DC 25)
Throw, +5 (DC 15)
Unarmed, +7 (DC 15)

Complications
- Alignment (Chaotic Balanced): Harry believes that the circumstances will dictate whose needs are more important at any given moment in time, but that the ends justify the means.
- Amnesia: Horal is suffering from a case of partial amnesia that prevents him from fully remembering his life as Harry Potter. What he does remember is that the Force (or Magic) is simply a tool to be used for the betterment of the individual and/or society as a whole, and not something that should be worshiped in the manner that the Jedi and Sith are known to do.
- Impulsive: Horal doesn't pay attention to the risks in a situation, believing that the odds are always in his favor!
- Motivation: Dreamer: Horal believes that we must all help to bring about the changes the Force is constantly working in the world.
- Relationships: Harry is receiving instruction in the ways of the Force from his adoptive father, Count Dooku of House Serenno. He is also romantically involved with Dooku's other apprentice, Asajj Ventress.
- Temper: Horal's emotions sometimes get the most of him, but they also help him to succeed in his endeavors.

Languages
Basic [Native], Huttese (Trade)

Defense
Dodge 11, Parry 11, Fortitude 4, Toughness 9/1, Will 11

Power Points
Abilities 40 + Powers 84 + Advantages 61 + Skills 41 (82 ranks) + Defenses 24 = 250

--------------------
Horal's Flagship
The Indemnity - PL 10
Ship Type: Providence-class Dreadnought

Strength 20, Defense -10, Toughness 15, Size Awesome

Features:
Armory (100 ep), Cargo (32,000 cft), Comms, Encrypted 2 (DC 25), Computer, Drones (1.5 million deactivated Battle Droids), Food Supply (4 Years), Hangar (120 Vulture-class Droid Starfighters, 120 Droid Tri-Fighters, 10 Hyena-class Droid Bombers, Hundreds of Support Craft), Holding Cells (Null Powers 10), Infirmary, Living Space, Personnel (900 Crewmen, 48,247 Passengers), Ram Prow, Sensors

Powers
Auxiliary Systems
. . Force Shields: Impervious Toughness 15 (technological; Sustained; Quirk: Prevents ships from landing in the hangar)
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Quirk: Journeys between star systems take at least 6 hours)
. . Sublight Drive: Flight 9 (technological, Speed: 1000 miles/hour, 2 miles/round)
Weapon Systems: Array
. . Ion Cannons: Broad Simultaneous Weaken 5 (ionic energy, Affects: Electonics, Resisted by: Fortitude, DC 15; Affects Objects Only, Broad: Electronics, Extended Range 4, Increased Range: ranged, Multiattack, Simultaneous; Activation 2: standard action, Inaccurate: -2)
. . Laser Cannons: Damage 10 (energy, DC 25; Extended Range 4, Increased Range: ranged, Multiattack; Activation 2: standard action)
. . Proton Torpedoes: Burst Area Damage 10 (radiation, DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged; Activation 2: standard action)
. . Turbolasers: Damage 12 (energy, DC 27; Extended Range 3, Increased Range: ranged; Activation 2: standard action, Inaccurate: -2)

Offense
Ion Cannons: Broad Simultaneous Weaken 5, +3 (DC Fort 15)
Laser Cannons: Damage 10, +5 (DC 25)
Proton Torpedoes: Burst Area Damage 10 (DC 25)
Turbolasers: Damage 12, +3 (DC 27)

Power Points
Abilities 5 + Powers 68 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 87

--------------------
Horal's Starfighter wrote:Ginivex-class Starfighter - PL 10 (Alternate of The Indemnity)

Strength 8, Defense -4, Toughness 9, Size Huge

Features:
Comms, Encrypted 2 (DC 25), Computer, Navigation System 1 (Astro +5), Sensors

Powers
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Feature: Astrogation checks only required for travel between star systems; Check Required 2: DC 11 - Expertise: Astrogation (Degrees of success determine travel time))
. . Sublight Drive: Flight 13 (technological, Speed: 16000 miles/hour, 30 miles/round)
Weapon Systems
. . Laser Cannons: Damage 6 (energy, DC 21; Extended Range 4, Increased Range: ranged, Multiattack)

Offense
Laser Cannons: Damage 6, +5 (DC 21)

Power Points
Abilities 2 + Powers 49 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 56
--------------------
Harry's Fleet
- 1x Providence-class Dreadnought (The Indemnity)
- 2x Recusant-class Light Destroyers
- 6x Munificent-class Star Frigates
- 1x Lucrehulk-class Battleship
Last edited by DalkonCledwin on Sun Mar 05, 2023 11:36 am, edited 4 times in total.
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Asajj Ventress / The MCs / Chaotic Harmony

Post by DalkonCledwin »

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Asajj Ventress - Arc 1 - PL 11
Age: 22 / Height: 5' 10" / Weight: 132 lbs / Hair Color: Black / Eye Color: Blue
Group Affiliations: The Conf. of Independent Systems / Base of Operations: The Inequity, Providence-class Dreadnought
Wealth Rank: +8 / Rep Rank: +13 / Knockback Mod: -9/-3

Strength 1, Stamina 3, Agility 4, Dexterity 4, Fighting 9, Intellect 2, Awareness 2, Presence 2

General Advantages
Agile Feint, Assessment, Attractive 2, Attunement, Benefit, Ambidexterity, Benefit, Galactic Reputation, Connected, Daze (Intimidation), Defensive Roll 4, Dual-Wielding 2, Equipment 19, Evasion, Fascinate (Persuasion), Flirtation, Hide in Plain Sight, Languages 2, Leadership, Lightsaber Form II: Makashi, Move-by Action, Ranged Attack 3

Lightsaber Form Advantages
Accurate Attack, Defensive Attack, Precise Attack (Close, Concealment), Second Chance: (When Resisting Disarm Attempts), Taunt, Uncanny Dodge, Weapon Bind

Enhanced Advantages
Animal Empathy, Improved Initiative 2, Luck (Recover),

Skills
Acrobatics 8 (+12), Close Combat: Lightsabers 2 (+11), Deception 6 (+8), Expertise: Astrogation 6 (+8), Expertise: The Force 8 (+10), Insight 6 (+8), Intimidation 8 (+10), Investigation 6 (+8), Perception 4 (+6), Persuasion 4 (+10/+6), Ranged Combat: Use the Force 4 (+8), Stealth 6 (+10), Technology 4 (+6), Vehicles 6 (+10)

Powers
Dathomiri Dark Jedi Physiology
. . Defiant: Healing 4 (racial talent; Action: move; Limited: Affects Self Only, Unreliable (5 uses))
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Heightened Awareness: Senses 18 (racial trait, Accurate: Detect Force Users, Acute (Type): Mental Senses, Awareness: Force Powers [Mental], Danger Sense: Vision, Detect: Force Users [Mental] 2: ranged, Extended: Mental Senses 3: x1k, Extended: Visual Senses 1: x10, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Improved Initiative 2, Luck (Recover))
Disciple of the Unifying Force: Array
. . Affect Mind: Concentration Affliction 11 (bendu, mind trick, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 21; Concentration, Increased Range 2: perception, Insidious; Check Required 5: DC 14 - Expertise: The Force, Limited Degree, Sense-dependent: Hearing)
. . Force Choke: Concentration Affliction 11 (bogan, telekinetic, 1st degree: Fatigued, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Concentration, Extra Condition, Increased Range: ranged; Check Required 5: DC 14 - Expertise: The Force, Distracting)
. . Force Leap: Leaping 2 (bendu, Leap 30 feet at 8 miles/hour)
. . Force Sprint: Speed 4 (bendu, Speed: 30 miles/hour, 500 feet/round)
. . Telekinesis: Move Object 11 (bendu, telekinetic, 50 tons, DC 26; Damaging, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
. . Telekinetic Wave: Cone Area Move Object 11 (bendu, telekinetic, 50 tons, DC 26; Cone Area 2: 120 feet cone, DC 21, Damaging; Check Required 5: DC 14 - Expertise: The Force, Limited Direction: Repulsion, Reduced Range: close)
Special Qualities
. . Charm Beast: Enhanced Trait 3 (force talent, Persuasion +4 (+10), Advantages: Animal Empathy; Limited: Persuasion bonus is for improving the attitudes of Beasts and Animals only [2 ranks only])
Twin Sabers (Easily Removable)
. . Second Saber: Feature 1 (unique object, Notes: Opponents must make two successful Disarm checks against Asajj to completely remove this device from her grasp, with the first attempt only removing her ability to use the Split or Multiattack extras)
. . What Absurd Weapons: Array
. . . . Channel Aggression: Damage 8 (energy, DC 23; Penetrating 6, Split: 2 targets; Distracting)
. . . . Deflection: Deflect 13 (training; Reflect; Reduced Range: close)
. . . . Melt Through: Linked Effect
. . . . . . Melting Blade: Weaken 6 (Linked; energy, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Secondary Effect)
. . . . . . Sundering Blade: Damage 6 (Linked; energy, DC 21; Precise, Secondary Effect; Limited: Affects Objects Only)
. . . . Rapid Strike: Strength-based Damage 6 (energy, DC 22; Multiattack [1 extra rank], Penetrating 6; Distracting)
. . . . Saber Strike: Strength-based Damage 6 (energy, DC 22; Penetrating 6, Split: 2 targets)

Equipment
Ginivex-class Starfighter, Light Armor, The Inequity, Utility Belt

Offense
Initiative +12
Affect Mind: Concentration Affliction 11 (DC Will 21)
Channel Aggression: Damage 8, +11 (DC 23)
Force Choke: Concentration Affliction 11, +11 (DC Fort 21)
Grab, +9 (DC Spec 11)
Melting Blade: Weaken 6, +11 (DC Fort 16)
Rapid Strike: Strength-based Damage 6, +11 (DC 22)
Saber Strike: Strength-based Damage 6, +11 (DC 22)
Sundering Blade: Damage 6, +11 (DC 21)
Telekinesis: Move Object 11, +11 (DC 26)
Telekinetic Wave: Cone Area Move Object 11 (DC 26)
Throw, +7 (DC 16)
Unarmed, +9 (DC 16)

Complications
- Alignment (Chaotic Dark): Asajj believes that her own needs will usually outweigh those of other people, and that the ends justify the means.
- Impulsive: Asajj is willing to fight to the death for what it is that she believes in.
- Motivation: Rage: Anger is what turned Asajj to darkness, and it is anger which will keep her there.
- Significant Other: Asajj trusts Horal Serenno with her life, and believes that he also trusts her with his. This is in part due to the fact that they are involved in a romantic relationship.
- Temper: Asajj sees even the slightest betrayal as a massive breach of trust and respect, and will usually lash out in an incredible display of violence against those who she feels have wronged her.
- Troubled Past: Falling from grace is what gave Asajj the insight and power to vanquish the men who were responsible for the death of her former Jedi Master, Ky Narec.

Languages
Galactic Basic, Paecian (Dathomiri), Rattatak [Native]

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 9/3, Will 11

Power Points
Abilities 54 + Powers 79 + Advantages 53 + Skills 39 (78 ranks) + Defenses 25 = 250

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Asajj's Flagship
The Inequity - PL 11

Strength 20, Defense -10, Toughness 15, Size Awesome

Features:
Armory (100 ep), Cargo (32,000 cft), Comms, Encrypted 2 (DC 25), Computer, Drones (1.5 million deactivated Battle Droids), Food Supply (4 Years), Hangar (120 Vulture-class Droid Starfighters, 120 Droid Tri-Fighters, 10 Hyena-class Droid Bombers, Hundreds of Support Craft), Holding Cells (Null Powers 10), Infirmary, Living Space, Personnel (900 Crewmen, 48,247 Passengers), Ram Prow, Sensors

Powers
Auxiliary Systems
. . Force Shields: Impervious Toughness 15 (technological; Sustained; Quirk: Prevents ships from landing in the hangar)
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Quirk: Journeys between star systems take at least 6 hours)
. . Sublight Drive: Flight 9 (technological, Speed: 1000 miles/hour, 2 miles/round)
Weapon Systems: Array
. . Ion Cannons: Broad Simultaneous Weaken 5 (energy, Affects: Electonics, Resisted by: Fortitude, DC 15; Affects Objects Only, Broad: Electronics, Extended Range 4, Increased Range: ranged, Multiattack, Simultaneous; Activation 2: standard action, Inaccurate: -2)
. . Laser Cannons: Damage 10 (energy, DC 25; Extended Range 4, Increased Range: ranged, Multiattack; Activation 2: standard action)
. . Proton Torpedoes: Burst Area Damage 10 (radiation, DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged; Activation 2: standard action)
. . Turbolasers: Damage 12 (energy, DC 27; Extended Range 3, Increased Range: ranged; Activation 2: standard action, Inaccurate: -2)

Offense
Ion Cannons: Broad Simultaneous Weaken 5, +5 (DC Fort 15)
Laser Cannons: Damage 10, +7 (DC 25)
Proton Torpedoes: Burst Area Damage 10 (DC 25)
Turbolasers: Damage 12, +5 (DC 27)

Power Points
Abilities 5 + Powers 68 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 87

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Asajj's Starfighter wrote:Ginivex-class Starfighter - PL 11 (Alternate of The Inequity)

Strength 8, Defense -4, Toughness 9, Size Huge

Features:
Comms, Encrypted 2 (DC 25), Computer, Navigation System 1 (Astro +5), Sensors

Powers
Star Drive: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Feature: Astrogation checks only required for travel between star systems; Check Required 2: DC 11 - Expertise: Astrogation (Degrees of success determine travel time))
. . Sublight Drive: Flight 13 (technological, Speed: 16000 miles/hour, 30 miles/round)
Weapon Systems
. . Laser Cannons: Damage 6 (energy, DC 21; Extended Range 4, Increased Range: ranged, Multiattack)

Offense
Laser Cannons: Damage 6, +7 (DC 21)

Power Points
Abilities 2 + Powers 49 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 56
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Asajj's Fleet
1x Providence-class Dreadnought (The Inequity)
2x Recusant-class Light Destroyers
6x Munificent-class Star Frigates
Last edited by DalkonCledwin on Sun Mar 05, 2023 11:36 am, edited 1 time in total.
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DalkonCledwin
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Barriss Offee / The MCs / Chaotic Harmony

Post by DalkonCledwin »

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Barriss Offee - Arc 1 - PL 8
Age: 18 / Height: 5' 5" / Weight: 110 lbs / Hair Color: Black / Eye Color: Blue
Group Affiliations: The Jedi Order / Base of Operations: The Tranquility, Venator-class Star Destroyer
Wealth Rank: +8 / Rep Rank: +8 / Knockback Mod: -7/-1

Strength 0, Stamina 1, Agility 3, Dexterity 3, Fighting 5, Intellect 3, Awareness 2, Presence 2

General Advantages
Agile Feint, Assessment, Attractive, Attunement, Beginner's Luck, Benefit 3: (Galactic Authority, Jedi Rank 2: [Padawan]), Connected, Conviction, Defensive Attack, Defensive Roll 3, Equipment 14, Fascinate (Persuasion), Improved Treatment, Inspire 2, Languages 3, Leadership, Lightsaber Form V: Shien, Move-by Action, People Person, Quick Draw, Teamwork, Withstand Damage

Lightsaber Form Advantages
Evasion, Favored Environment: (Open Battlegrounds When Outnumbered), Improved Defense, Interpose, Second Chance: (Resistance Checks vs. Energy Attacks)

Enhanced Advantages
Improved Initiative, Luck 2, Uncanny Dodge

Skills
Acrobatics 4 (+7), Close Combat: Lightsabers 2 (+7), Deception 4 (+6), Expertise: Astrogation 4 (+7), Expertise: The Force 6 (+9), Expertise: Topography 8 (+11), Insight 6 (+8), Investigation 6 (+9), Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Use the Force 3 (+6), Stealth 4 (+7), Technology 4 (+7), Treatment 8 (+11), Vehicles 4 (+7)

Powers
Disciple of the Living Force: Array
. . Circle of Shelter: Environment 1 (bendu, Impede Movement (2 ranks), Radius: 30 feet; Selective; Check Required 5: DC 14 - Expertise: The Force, Quirk: Requires a Lightsaber)
. . Force Leap: Leaping 2 (bendu, Leap 30 feet at 8 miles/hour)
. . Force Sprint: Speed 4 (bendu, Speed: 30 miles/hour, 500 feet/round)
. . Force Thrust: Move Object 10 (bendu, telekinetic, 25 tons, DC 25; Damaging; Check Required 5: DC 14 - Expertise: The Force, Limited Direction: Repulsion)
. . Telekinesis: Move Object 6 (bendu, telekinetic, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle; Check Required 5: DC 14 - Expertise: The Force)
. . Vital Transfer: Healing 10 (ashla; Empathic)
Lightsaber (Easily Removable)
. . An Elegant Weapon: Array
. . . . Deflection: Deflect 9 (training; Reflect; Reduced Range: close)
. . . . Melt Through: Linked Effect
. . . . . . Melting Blade: Weaken 6 (Linked; energy, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Secondary Effect)
. . . . . . Sundering Blade: Damage 6 (Linked; energy, DC 21; Precise, Secondary Effect; Limited: Affects Objects Only)
. . . . Saber Strike: Damage 6 (energy, DC 21; Penetrating 6)
Mirialan Jedi Physiology
. . Force Sensitivity: Senses 16 (racial trait, Accurate: Detect Force Users, Acute (Type): Mental Senses, Awareness: Force Powers [Mental], Danger Sense: Vision, Detect: Force Users [Mental] 2: ranged, Extended: Mental Senses 2: x100, Penetrates Concealment: Detect Force Users, Radius (Type): Mental Senses, Advantages: Improved Initiative, Uncanny Dodge)
. . Natural Telepath: Mental Cosmic Communication 2 (racial talent; Subtle: encrypted; Concentration, Notes: Range: Worldwide)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Unarmed Strike: Strength-based Damage 1 (bludgeoning, DC 16; Bane: Vulnerable or Defenseless Targets)
Special Qualities
. . Force Link: Luck Control 1 (force talent, Bestow Luck, Advantages: Luck 2; Limited: Affects Force Users Only)

Equipment
Eta-2 Actis Interceptor, Medium Armor, The Jedi Code, Utility Belt

Offense
Initiative +7
Force Thrust: Move Object 10, +6 (DC 25)
Grab, +5 (DC Spec 10)
Melting Blade: Weaken 6, +7 (DC Fort 16)
Saber Strike: Damage 6, +7 (DC 21)
Sundering Blade: Damage 6, +7 (DC 21)
Telekinesis: Move Object 6 (DC 16)
Throw, +3 (DC 15)
Unarmed, +5 (DC 15)
Unarmed Strike: Strength-based Damage 1, +5 (DC 16)

Complications
- Alignment (Lawful Light): Barriss believes that the needs of others will usually outweigh her own, and that the means are just as, if not more, important as the ends.
- Cloistered: Barriss has spent so long in the Jedi temple on Coruscant, that she has very little practical experience in dealing with the people who inhabit the Galaxy.
- Motivation: Doing Good: Barriss always tries to help those in need, no matter what the personal cost, and everything she does is for the common people.
- Quirk: Barriss is unusually tolerant of those who do not support the Jedi Order or the Republic that they are sworn to defend. Furthermore, her piety sometimes leads her to blindly trust those that profess faith in the Force.
- Relationship: Barriss is incredibly close friends with fellow Padawan, Ahsoka Tano.

Languages
Bimm, Binary, Galactic Basic, High Galactic, Mirialan [Native]

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 7/1, Will 10

Power Points
Abilities 38 + Powers 67 + Advantages 47 + Skills 37 (73 ranks) + Defenses 21 = 210

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Barriss' Starfighter
Eta-2 Actis Interceptor - PL 8

Strength 8, Defense -4, Toughness 9, Size Huge

Features:
Comms, Encrypted 2 (DC 25), Computer, Integrated Astromech 2 (Autopilot 1 [Vehicles, +4], Navigation System 1 [Astro, +5]), Sensors

Powers
Star Drive: Array
. . Atmospheric Thrusters: Flight 13 (technological, Speed: 16000 miles/hour, 30 miles/round)
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Check Required 2: DC 11 - Expertise: Astrogation (Degrees of success determine travel time), Source: Hyperdrive Booster Ring)
. . Sublight Drive: Movement 1 (technological, Space Travel 1: within solar system)
Weapon Systems: Array
. . Ion Cannons: Broad Simultaneous Weaken 4 (energy, Affects: Electonics, Resisted by: Fortitude, DC 14; Affects Objects Only, Broad: Electronics, Extended Range 4, Increased Range: ranged, Multiattack, Simultaneous)
. . Laser Cannons: Damage 6 (energy, DC 21; Extended Range 4, Increased Range: ranged, Multiattack)

Offense
Ion Cannons: Broad Simultaneous Weaken 4, +3 (DC Fort 14)
Laser Cannons: Damage 6, +3 (DC 21)

Power Points
Abilities 2 + Powers 53 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 61
Last edited by DalkonCledwin on Sun Mar 05, 2023 11:36 am, edited 1 time in total.
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