Post by Manah on Jun 20, 2018 20:15:55 GMT -5
Darth Vampiria
Sith Lord and Apprentice of Darth Revan II
Sith Lord and Apprentice of Darth Revan II
QUOTE: "You couldn't even begin to understand the true power of the Force. Looks like I will have to show you."
Real Name: Kyriah Shay
Age: 20
Other aliases: Karey
Occupation: Traveler, Adventuress, Sith Lord, Darth Revan II's Apprentice
Marital Status: In a submissive relationship with her Master, Darth Revan II
Height: 5'5"
Weight: 126 lbs
Eye color: Yellow
Hair color: Blue
Species: Zeltron (Darksider)
Notes: Her skin, while originally reddish-pink, is now mostly greyish-red, with black veins visible at its surface, due to her formidable connection to, and corruption from, the Dark Side. Similarly, her eyes, which used to be grey, are now a bright yellow due to her newfound powers.
ABILITIES
Int: 12/24*
Str: 8/20*
Agl: 9/21*
Spd: 7/19*
Dur: 9/21*
HEALTH: 9/21* P.L: 5
ENERGY: 39/93* P.L: 15
REGEN: 30/60* P.L: 9
LIMIT GAUGE: 9/30
*Empowered via one of the Infinity Gems
ACTIONS
Sith: 12
(Agl.bonus and 2 Wpn.modifiers)
-Efficient
-As Mastery of Kung Fu
-Brawling
-Martial arts
-Lightsabers
-Blaster Pistol/Rifle
-Dual wielding
-Acrobatic fighting
-Fighting larger/multiple opponents
-Using powers in combat
-Destruction
-Options: Balance, Blind Fighting, Catch Projectiles, Multiple Opponents, Deflect Projectiles, Redirect Shot
Parkour: 8
(Agl.bonus)
-Efficient
-As Acrobatics, Swimming and Wall-climbing
Use the Force/Sith Sorcery: 15
(Int.bonus)
-Super-Efficient
- Base Effects (These are the basic effects of this Action, without any option:
- Force Stealth (Hides user's presence in the Force. Limited Prescience to activate this effect when someone is attempting to sense their presence in the Force.)
- Force Trance (May enter a Force Trance for 4 hours per stone spent up to AN. The user is fully aware of their surroundings during the trance, heals 1w of Health every two hours, can go for 10 times as long without food or water while it lasts, and will be as rested as after 8 hours of sleep after 4 hours of trance.))
- Move Object (May move an object weighing up to 5 kilos by spending 1 stone into this action.)
- Search One's Feelings (Stones VS Resistance to sense how positive or negative the results of a given action can be. Difficulty will be higher based on how obscure, distant in range or time the results of the action will be.)
- Force Sense (Stones VS Resistance to sense certain things through the Force. More obvious, or more closely linked events to the user have a lower Difficulty.)
- Sense Surroundings (For 1 stone per AN, may sense one's surroundings despite blindness, pure darkness and cover as per a Sonar Sense Modifier. Can be maintained for 1 stone per panel.)
- Thought-Cast (May connect to a willing, distant being's mind by paying 1 stone for same planet/3 stones for same system/5 stones for same quadrant of the Galaxy/7 stones for another quadrant, allowing the user to exchange emotions, or a couple of words - literally, no more than 2 - with the being to warn/help them or whatnot.)
- Battle Meditation (Allows user to generate a bonus for all allies', and a malus for all enemies', actions of +1/-1 per 4 ANs in Use the Force, stones played acting as Area effect, in a known conflict (one cannot just activate it to help allies regardless of what they are doing). To activate, the user must concentrate to connect to the minds of all those people without interference, but can actually move around and perform simple actions and discussions.)
- Breath Control (Can survive without breathing for extended periods of time; simply pays for Duration on the D&R chart, up to half AN, rounded up. After which, the user must breathe normally for 10 minutes before using again.)
- Cryokinesis (As Mastery of Cold/Ice, Create/Manipulate, Force Blast - Normal and Stun damage OR Atk VS Dur to freeze solid.)
- Dark Side Healing (As Magical Healing; also, acts as an Attack VS Intelligence to trigger/increase the intensity of negative emotions when used on others. Requires vocal components and hand gestures.)
- Dimensional Storage (As Hammerspace)
- Drain Lifeforce (As Improved Drain Energy OR Force Blast; Normal damage, Heals user of 1w per 3w stones of damage inflicted, minimum of 1w; Range 2. Dark Side power.)
- Empowerment (May combine up to AN with another Force User's Use the Force action. Does not stack; only one Force User may empower another at any given time.)
- Energy Resistance (May gain bonuses in Energy Defense by paying stones of effect of up to Half AN rounded up, for a duration of 1 minute/stone of Duration paid.)
- Fear (As the Action; Dark Side power.)
- Feel the Force (Adds Use the Force AN to Energy Regen)
- Force Ace (Allows user to spend stones in Use the Force up to AN to add to their Vehicle Operations action.)
- Force Blast (2x damage, AP, Area attack, Ignores Hardness of objects, Automatically causes collateral damage, Range 4. Requires vocal components and hand gestures. Sith Sorcery power. Dark Side power.)
- Force Cloak (As Invisiblity at AN; Useless against Force Users with a higher Use the Force AN.)
- Force Crush (As Force Grip/Choke, but 3x damage, Normal and Stun damage. Dark Side power.)
- Force Destruction (2x damage, AP, Normal and Stun damage, 3x damage VS Good/Light beings, Can affect Phase shifted/Intangible creatures, Range 4. Requires vocal components and hand gestures. Sith Sorcery power. Dark Side power.)
- Force Flight (Allows Flight at up to 1/2 AN, rounded up.)
- Force Grip/Choke (As Force Blast; Attack VS Durability and Force Defense, deals either Normal and Stun damage OR Stun damage only, also Stuns victim for 1 panel. Dark Side power.)
- Force Jump (Pay for effect - up to half AN rounded up - and Duration in panels, to gain a modifier to normal Leaping capabilities.)
- Force Light (As Force Blast, Area effect 3 centered on but excluding self, No Damage VS Lightsiders, Stun damage only VS Neutrals, 2x damage VS Darksiders, 3x damage against Dark Side spirits or creatures infused with the power of the Dark Side since birth. Light Side power.)
- Force Lightning (As Force Blast; 2x damage, Normal and Stun damage, Area attack, Range 3. Dark Side power.)
- Force Psychokinesis (Wpn.modifier. Can lift up to played stones in weight, not limited by AN.)
- Force Rage (As Metamorphosis at AN; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay to maintain. If used three times without 24 hours of rest between the three uses, will cause user to develop a negative Psychological, Antisocial Tendencies or Covetous Challenge of -1. This drawback is cumulative; further excessive uses can either increase this existing challenge or add a new one. Dark Side power.)
- Force Resistance (By paying for Effect, up to Half AN rounded up, 1 stone/person and 1 minute/stone of Duration, adds Effect to Force Defense.)
- Force Shield (As Force Field at up to AN)
- Force Sight (May use this power to 'perceive' one's environment through the Force. As per Enhanced Vision at Stones played, must pay 1 more stone per additional option. Must pay 1 stone per panel to maintain.)
- Force Speed (Pay for effect - up to half AN rounded up - and Duration in panels, to increase Speed and/or Ref.Dodge.)
- Force Storm (As Force Blast, Atk VS Durability, 3x damage, Area effect of up to AN, Causes massive collateral damage, Range 10. Every time this power is used, there is a 10% risk of losing control of the power, and being consumed by the hyperspace wormhole created by it along with everything else. Dark Side power.)
- Force Thunderstorm (As Force Lightning, but Area Effect of Half AN rounded up, may spend stones to increase up to full AN. Dark Side power.)
- Force Warp (As Teleportation at AN; Interstellar Distances, See Through Portals, Doesn't need to Travel to Send Others, Open Portals for Others to Return; Usable as Atk VS Durability to warp others against their will.)
- Force Whirlwind (As Force Telekinesis, but Area Effect of Half AN rounded up, may Increase with stones.)
- Ionize (As Atk VS A.I + Hacking Defense, Area Attack; 2x damage, Stun only, Will disable if more than 2x Dur stun damage is caused; Only usable against droids or electromagnetic devices.)
- Lifeforce Vortex (As Drain Lifeforce, but Area Effect of up to AN centered on but excluding self. Requires vocal components and hand gestures. Sith Sorcery power. Dark Side power.)
- Necromancy (Allows user to raise the dead into zombies/skeletons animated by Dark Side energy, up to 2x AN such undead, Summon Dark Side constructs as per Summoning, or summon actual Dark Side spirits... although the latter two are incredibly dangerous. Requires vocal components and hand gestures. Sith Sorcery power. Dark Side power.)
- Negate Energy (As Energy Absorption at AN (not doubled), but must use an Action; Requires hand gestures.)
- Phase (As Phase Shift for up to AN panels. Resistance, starting at 1, must be paid every panel, requiring an action to maintain, and increasing by 1 every panel, requiring just as many panels of rest before being able to use it again. Cannot phase others with self. Attacking or using the Force while shifted immediately materializes the user physically. Finally, unlike base MURPG Phase Shifting, some Force-based attacks can harm a Phased Force user.)
- Pyrokinesis (As Mastery of Fire, Create/Manipulate, Force Blast - 2x damage, Sets flammable objects on fire.)
- Sever Force (Atk VS Dur+Force Defense, Deals no damage, Each white stone of 'damage' will cause a -1 to the victim's Use the Force action for a Duration of 1 hour per white stone of damage. The damage and duration are cumulative. If the AN is lowered to 0 via this action's use, the victim's connection is severed more or less permanently, making this action unusable for a Duration of the Attacker's Use the Force AN on the D&R chart. Unusable on non-Darksiders. Light Side power.)
- Supernova (An incredibly dangerous power, allowing to rip out the core of a star and make it explode, causing a supernova that will then destroy an entire Solar system. The resulting explosion takes 10 panels to take effect. As Force Blast, 3x damage, Attack VS Durability, Ignores Hardness of objects; Area effect of Range 16 area. May only use on a star in one's current star system's location. Requires vocal components and hand gestures. Sith Sorcery power. Dark Side power.)
- Technometry (Atk VS A.I + Hacking Defense; Acts as Project thoughts/control others VS droids and electromagnetic devices.)
- Telepathy (As the action itself with basic Read Minds option, with the following options:
- Astral Projection
- Beast Trick (As Project Thoughts/Control others, Only works on non-sentient beasts and animals.)
- Create links with Others
- Drain Knowledge (Atk VS Int+Mental Defense; Acts as Energy Drain, and drains knowledge from victims. Each White stone of 'Damage' drains 1 AN of a Knowledge based action such as Technology, General Knowledge and so on, robbing the victim of it and adding it to the Force User if their own score is lower (otherwise the original owner simply loses it without gain for the attacker). Drain Knowledge also grants the attacker the memories of the victim, making it an excruciatingly traumatizing and painful interrogation tool for the Dark Side. Dark Side power.)
- Edit Memories (Dark Side power)
- Empathic Projection (Any Emotion, Broadcast. Dark Side power if used to generate negative emotions such as fear or anger.)
- Empathy
- Farseeing (As Clairvoyance, May only perceive the present and the future, May see through time regardless of physical proximity.)
- Force Trick (Atk VS Int+Mental Defense; if successful, can basically tell a person to do, believe, act or perceive things the way the Force User desires, although a victim will not do anything fundamentally against their personal morals. Only works VS targets with no more than 1/3 of the Force User's Use the Force's AN, rounded up, in Intelligence, Iron Will or Mental Defense.)
- Generate Pain by Touch (Dark Side power)
- Illusion (Broadcast)
- Mental Bolts (Dark Side power if used to damage the mind instead of stunning.)
- Possession (Dark Side power)
- Project thoughts/Control others (Broadcast; Dark Side power when used to assume control of sentient beings.)
- Psychometry
- Read Recent Memories by Touch
- Repair Minds (Light Side power)
- Swap Minds (Dark Side power if used against the will of the victim(s).)
- Telepathic Communications (Broadcast)
- Terror (As Fear, but with Area Effect of Half AN, rounded up, May spend stones to increase. Dark Side power.)
- Transfer Essence (As a Mental Attack VS Intelligence+Mental Defense+Force Defense; success means the victim's soul and mind are kicked out and the body is possessed by the user, with her own body disintegrating in the attempt... allowing for 'eternal life'. The possessed body will regain its new owner's physical powers and abilities at a rate of 1 AN per day up to his former levels, if stronger than the new base body. Requires vocal components and hand gestures. Sith Sorcery power. Dark Side power.)
Sith Alchemy: 10
(Int.bonus)
-As Technology/Inventing/Imbuement/Genetic Engineering, limited to Dark Side-powered or enhanced devices and weapons, or twisting living creatures. Imbuements can be made permanent by sacrificing one White stone of Health from either regular or Power Level health, which cannot be healed in any way for one full day.
-Sith Poisons/Toxins (Can be used to create poison/toxins, with multiple and varied infection methods, be it ingestion, mere contact, injection, contact with bodily fluids, etc. Sith poisons can be liquid or gaseous. In effect, the created poison may have Effect stones up to AN which will work as an Atk VS Durability once infection requirements are fulfilled (when successfuly injected with it, for example), with free Advantages up to Half this Action's AN rounded up, though the user may spend stones for more advantages. Most often used effect (worth +2 in the aforementioned free advantages) is continuous damage, dealing 1 stone of damage/stone getting through defense (Durability, that is), for 1 panel/stone of damage, but a myriad of other effects are possible.)
-The Mask (May alter the shape and features of a given person through Sith Alchemy, altering their appearance. Few limits exist to this effect, allowing to reshape a person, diminish their size by up to half their initial one, increase it to one and a half the original, alter genders, hide the true species beneath the traits of another, alter apparent age, voice, etc. The changes are permanent until undone by either a lot of surgery (if at all possible; GM's call), or another use of this power. Can alter one factor per AN; requires 1 minute per factor. May only be used on willing, or immobilized unwilling targets.)
Pheromones: 6
-VS Durability to cause love, lust, desire and generally good attitude towards, or a compulsion to seek the approval of, the user.
-AN may not exceed Durability AN
Warmaster: 10
(Int.bonus)
-Darth Vampiria is the second-in-command of Darth Revan II, the Emperor of the Sith Empire. As such, she is in direct control of a sizable part of the Empire's navy, commanding over 5,000 capital ships - mostly Star Destroyers - and everything in them. Her forces include:
- Army (Summons 250,000 troops/stone played. Typically soldiers, but also includes Stormtroopers, guards, pilots, gunners, etc.)
- Elite Troops (1 per 50 normal troops, or up to 5,000/stone played. Includes Dark Troopers, Special Forces, Royal Guards, Assassins, lower rank Dark Side warriors, etc.)
- Heroes/Bosses (Powerful Creatures/Exceptional Members/One-Man Armies/Near-Unstoppable monsters; 1 Hero/Boss per 1,000 normal troops, or up to 250/stone played. Sith Warriors, Veteran Commandos, Experienced Bounty Hunters, Exceptional officers, etc.)
- Support Troops (Equal to normal troops)
- Authority (Seen as a leader and commanding officer of her status.)
- Leadership (Grants +2 to any troops obeying a direct order.)
- Animals (1 per 20 normal troops, or up to 12,500/stone played. Typically 'war hounds', mine-field 'detection' beasts, and kamikaze-type weaponized animals.)
- Mounts (1 per 10 normal troops, or up to 25,000/stone played. Rarely used except for unfavorable terrain for Walkers and speeders, but the Empire still has access to them.)
- Artillery (1 per 25 normal troops, or up to 10,000/stone played. Many and varied. Covers both mobile weaponry such as mortars and anti-personnel heavy weapons, and anti-air cannons and planetary defense artillery.)
- Vehicles (1 per 10 normal troops, may include military vehicles; or up to 25,000/stone played. Includes Walkers, Speeders, Airspeeders, Tanks, etc.)
- Fleet (Ships, aircrafts and starfighters; 1 per 25 normal troops for Sea or Air/Space respectively; or up to 10,000/stone played each. For the most part, covers the fleet's extensive starfighter squadrons, but also has access to sea-faring battleships and combat airspeeders.)
- Starfleet (1 per 1,000 normal troops; or up to 250/stone played. For the most part, Star Destroyers, but also includes smaller capital ships such as Nebulon-B Escort Frigates.)
- Flagship (x1) (The Emperor's Fist, Darth Vampiria's personal Super Star Destroyer. All allied troops in a battle receive +1 to all actions made in support of the army's objectives when this ship joins the fray. Losing the Flagship in battle, however, would cause a -2 negative sitmods instead for the rest of that specific battle due to loss of morale. Replacing a flagship takes a week without external assistance.)
- Headquarters (Heavily Defended fortresses; 1 per 5,000 normal troops; or 50 bases/stone played.)
- Supplies Access (Technologically advanced gear; Stones VS Resistance to manifest equipment, weapons, armor, gear, etc from the army for her personal use without having to bring forth the army itself.)
- Permanency (Needs not be maintained)
- Persistent Remains (Killed troops/destroyed equipment leaves behind bodies and gears.)
Vehicle Operations: 6
-Starfighters
-Space Transports
-Capital Ship systems
-Shuttles
-Hovercrafts
-Dangerous stunts
Technology: 5
(Int.bonus)
Astrogation: 7
(Int.bonus)
-Instant Calculation (Makes Astrogation calculations in a single panel)
-Superior Calculation (Any jump through Hyperspace the user makes takes 4/5 of the normal time.)
Medical Healing: 2
General Knowledge: 7
(Int.bonus)
-Efficient
-Core Worlds
-Hutt Space
-Starships
-Hyperspace lanes
-The Force
-Sith lore/secrets
-The Jedi
Gambling: 3
(Int.bonus, Agl.bonus when cheating)
-Hazard Toss
-Pazaak
-Quadrant
Social Skills: 7
-Beautiful
-Persuade
-Diplomacy
-Charm/seduce
-Dark Humor
-Intimidate
-Sith Lord
MODIFIERS
Power Level +5
-Power Level Regeneration
-Tireless +2
Rapid Regeneration
Energy Battery +4/+12*
-*Via the Power Gem
Deep Reserves +2/+14*
-*Via the Power Gem
Strong in the Force +5
-Adds to all uses of Use the Force
Reflexive Dodge +5/17
-*Via the Space Gem
Toughness +3/+15*
-No 2x damage*
-No AP*
-*Via the Power Gem
Energy Defense +0/+12
-*Via the Power Gem
Mental Defense +12/+24
-Via Telepathy
-Number after slash via Mind Gem
Force Defense +12
Immunity
-Excess Weight Gain
Force Clouding
-Immunity to any form of Force Detection, Identification or Perception
Targeting +3
Fast-draw +3
Lightsaber Proficiency
Lightsaber Forms
- Form I: Shii-Cho (Way of the Sarlacc): Provides a +2 bonus whenever user tries to disarm an opponent.
- Form II: Makashi (Way of the Ysalamari): Grants a +1 bonus to offense and defense against a single opponent, and +2 Defense VS Disarm attempts. Lose the bonus to offense and defense against multiple opponents.
- Form III: Soresu (Way of the Mynoch): Gains +2 to defense, and +1 to all attempts to deflect Blaster bolts.
- Form IV: Ataru (Way of the Hawk-Bat): Grants a +2 bonus to Lightsaber attacks, and +1 to Acrobatics uses. The +2 bonus to Lightsaber attacks drops to +1 when faced with multiple opponents.
- Form V: Shien / Djem So (Way of the Krayt Dragon): Grants +1 to defense, and +2 to all attempts to deflect blaster bolts and counterattacks.
- Form VI: Niman (Way of the Rancor): Grants +1 to either offense or defense, and +1 to Use the Force actions while using this Form.
- Form VII: Juyo / Vaapad (Way of the Vornskr): Grants +3 to attacks with Lightsabers, +1 to Use the Force offensive uses, but -1 to Defense and -2 to Force Defense when in use.
Empathy
-May use Intelligence to sense Emotions of others around them
Unleashed
-As Limit Break
-Max Limit Gauge: 30
-Fueled by Rage (In addition to gaining Limit points when injured, the Doom Slayer gains 1 Limit point per 5 stones played in any action for an offensive purpose.)
-Limitless 5 (May accumulate up to 5 Limit Breaks uses at once)
- Force Pilot (MN 6; Adds MN to Vehicle Operations.)
- Power of the Force (MN 10; Adds MN to Use the Force/Sith Sorcery)
- Sith Secrets (MN 2; Negates the need for temporary Health sacrifice to perform Sith Alchemy-based permanent Imbuements.)
- The Blade of the Sith (MN 8; Adds MN to Sith; Requires Lightsaber to use)
Military Rank 10
-Supreme Commander of the Sith Empire
-Darth Vampiria is Emperor Darth Revan II's right-hand woman and the effective leader of his armies.
Sith Master
-May train Force Sensitive individuals into becoming Sith apprentices in their own right, by spending at least a week, 6 hours per day, extensively training them in the ars of the Sith and the Force.
-Upon completion of said training, the recipient gains Jedi or Sith at AN 1 (As MoKF), Use the Force at AN 1 with +1 options Force Telekinesis and Feel the Force, and 1 in General Knowledge with an appropriate specialty, along with any other advantages/limitations of Force users.
-Anything else must be acquired through LoEs and White stones by the character themselves, along with all the Advantages and Disadvantages of Force users applying to them as normal.
Languages
-Basic, Binary, Bocce, Huttese, Jawaese, Rodese, Twi'leki, Zabrak, Sith, High Galactic
Dark Side Spirit
-The ability to survive one's own demise, or in Karey's case, to temporarily gain more power in the Dark Side, at the cost of losing her physical body. To activate, must either die, leave her body willingly, or fail at a Transfer Essence attempt, leaving her a Dark Side spirit on the following panel as long as she uses an Action for it, and sacrifices 1 AN of Use the Force for one day, with the effects of the transformation occuring on the panel afterwards.
-Upon Transformation, the user becomes Invulnerable to Physical and Energy attacks except Force Powers; +1 to all Physical Abilities, +3 to all Dark Side-based Use the Force effects, an increase in Force Defense of 1/3, rounded up, of its normal MN, Flight at Use the Force AN, and Self-Contained Lifeform.
-Karey herself, unlike most Darksiders, has several means of returning to life. She can use Transfer Essence until successful to steal another person's body for herself, or she could create a new body via Sith Alchemy for her to inhabit again. Alternately, she could possess someone and crush their minds with her powers until only she remains within them, or even use Necromancy to reanimate her own body or someone else's only to re-enter it and assume control again.
Wealth: 15
-Gains $1 quadrillion per issue/month
-Currently has: $116,999,995,450,000
-Last Updated/Issue: 2023-09-04/"Infinity Wars"
Resources: 15
-Darth Vampiria is Emperor Darth Revan II's right-hand woman and the Supreme Commander of the Sith Empire. As such, she has access to various resources, described below:
- Interstellar Leader (As the right-hand woman of Darth Revan II, Emperor of the Sith Empire, Darth Vampiria is one of the rulers of most of the known space of their galaxy.)
- Military Might (The Sith Imperial Navy is by far the strongest military force in the known space of the galaxy, with technology far exceeding the limitations of the modern world, as well as numerous of their agents being capable of wielding the Force.)
- Corporate Leader (While technically more a military leader and figure of state, Darth Vampiria is technically speaking also in charge of far-reaching financial and business politics which can impact the entire galaxy.)
- Loyal Aide (Admiral Shayr Rosham, an elderly yet vigorous and genius military tactician of the Sith Empire, is the commanding officer of The Emperor's Fist, the Executor-class Super Star Destroyer acting as the second Flagship of the Sith Empire under Vampiria's command. Rosham assumes command of the Dreadnaught whenever the Sith Lord isn't present, and is fully loyal to her and the Emperor.)
- Combat Team x3 (Elite Sith Warriors, veteran Bounty Hunters and skilled Sith Inquisitors assigned to Vampiria's personal service.)
- Respected Status (Aside from her position in the Empire and rank as Supreme Commander of the Emperor, Darth Vampiria is arguably the strongest Force user in the galaxy, possibly by far, as well as having access to long forgotten knowledge and secrets of the Dark Side, making her an authority on the subject.)
- Influential Connections (A former smuggler and pirate, Vampiria has a lot of connections in the criminal underworld of the galaxy, and can usually gain access to information and black market connections via her former contacts.)
- Network of Informans (Needless to say, given her position and status, Vampiria has access to the far-reaching grasp of Imperial Intelligence agents and spies. There is very little she cannot learn given time.)
- Head of State (Shared with her Master; Vampiria's decisions and will can shape the fate of the Sith Empire.)
- Deterrence Weaponry (Aside from The Emperor's Fist, their massive fleets of Star Destroyers, and her godlike mastery of the Force, Vampiria could potentially have access to her master's Superweapons if necessary, and that possibility alone tends to stop conflicts before they ever start.)
- Private Army x3 (Elite Troopers and Royal Guards are always at her beck and call whenever necessary in addition to her regular forces.)
Starship Access: 7
-Heavily Modified
-Karey owns an Heavily modified Corellian YT-2400 Transport with enhanced Deflector Shields and Hyperdrive.
CHALLENGES
-Looking non-Zeltron (-2; once a regular, drop-dead gorgeous Zeltron woman, Karey has transformed into a greyish-red skinned, yellow eyed Darksider with black veins visible under her skin. And yet, her superhuman beauty only seems to have increased along with it, as a near primal attraction and lethal seduction power of a true femme fatale resulted from turning such a beautiful woman into a near demigoddess Dark Side user.)
-Psychological challenge (-3; hedonistic. All Zeltrons are fun-loving, pleasure-seeking individuals who pursue such interests in most spheres of their lives. Karey, in turn, is that even more.)
-Psychological (-2; passionate. Zeltrons tend to live their emotions to the fullest. A happy Zeltron is very happy, a sad one is very sad... and few are those who wish to encounter an angry Zeltron.)
-Psychological (-2; lowered inhibitions. Karey's strange trip through a pool and a temple at her master's request which changed her into a very powerful Force user, also altered her by heavily lowering her inhibitions.)
-Psychological (-3; very submissive, but only and specifically towards her master Travis/Darth Revan II. She will essentially let him do whatever he pleases to her and obey his every command, more than okay with being his willing servant, enforcer and/or slave.)
-C.T.S.U.F.U (-2; while she mostly enjoys her own life following her own rules, she will go out of her way to help others if it's not too much trouble.)
-Minority (-1; pansexual. Karey does not care one bit about gender when considering whether or not one is a suitable intimate partner. She mostly cares about how fun, pleasant, handsome or beautiful one is.)
-Love (-2; she has actually fallen in love with her master regardless of how rough and harsh her training had been, seeing him as the man most worthy of her affection and admiration in the Galaxy, likely due to the power he gave her, her reduced inhibitions and the awakening of her submissive side under his influence, in addition to his own qualities.)
-Extreme vanity (-2; along with her might, her pride, confidence and arrogance have grown drastically when she was turned into an unbelievably powerful Sith Lord by her master. She interracts with others - including other Sith Lords but her own master - in a similar manner as other legendary Sith Lords have before her, except when it comes to her master, for whom she has the utmost respect.)
-Hatred/prejudice (-2; towards other Sith Lords but her master. As far as she's concerned, other Sith Lords, the Emperor included, are undeserving of her respect, let alone that of her master. She thinks other Sith should be serving under Revan II as she is, and will despise them and treat them with contempt until they do.)
-Force Connection (-3; should Karey ever lose her connection to the Force for any reason or Duration, she will also suffer this Challenge value as a penalty to all Actions for the Duration, or until one Week per -1 has passed, whichever comes first, due to Force Users relying heavily on the Force for everything they do. If her connection to the Force ever returns, this Challenge will still apply in full force should she lose it again.)
-Corruption (-5; originally trained by Darth Revan II, and furthermore immersed in deep, ancient Dark Side lore in a mysterious temple thanks to her Master, which exposed her to forgotten and forbidden secrets of Sith lore and Dark Side power. She is fully and absolutely a Darksider at this point.)
-Darksider (-2; Karey's affinity with the Dark Side makes her less skilled at using the Light Side. Because of this, she receives a -2 sit.mod for every use of Light Force powers and Telepathy [Repair Minds] from her Use the Force action.)
-Death Factor (-2; must drain 3 stones of energy/1w of Health per day or take 1w of damage which can't heal until energy is drained.)
EQUIPMENT
-Currently worn: Black Sith Robes
-Collar of Revan (+2 to all Use the Force uses,Must obey any of Revan II's commands.)
-All-Temperature Cloak (A +2 Heat/Cold Defense cloak which can be worn over most clothes and armors to protect from the elements.)
-Darth Vampiria's Lightsaber (A unique, extremely powerful weapon crafted by the new yet ungodly powerful Sith Lord known as Darth Vampiria. It is a double-bladed lightsaber equipped with advanced and varied functions allowing it to be used in multiple different ways, and with a miniature system allowing its blades to switch active focusing crystals for multiple effects. Among other things, it is Dual-Phase and may be split in the middle into two separate lightsabers. Its abilities and possible effects are as follows:
- Double-Bladed Lightsaber (+4/+4, 2x damage, AP OR +5, 2x damage, AP. This is the saber at its most basic, double-bladed setting, powered by two basic Kyber crystals giving it standard Sith blood red blades.)
- Dual-Phased Mode (Both blades of Vampiria's lightsaber are equipped with a Dual-Phase setting, allowing them to be used interchangeably as either Close, or Ranged Weapons of Range 1. This applies regardless of which crystals are currently powering the blades.)
- Dual Sabers Mode (The saber is equipped with a mechanism allowing the user to split the Double-Bladed saber into two separate lightsabers, and reconnect them afterwards. When doing so, at least two crystals are inserted in the second saber, with the remaining ones staying with the main saber. This mode is usable regardless of the active crystals.)
- Lightwhips Mode (+4/+4, 2x damage, Limited AP, Range 1. Allows the Saber to be used as Lightwhips; must either be used with one blade, or in Dual Sabers mode. The aforementioned stats are if used with the basic Kyber crystals.)
- Nonlethal Mode (+3/+3 OR +4, 2x damage, Stun damage only. A low power setting which allows the user to activate weaker blades which only cause minor burns as opposed to severing limbs. Meant for either training, or capture without risk of killing. The aforementioned stats are if used with the basic Kyber crystals.)
- Dark Side Power (+3 to Force Powers, +5 to Dark Side effects. Darth Vampiria's saber is a very powerful artifact imbued with immeasurable Dark Side energy. It empowers its wielder's mastery of the Force while held, especially Dark Side-based effects. This is in effect regardless of which crystals are active.)
- Corusca Gems (+1 to Wpn.modifiers, Makes AP (Ignore 2 Toughness even if no AP) and add +1 to Initiative per crystal; 2 of those. May be switched to instead of the base Kyber crystals, generating more powerful blades, purple in color.)
- Ghostfire Crystals (+2 sitmod when used for Stealth attacks, -2 sitmod to opponents' Defense against a saber equipped with those crystals; Blades are Invisible and silent as per AN 8 Invisibility and stealth; 2 of those. May be equipped instead of the base Kyber crystals, which make the blades invisible and silent.)
- Heart of the Guardian (+2 to Wpn.modifier, 3x damage; Unique crystal. This rare, extremely powerful crystal empowers another crystal to make its blade considerably stronger and faster, making the weapon even deadlier. It is used in addition to another, main, crystal in one side of the weapon.)
- Mantle of the Force (+2 to Force Powers; +1 to any one of another crystal's effects; Unique crystal. This crystal boosts the user's mastery over the Force and empowers another crystal slightly. It is used in addition to another, main crystal in one side of the weapon.)
- Kaiburr Crystal (+10 to all Force Powers of the user, Only on the planet Mimban; Unique Crystal. This literally unique crystal makes the user ungodly powerful in the Force while active, but only on the planet Mimban, making its use extremely limited in general. May be used instead of one of the main crystals. NOTE: Alternately, if removed from the blade, it may be used once per day to heal as per Mutant Healing AN 12, Requiring contact with the crystal to use.)
- Underwater Usage (As opposed to most lightsabers, Vampiria's weapon can be activated and used effectively underwater, without any reduction to its effectiveness nor risk for its inner mechanisms.)
- Exclusive (The weapon is set up to sense the Force signature of either Darth Vampiria herself, or her master, Darth Revan II. If anyone else but them attempts to activate/wield the weapon in battle or change its settings, it will immediately deactivate itself and refuse to be switched back on until recovered by one of the two.)
- Indestructible (This weapon has been crafted out of Phrik, an essentially indestructible alloy which essentially guarantees it cannot be destroyed by any conventional, and most unconventional means.)
-Blaster Pistol (+2, 2x damage, Normal or Stun damage, Limited AP, Range 4. A classic weapon in both self-defense and military uses. She also owns the license for it. Held in a holster on her hip.)
-Vibrodagger (+1, 2x damage, Limited AP. Another vibro weapon, this time a dagger. Still very effective, and the only usually easily available one, as it is a very versatile tool when not used to kill people. Owns the license for it. Is sheathed in her vest.)
-Comlink (Basic personal communication devices, short Range (AN 8).)
-The Unlocked Silver Crystal
-The Silmarils
-The Power Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This red gemstone provides its wielder with immeasurable physical might and resilience, along with incredible power over energy, its power only increasing in conjunction with that of its sister gems... and even more when set on the Infinity Gauntlet with all five other gems. Using any of those powers does require an Action and Energy, although the Power Gem makes all of its own powers, and those of other gems, Efficient. If the wielder has all gems set on the Infinity Gauntlet, all uses are Super-Efficient. The gems' powers do not stack with the user's unless noted otherwise, so if they already have an Action or Modifier given by a gem, whichever is best may be used.
- Increase Strength by +10
- Increases Durability by +10
- Mastery of Matter and Energy AN 10 (Int.bonus, Unlimited Create/Manipulate, All Elements, Force Blast (Various Advantages based on element), Transform into element, Combine with Close/Ranged Combat)
- Energy Absorption/Reflection AN 10 (Int.bonus, Same Advantages as original attacks)
- Unstoppable AN 10 (Str.bonus, 2x damage, Can burst through walls, etc; Movement action (Moves at 1 Speed per stone played up to base Speed AN)
- Power Boost AN 10
- Energy Battery 10
- Deep Reserves +10
- Toughness +10 (No AP, No 2x damage)
- Energy Defense +10
- Immovability
- Power Supply (Can power any device, machine, vehicle or whatnot, forever.)
- Infinity Synergy (For each additional gem the wielder has with them, all ANs/MNs of this gem gain +1, up to +5 for all gems at once. Additionally, if all set on the Infinity Gauntlet, all gems gain an additional +5 to all ANs/MNs, to a total of 20.)
- Can't be improved by LoEs)
-The Mind Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This blue gemstone provides its wielder with fantastic mental and psychic powers, its power only increasing in conjunction with that of its sister gems... and even more when set on the Infinity Gauntlet with all five other gems. Using any of those powers does require an Action and Energy. If the wielder also has the Power Gem, all uses are Efficient. If the wielder has all gems set on the Infinity Gauntlet, all uses are Super-Efficient. The gems' powers do not stack with the user's unless noted otherwise, so if they already have an Action or Modifier given by a gem, whichever is best may be used.
- Increase Intelligence by +10
- Telepathy AN 10 (Int.bonus, Read minds, Illusions (Broadcast), Subtle commands (Broadcast), Project thoughts/control others (Broadcast), Create Links with others, Telepathic communications (Broadcast), Mental Bolts (2x damage), Repair minds, Empathy, Empathic Projection (Broadcast, All emotions), Generate pain by touch, Edit Memories, Psychometry, Read recent memories by touch, Swap minds, Possess others, Mental Block, Astral Projection, Reflect Mental Attacks back to attacker up to AN)
- Telekinesis AN 10 (Int.bonus, Wpn.modifier, Area Effect at AN, Fine control (Can perform fine control over even large areas of effects, ignoring anything the wielder doesn't want to affect.)
- Levitation AN 10 (Flight, via Telekinesis)
- Force Field AN 10 (Also works VS Mental Attacks)
- Mental Defense +10
- Concentration AN 10 (Int.bonus)
- Sense Mutants MN 10
- Precognitive Flashes/Dreams
- Photographic Memory
- Translation, Universal
- Infinity Synergy (For each additional gem the wielder has with them, all ANs/MNs of this gem gain +1, up to +5 for all gems at once. Additionally, if all set on the Infinity Gauntlet, all gems gain an additional +5 to all ANs/MNs, to a total of 20.)
- Can't be improved by LoEs)
-The Space Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This purple gemstone radiates with cosmic and spatial power, said power only increasing in conjunction with that of its sister gems... and even more when set on the Infinity Gauntlet with all five other gems. Using any of those powers does require an Action and Energy. If the wielder also has the Power Gem, all uses are Efficient. If the wielder has all gems set on the Infinity Gauntlet, all uses are Super-Efficient. The gems' powers do not stack with the user's unless noted otherwise, so if they already have an Action or Modifier given by a gem, whichever is best may be used.
- Increase Agility by +10
- Increase Speed by +10
- Increases Reflexive Dodge by +10
- Teleportation (AN 10, Interstellar Distances, Travel to other dimensions, Can see through portals before entering, Does not have to travel to send others, May open portals for others to return, Teleport unwilling targets (Atk VS Agility), Fine Manipulation (May only teleport part of the target objects/beings, such as leaving items behind but teleporting living beings, or as an Atk VS Durability to only telepart part of their bodies). Additionally, naturally ignores 10 stones of Resistance from possible countermeasures from outside forces against such a teleportation, making spells, powers and other effects meant to stop teleporters much less useful if not downright useless against the Space Gem. Effects become Area Effect if he possesses all 6 stones.)
- Unlimited Manipulate Space (As an AN 10 (Int.bonus) option of a Mastery of Space. May cause a multitude of effects with a bit of imagination, possibly duplicating Force Blasts - with countless possible advantages, Telekinesis, Force Field, Flight, Gravity Control, and so on. Very few effective limits to a skilled user. Effects are automatically Area effect if he owns all 6 gems.)
- Duplicate Self AN 10 (May manifest one duplicate of the user per stone spent, each able to sense, act and speak through the others, and each under the control of the original user, since they are all the original user, simply appearing in different areas at once.)
- Hammerspace AN 10
- Dimensional Creation (AN 10 power, Area effect, to create a Pocket Dimension with up to AN factors (factors, for example, including things such as 'ten times stronger gravity than Earth', or 'All grass and trees are purple', etcetera). If the user also has the Reality Gem, they may alter said dimension's laws of physics and general rules of existence in it. If the user also has the Soul Gem, they may create lifeforms to live in it. If the user has all the Gems, not only can the factors be literally anything, but there is no limit to the size of the so-called 'pocket' dimension, allowing the creation of an entire, new Universe.)
- Omnipresence (When all six Infinity Gems are gathered, the Duplicate Self power above is amplified to infinity, allowing the user to literally appear everywhere, at anytime, all at the same time, at once. There is no defense agaisnt this; the user may manifest in dreams, in other dimensions, in people's minds, in existing recorded materials, in literally anything.)
- Infinity Synergy (For each additional gem the wielder has with them, all ANs/MNs of this gem gain +1, up to +5 for all gems at once. Additionally, if all set on the Infinity Gauntlet, all gems gain an additional +5 to all ANs/MNs, to a total of 20.)
- Can't be improved by LoEs)
-The Reality Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This yellow gemstone is arguably the most powerful of the six, as it grants its wielder formidable power over no less than reality itself not unlike a Cosmic Cube (only stronger), its power only increasing in conjunction with that of its sister gems... and even more when set on the Infinity Gauntlet with all five other gems. Using any of those powers does require an Action and Energy. If the wielder also has the Power Gem, all uses are Efficient. If the wielder has all gems set on the Infinity Gauntlet, all uses are Super-Efficient. The gems' powers do not stack with the user's unless noted otherwise, so if they already have an Action or Modifier given by a gem, whichever is best may be used.
- False Reality (As Create Illusions AN 10, Area effect of up to AN)
- Transmute Reality (AN 10, Int.bonus, Stones VS Resistance or Appropriate defenses if applicable to alter the world around oneself at an Area effect of up to AN, with a Permanent duration until reversed, or cancelled via similarly cosmic or god-like powers of an higher powered effect. Some of the following effects can be considered possible side-uses of this general ability.)
- Reality Warp (As Power Cosmic, God-like powers and Phoenix Force at AN 10 (Int.bonus); but does not provide user with a separate Flight action (though one can still fly using it), does not give 2x AN Energy stones nor makes one immune to Energy.)
- Distort Reality (As Hex Spheres AN 10, Power out of control; essentially, this power represents the wielder willfully messing up reality in an area without care as to what exactly will happen. Of course, such a use of so much power is not to be used if the wielder cares about the affected area; anything could happen, and it most likely won't be pretty.)
- Mess with Physics (AN 10 (Int.bonus), Stones VS Resistance for an Area effect of up to AN to change the laws of the Universe in said area. For example, one could decide that from now on, 2+2 = Fish, and now it would. One could decide that gravity works in reverse. One could state that any use of force does not create an equal and opposite reaction anymore, or that there is no such thing as a limit to acceleration. One should use this with care, however; those laws exist for a reason, and messing with them could seriously mess up the world.)
- Warp Self/Warp Others (As a permanent AN 10 (Int.bonus) Metamorphosis, Shape shifting, Imbuement, Growth, Shrink, Manipulate Body Density, Stretching, Genetic Engineering (Instant and Risk-free), and/or so on. Alternately usable as Atk VS Durability or Stones VS Area effect, whichever is higher, to transform others. Can change essentially anything, including but not limited to species, gender, hair/skin/eye/whatever color, etcetera. NOTE: While all of those effects could possibly be applied together at once on a single target, one given specific use does not stack with an identical use. For example, while a user with Int 5 could use a Metamorphosis-like effect to increase a person's Strength by 15, he could not use it again on the same person for the same effect to make it +30. That is, however, the only limitation, the rest being limited to one's imagination.)
- Adds Accelerated Healing Factor or increases existing Healing Factor by 2 ranks, whichever is better; along with Instant Regrow Limbs and Reconstitute Self (5 minutes)
- Observe Other Realities (As Cosmic Awareness, but may extend to other realities)
- Communicate with Other Realities' Reality Gem Wielders
- Alternate/Pocket Reality Creation (AN 10, May create an Alternate version of the Gem's original reality, or a Pocket dimension of the wielder's choosing of an Area effect of up to AN, paying for Area or the number of altered factors, whichever is higher - altered factors being, for example, 'same as the original world but with no humans having ever existed', or 'same as original, but every single person alive is a woman', or any other specific changes one wants in it.)
- Resurrection (AN 10 (Int.bonus), Stones VS the strongest resurrected being's Durability, the Area or Duration since the oldest death, whichever is higher, to bring one or more being(s) back to life.)
- Infinity Synergy (For each additional gem the wielder has with them, all ANs/MNs of this gem gain +1, up to +5 for all gems at once. Additionally, if all set on the Infinity Gauntlet, all gems gain an additional +5 to all ANs/MNs, to a total of 20.)
- Can't be improved by LoEs)
RESERVE EQUIPMENT (Kept on her Master's flagship)
-Acid-Proof Suit (+3 defense VS Acid)
-R2 Astromech Droid, which she nicknamed "Raytoo"
-White shirt with black pants, spacer boots and black vest
-Red Apprentice Lightsaber (+3, 2x damage, AP. Given to Karey by her Master, Darth Revan II.)
-Credit Chip (Small flat card featuring a security codeout and credit algorithm memory stripes. Used to have access to one's credits in most civilized systems without having to carry bags of them around. Highly difficult to hack and equipped with a self-destruct and tracking devices to punish those who try with the loss of the chip and swift retaliation from authorities.)
-Datapads (Essentially less versatile, less powerful, portable handheld computers. Function as data storage devices with display, editing and input capabilities; can't actually run programs.)
-3x Power Packs (A compact rectangular battery which can be set into the grip or barrel of most energy weapons like blaster pistols and rifles, serving as magazines of ammo. Can be recharged with a power recharger.)
-Two sith lightsaber pikes crystals
______________________________________________________________
STORY: Kyriah Shay, or Karey to her friends, is a simple Zeltron with a simple life goal: to have fun, to see new places, to learn new things, to live a good life and enjoy everything it has to offer. She's a Jane-of-all-trades who never really focused on anything, yet touched to a bit of everything. Not much of a fighter, she still knows how to take care of herself. While not an ace pilot, she can certainly fly her ship more than decently. She's not the best mechanic in the Galaxy, but she knows how to keep her flying home... flyin'.
She has no permanent home, rather going from world to world, doing a job here and a job there. She's not a criminal - yet - but she's not above accepting honest work for the Hutts. She tries to keep on the right side of the law, but if the fun's on the wrong side, that could change.
So far, she's stayed out of trouble. But recently, something happened that could very well change her life. She discovered she had an unusual connection with the world. Unknown feelings, and strange urges that pushed her towards experimenting to understand it better. Soon enough, she found out she was, at least, somewhat proficient in the use of the Force. How much so? ...She has no idea. She hasn't learned enough of it to find out. So far, she's only been playing at sensing her surroundings and levitating small objects. Maybe she'll get to it more in the near future. If she feels like it. In the meantime, she keeps flying... and having fun. The Force only knows the path ahead of her.