Nightsister Energy Bow
Enc: 4 rarity: 8 (restricted) HP: 2
(skinned as rough leather stitched together from various animal hides)
Enc: 0 Rarity: 0 Soak: 1
Assets & Resources
Critical Injuries & Conditions
Book & Page
One with Nature
When in the wilderness the character may make a simple survival check instead of discipline or cool to recover strain at the end of an encounter.
Remove up to 2 setback from skill checks to find food water or shelter. Survival checks to forage take half the time.
move small objects via the force
spend 1 pip to move a Sil 0 object within short range up to my max range, default range is short.
Elena was born on Dathomir among the Night sisters. During the time period of the clone wars the night sisters came under attack and were being wiped out. Some of the sisters fled the planet for other territories, this is how she came to be on Ord Mantell.
She along with a few other girls were raised in relative seclusion within the planet's wild lands. They interacted with the local wildlife and trained various species as mounts and protectors. Elena's favorite type of mount was the Ruping or and flying mount. With the recent evacuation of Imperial force and the fact that she is now an adult. This remaining sisters have allowed her to freely come and go from the village. This has caused her to go out into the galaxy and explore new things.
This is what eventually brought her to the comet of Ansig.
Conflict brings change, and change brings opportunity. Many in the galaxy are unsatisfied with the status quo—especially as it exists under Palpatine's rule. The Alliance's war against the Empire provides an extraordinary chance to topple the current order and bring about more desirable changes. Whether those changes are oriented toward reestablishing the Republic as it was or installing a new structure altogether depends on the individual's frame of mind.
Many who seek such change are genuinely altruistic in their goals. They recognize the evil of the Empire and the suffering it brings. They're motivated to end this evil, and the Rebellion's organization and resources offer the best possibility of accomplishing their goal. Whether they join the Rebellion simply because they were made aware of Imperial atrocities and destructive policies, or because they and their loved ones have been directly victimized by the Empire, is for the players to decide.
Others have less idealistic, perhaps even selfish, goals. Current policies might cut into their ability to make a profit in their chosen vocation or damage the business they choose to run. Perhaps a character has run afoul of Imperial authorities one too many times, and he sees an alliance with the Rebellion as his best chance of escaping the less-than-tender mercies of the Empire's justice. Some PCs may simply see a chance to grab some credits and valuable assets while helping to strike against the Empire's forces.
A technician or engineer could have had his designs rejected by Imperial agents, and the Alliance is providing him a chance to vindicate his work. A politician or political operative might have been ousted when the current regime took power; the Rebellion provides an opportunity to reclaim a sense of purpose and authority. A pilot deemed unfit for service and rejected by the Imperial Academy would consider flying for the Alliance a chance to prove his worth at the controls of a starfighter.
Characters who recognize their Force potential do not always readily acknowledge its spiritual associations. Some see their powers and talents as tools they can use to advance their lives or accomplish their goals. This may help them to be more successful in their career of choice, enabling them to transform the world in a way that fits with their personal philosophies.
Many deny the fundamental goodness or evil of the Force. insisting that consequences for success and failure are far more important than any spiritual elements. Such characters are no more or less likely to make choices or perform actions that could be classified as "good" than those that could be classified as "evil." However, in their minds, their preference for a certain moral choice is independent of the powers they wield. This can prove problematic if. for example, a character believes his righteous anger is a reasonable motivator for his actions. Such a character may constantly flirt with the dark side of the Force and never realize it.
Learning or denying Force philosophies and histories invariably plays into the stories of characters from this background. Eventually, the character likely learns of the truth of the Force. Whether he embraces this knowledge or denies it and continues on his chosen path can prove to be a very Interesting opportunity for character development.
When characters grow up surrounded by injustice and inequality- a common occurrence in a galaxy torn apart by conflict - there are many situations that might set them on the path of vengeance. Warriors may have lost someone close, witnessed a terrible tragedy, or been victimized due to rumors of Force sensitivity. Whatever sets characters on this path, they must never give in to the anger that first prompted their choice to fight. Warriors who remain focused on righting wrongs can be powerful agents for good. See Page 12 in Knights of Fate.
This character is morally and ethically flexible and judges situations and others based on relative circumstance for the good of the community rather than on a strict legal code.
The character's skills at detached observation can often lead to cold pragmatism in which the emotional cost of choices is not taken into consideration.
Blonde (almost white) hair with various bobbles braided in it.
She always seems to look a bit scrapped up as if always slightly injured.
Keeper of Faith-10 (Night Sisters)
Much to many other freelancers' amusement, this character has sworn to faithfully uphold both the spirit and the letter of some code of honor. The PC believes very strongly in these edicts and adheres to them with an almost religious fervor. The character never knowingly breaks any of the rules laid down in the code, and may turn on colleagues who do so.
Mark of the Survivors- 0
Personal Duty ENEMY DEMORALIZATION (Whills Refugees)
I chose the extra 2500 starting credits and spent it plus 300 of my starting credits on the Night Sister energy bow. I know it's an 8 restricted item (and up to the approval team to allow it or not) but i am playing a Night Sister and its one of their weapons.