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(Star Wars: Echoes of the One Sith) Cast Thread

[img=400x400]http://orig03.deviantart.net/7bf2/f/2012/029/6/4/the_guardian_by_ravenhawk1000-d4o1jp6.jpg[/img]

Atijk'fani "Tiffany"

Medium Twi'lek Scoundrel L1
Force Points 5
Destiny: Discovery (hidden, lost or forgotten technologies)
Destiny Points: 1
Init +4; Senses: Lowlight Vision, Perception +7

Languages: Basic, Binary, Bothese, Huttese, Ryl
Defenses: Fort14, Ref17(flat-flooted13), Will14
HP 19; Threshold 14
Speed 6; Base Atk 0; Grp -1
Melee -1
Ranged: Heavy Blaster Pistol +4 (3d8)

Abilities: Str8, Dex 18, Con 12, Int 16, Wis 14, Cha 16
SQ: Deceptive
Talents: Trace
Feats: Point Blank Shot, Precise Shot, Weapon Proficiency (pistols, simple weapons)
Skills: Deception +8, Mechanics +8, Perception +7, Persuasion +8, Pilot +9, Stealth +9, Use Computer +8
Possessions: Heavy Blaster Pistol, Hip holster, Power pack, Security Kit, Data Pad, Tool Kit, Short Range Com-Link, 1day ration, Cred Stick with 20 credits.

Personality: Friendly, curious and playful, Atijk'fani is thrill seeker and likes going to places she's never been before as well as messing around with every piece of tech that reaches her hands and while her dexterous fingers are always eager it is not with machinery what she is toying around with all of the time.

Backstory
Atijk'fani grew up in Myth Altha, south of the Haunted Lands and north of the Sapphire Sea. Her name was considered unpronounceable to those not fluent in Ryl, and she was usually called Tiffany in Basic.

Tiffany never knew her father and her mother died in childbirth. When she was seven, her grandmother past away as well. With no family remaining, she was 'adopted' by Thalos--an old bachelor of human extraction who ran a mechanical salvage and restoration shop.

She became for all intents and purposes his property. Thalos was a greedy old bastard. However, he was not inclined too lash out unnecessarily at his property. Discovering the child's bright mind and clever fingers, she became his apprentice in the mechanics and computing--getting a better education than most slaves--indeed, than many children too poor to afford school--did.

Tiffany grew up craving for some excitement to come into her life. That seemed it would never happen and that she would stay forever confined at that dirty shop. But it would be on a fateful day that everything changed. Two burly zabrak lead a band of broad shouldered gamoreans into the shop. Saying something about his gambling debts, they seized Thalos, locked him in binder cuffs, and dragged him kicking and screaming out of the shop. Tiffany was left all alone in the workshop but she would not stay there. Before someone came back and send her off to some new bondage, she seized Thalos's blaster, her own utility belt, and an array of other useful things and fled the neighborhood to see what life had prepared for her.
 
Name: Eli (EE-LIE) Finch
Class Jedi 1
Destiny: Destruction
Species: Zeltron
Age: 17
Gender: Female
Height: 5’7”
Weight: 134lbs
Skin: Magenta
Hair: White, straight, shoulder length on left side, right side kept short except for the thin, long braid behind her ear.
Eyes: Yellow

PERSONALITY: Adventurous, curious, bold. She is always looking for something new to do and knows no fear, no limits. She also loves to joke around, never really liking how stoic most members of the Order tend to be.

Dark Side 0
Destiny Points 1
Force Points 5
Strength 8 -1
Dexterity 16 +3
Constitution 12 +1
Intelligence 14 +2
Wisdom 14 +2
Charisma 20 +5
Hit Points 31
Defenses: Base Class Stat Misc. Total
Fortitude: 11 +1 +2 +0 =14
Reflex: 11 +1 +3 +0 =15
Will 11 +1 +2 +0 =14
Base Attack: +1
Melee: +0
Ranged/Finesse: +4
Attacks:
Double Bladed Lightsaber
TAB +4
Damage 2d8-1
Feats:
Force Sensitive
Weapon Finesse
Weapon Proficiency: Light Sabers
Weapon Proficiency: Simple Weapons (staff, blaster pistol, blaster rifle)
Force Power Suite:
Languages:
Basic +2

Skills:
½ L T. At. F. Misc. =Total
Acrobatics 0 +5 +3 +0 +0 =d20+8
Initiative 0 +0 +3 +0 +0 =d20+3
Perception 0 +5 +2 +0 +0 =d20+7
Pilot 0 +5 +3 +0 +0 =d20+8
Use the Force 0 +5 +5 +0 +0 =d20+10

Talents:
Jedi Sentinel Talent Tree
Dark Side Sense: Jedi following the path of the sentinel become exceptionally talented at rooting out evil. You may reroll any Use the Force check made to sense the presence and relative location of characters with a Dark Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.


Credit Chip: 300
Gear:
All Temperature Cloak
Utility Belt
Aquata Breather
Breath Mask
Com Link
Energy Cell
Food Capsules x3
Glow Rod
Liquid Cable Dispenser with small grappling hook.
Med Pack
Power Pack

History: As soon as she was chosen by Master Roran Seth, a Sentinel and former Shadow, Eli went on a mission and had to help her Master take down a Dark Side Marauder. After seeing just the kind of warriors she would be up against, Finch decided that she needed more combat training. Master Seth agreed to take her back to the Temple where he, along with the other Masters, trained her with different weapons, hand-to-hand and even some basic piloting and starship combat. Spending most of her time at the Temple allowed for training at any time, but it also meant then when the Sith attacked, Finch was there. During the seige, Master Seth sacrificed his own life to get his Padawan on a ship with Master Vorn and a couple of other young Jedi.
 
Name: Rallra
Class Jedi 1
Destiny: Destruction
Species: Wookie
Age: 19
Gender: Male
Height: 7’1”
Eyes: A dark blue with brown hints in them
Appearance:
2131.jpg


Stats:
Dark Side 0
Destiny Points 1
Force Points 5
Strength 20 +5
Dexterity 14 +2
Constitution 14 +2
Intelligence 8 -1
Wisdom 16 +3
Charisma 12 +1
Hit Points 32

Defenses: Base Class Stat Misc. Total
Fortitude: 11 +1 +2 +0 =14
Reflex: 11 +1 +2 +0 =14
Will 11 +1 +3 +0 =15
Base Attack: +1
Melee: d20+6
Ranged: d20+3

Attacks:
Light Saber (1 Blue, 1 Red)
Attack Roll d20+6
Damage Roll 2d8+10
or, dual wielding:
Attack rolls d20-4 twice.
Damage Roll 2d8+5


Feats:
Force Sensitive
Force Training
Weapon Proficiency: Light Sabers
Weapon Proficiency: Simple Weapons

Force Power Suite: (Each power in the suite may be used once per encounter.)

FORCE LIGHTNING [DARK SIDE]
You blast an enemy with deadly arcs of Force energy.
Time: Standard action.
Targets: One target in line of sight and within 6 squares of you.
Make a Use the Force check. Make one roll and compare the result to the target's Reflex Defense. If the attack hits, the target takes 8d6 points of Force damage and moves -1 step along the condition track (see Conditions, page 148). If the attack misses, the target takes half damage and does not move along the condition track.
Special: You can spend a Force Point to move a target an additional -1 step along the condition track when you successfully hit it with Force lightning.

FORCE SLAM
You pound one or more creatures with the Force.
Time: Standard action.
Targets: All targets within a 6-square cone and within line of sight.
Make a Use the Force check. Make one roll and compare the result to each target's Fortitude Defense. If the result equals or exceeds a target's Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target's Fortitude Defense, it takes half damage and is not knocked prone. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5. This is an area effect.
Special: When you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.

MOVE OBJECT
You telekinetically move a target up to 6 squares in any direction using the Force.
Time: Standard action.
Target: One character or object within 6 squares or within your line of sight.
Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target's Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex Defense. Both targets take damage determined by your Use the Force check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage)
DC 20: Move object up to Large size (deals 4d6 points of damage)
DC 25: Move object up to Huge size (deals 6d6 points of damage)
DC30: Move object up to Gargantuan size (deals 8d6 points of damage)
DC 35: Move object up to Colossal size (deals 10d6 points of damage)
Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action.
If you use move object against a hovering or flying target (such as a speeder or starship)' the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate]. 12d6 damage). Alternatively, you may spend a Destiny Point (see page 112) to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station]. 16d6 damage).

VITAL TRANSFER [LIGHT SIDE]
You use your own life force to heal another living creature, using the Force as a conduit.
Time: Standard action.
Target: One creature touched.
Make a Use the Force check. The result of the check determines the
effect, if any:
DC 15: The target heals hit points equal to 2 x its character level.
DC 20: The target heals hit points equal to 3 x its character level.
DC 25: The target heals hit points equal to 4 x its character level.
Each time you use vital transfer, you take half as much damage as you heal (rounded down).

Special: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point (see page 112) to move the target +5 steps on the condition track in addition to healing it normally.

Languages: Basic (Understand only, cannot speak), Shyriiwook
Skills:
Initiative 0 +0 +2 +0 +0 =d20+2
Perception 0 +0 +3 +0 +0 =d20+3
Use the Force 0 +5 +1 +0 +0 =d20+6

Species

Extraordinary Recuperation: A Wookiee regains hit points at double the normal rate (see Natural Healing, page 148).
Rage: Once per day, a Wookiee can fly into a rage as a swift action. While raging, the Wookiee temporarily gains a +2 rage bonus on melee attack rolls and melee damage rolls but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.
A fit of rage lasts for a number of rounds equal to 5 + the Wookiee's Constitution modifier. At the end of its rage, a Wookiee moves -1 persistent step along the condition track (see Conditions, page 148). The penalties imposed by this condition persist until the Wookiee takes at least 10 minutes to recuperate, during which time the Wookiee can't engage in any strenuous activity.

Weapon Familiarity: Wookiees with the Weapon Proficiency (rifles) feat are proficient with the bowcaster.


Skills: Wookiees are great climbers and may choose to take 10 on Climb checks even when distracted or threatened. Known to pull the ears off gundarks, they may choose to reroll any Persuasion check made to intimidate others, but the result of the reroll must be accepted even if it is worse.

Talents:
Control Talent Tree
Damage Reduction 10: You can spend a Force Point as a standard action to gain damage reduction 10 for 1 minute (see Damage Reduction, page 158).

Credit Chip: 525
Gear:
All Temperature Cloak
Bandoleer
Com Link
Data Pad, Basic
Energy Cell
Food Capsules x3
Fusion Lantern
Glow Rod
Liquid Cable Dispenser with small grappling hook.
Med Pack
Power Pack
Vox-Box: A vox-box is a simple audio playback unit with 12 pre programmed phrases in Basic ("Yes." "No." "Maybe." "Greetings." "Go away." "How much?" "Please take me to someone with authority." "I understand." "I need assistance." "I can help you." "I mean no harm." "I am hungry."), each with its own button. These devices are useful to races that understand Basic but can't speak it (such as Gamorreans and Wookiees). Devices that speak these phrases in other languages also exist.

Altering one or more of a vox-box's preprogrammed phrases requires a DC 10 Use Computer check.

Basic history:

The Jedi discovred Ralrra's potential when he was just 9 years old and got his and his family's permission to take him to the Jedi temple as an aprentice.

Like many wookies, Rallra was a berserker, and could fly into a fighting frenzy when needed. This felt natural too him. When his teachers warned that such fighting was a path to the Dark Side, it made Ralrra wonder if perhaps the Dark Side wasn't something one could find power in if they were careful. Private meditations lead him to suspect that he could do something very powerful if he tapped into his pain.

It was only last week--when the Sith lead an assualt on the Jedi Temple that Ralrra finaly unleashed that power. As he and the Jedi Knight Amon Rhal fled towards a waiting ship, they were assualted by a powerfully built Zabrack with Sith tatoos leading a dozen soldiers. After a few minutes of furious battle, only Ralrra and the sith still stood on that field, and when the young wookie saw the teacher he'd respected most falling off of the blood red blade, Ralrra unleashed all his pain and rage int he form of blue--white lighting which destroyed the sith.

Taking the Sith light saber, Ralrra made it to the Jedi shuttle and escaped.
 
Nala Vree: https://docs.google.com/document/d/1bPqMExRXeSvBbMjF_MKQ-iAzqJsEiUXK4ubpkOM41tI/edit

3747042-6065646570-shaak_zpsopjce616.jpg


The Vree family are part of a small community of Togruta who settled on Septimus Norne to escape Imperial persecution during the Palpatine era. Many work as park rangers, game wardens, and police in Myth Altha.

Before her Grandfather--Noren--grew to old and her older brother--Marten--joined the military, Nala Vree would go campaign and hunting with them ever vacation. She learned the traditional ways of her people and the skills that allowed her clan to thrive as game wardens.

Nala had a different ambition. Fascinated with the grand scale of galactic history—especially the mysteries of the distant past—Nala wanted to be an archeologist. She was an incredible runner—used to keeping up with bounding spiral-horned elk for short periods of time to bring them down with force pikes. As such, she was quite a star on her high school track team. In her seventeenth year Nala was offered a full scholarship to the local university in return for racing on their track team.

Nala wasn't satisfied. She wanted to attend Avalon University, the most prestigious school in Myth Altha. They accepted her, but her scholarship applications had all so far been declined.

Two months ago, a twi'lek runaway slave named Tiffany was hiding n the woods, cold, scared, and alone. Nala offered her a seat by her fire and a share of her food—fresh meat slow roasted on a spit, vegetable cakes, and cookies. The two girls shared Nala's sleeping bag that night—for warmth of course!--and then the rest of the week together.

Tiffany stuck close to her friend for the next months—though her parents weren’t keen on the girl moving in.

With school now over, Nala has hatched a plan. She and Tiffany will rent a speeder and travel into the Haunted Lands. They'll find a rare artifact, which Nala will then write a paper on, and submit it with a new scholarship application.

11333682_1162665597084267_1922596697_n_zpsft96fuha.jpg
 
And here is Kesjer Boutill, independent Force User.

https://docs.google.com/document/d/1c-A6tjaqtouhwlyPoiXMOBJH5vUaEldwNxRFqjZDZ1Q/edit
 
https://docs.google.com/document/d/1Nn5uMqHEj-Vegr532n2JU5PPbzPehf2wuizZFUu9nA8/edit

Tagen-Male Selkath Soldier Medic
 
Name: Terimak
Gender: Male
Age: 16
Race: Miralukan
Destiny: Discovery (secrets of the force)
Character Sheet: https://docs.google.com/document/d/1mU-j74XDEBOFLKUOYTT2aN6_i9i4GSI7Rc7bw3UVN_c/mobilebasic?pli=1

dark_riku_display.jpg
 
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