Muerta Dreskarin (600 XP plus starting XP version) by zjbh7

Species
Dathomirian
Career
Warrior
Specializations
Nightsister/Executioner
System
Force and Destiny

5
Threshold 17
Current 0
Threshold 15
Current 0
Ranged 1
Melee 0

Characteristics

3
3
2
3
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) 1
Coercion (Will) 2
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 1
Deception (Cun) 0
Discipline (Will) 2
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) 2
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 3
Streetwise (Cun) 1
Survival (Cun) X 3
Vigilance (Will) 3
Brawl (Br) X 0
Gunnery (Ag) 1
Lightsaber (Br) 0
Melee (Br) X 4
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Duskblade
Range
Engaged
Skill
Melee
Pierce 2, Superior, Cortosis, Sunder, Defensive 1
Damage
8
Critical
2
Nightsister Energy Bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2
Damage
8
Critical
2

19
770
4300

Weapons & Armor

Duskblade
Nightsister Energy Bow
Padded Armor

Personal Gear

Backpack
Survival Kit
Climbing Gear
Commlink (Handheld)
Datapad

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Summon Item Collapse of the Republic pg 31 As a maneuver, the character can summon or dismiss a ritually prepared weapon.
Ichor Blade Collapse of the Republic pg 31 The character chooses one melee or brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces the critical hit rating by 1 to a minimum of 1/ If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon
Improved Ichor Blade Collapse of the Republic pg 31 The chosen weapon also gains Sunder quality and Defense 1 Quality and increases its damage by 2.
Ichor Transfer Collapse of the Republic pg 31 One per encounter the character may perform the Ichor Transfusion maneuver heal any number of strain by suffering that number of wounds + 1. Th character may instead heal a number of wounds by suffering that number of strain + 1.
Ichor Reserve Collapse of the Republic pg 31 Once per session the character may suffer 2 strain to increase force rating by 1 until the end of the encounter.
Force Rating 2 Collapse of the Republic pg 31 and Savage Spirits pg 25 Gain +1 to Force Rating per rank.
Grit 2 Collapse of the Republic pg 31 and Savage Spirits pg 25 Gain +1 to strait threshold per rank of Grit.
Expert Tracker 1 Collapse of the Republic pg 31 Remove 1 setback dice per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Toughened 2 Collapse of the Republic pg 31 and Savage Spirits pg 25 Gain +2 to wound threshold per tank of Toughened.
Sixth Sense Collapse of the Republic pg 31 Gain +1 to range defense.
Quick Strike 1 Savage Spirits pg 25 Add boost die per rank of Quick Strike to combat checks against targets who have not acted yet in this encounter
Quick Draw Savage Spirits pg 25 Once per round, draw of holster a weapon or accessible item as an incidental.
Lethal Blows 1 Savage Spirits pg 25 The character adds +10 per rank of Lethal Blows
Precise Aim 1 Savage Spirits pg 25 Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than the ranks in Precise Aim. then reduce the target's melee and range defense by that number.
Deathblow Savage Spirits pg 25 After making a successful attack with a non-starship/vehicle weapon, the character may spend 1 destiny point to add damage equal to his Willpower to one hit of the successful attack.
Marked for Death Savage Spirits pg 25 Take the Marked for Death maneuver, committing a force die. Add two advantage to combat checks against target while force die remains committed, but cannot use this talent again until the original target is incapacitated or the session ends.
Dedication 2 Savage Spirits pg 25 Gain +1 to a single characteristic. This cannot bring the characteristic over 6.
Intimidating Collapse of the Republic pg 31 May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered in this way cannot exceed the number of ranks in Intimidating

Force Powers

Force Rating
3
Power
Enchance
Description
When rolling an athletics check, the Force user can roll enhance power as part of the pool. The user can spend a force pip to gain a success or advantage (user's choice) on the check.
Upgrade Effect
Control Force Leap as a maneuver.
Range Spend additional force pip to lead medium distance.
Control Force Leap: spend one force pip to jump vertically a short distance.
Control Force Leap: spend one force pip to jump horizontal a short distance.
Power
Heal/Harm
Description
Upgrade Effect
Power
Sense
Description
Upgrade Effect

Background

I went into the universe test myself. And the universe did not disappoint.

I have been bodyguard, hunter, mercenary and muscle.

I have tempered my body and spirit with sharp blade, quick bow, and cold resolve.

Yet I am not finished, for the galaxy has lost its respect for my world it once had. Dathomire no longer brings shivers to the spines of space captains, but a smirks and a shrug with statements of unbelieving. No, they now fear the Empire, that bleeds out from the center of the galaxy. Half trained dogs in white armor scare them more than a Dathomirian witch even when they are meeting one face to face.

This will change, for all things change. The Empire will not last for ever and before it falls, my name will start a meteoric rise along with the name of Dathomire.

And we will be feared and respected again!

Motivation

Challenge (Legacy) - The sister hood has its share of legends. But Muerta not only wants to be a legend on her own world, but also the galaxy at large. Sense the end of the Clone Wars and the massacre of Mother Talzin's clan, the name Nightsister has been all but forgotten. The Witches of Dathomire are now just fun child stories for some planetary holiday and not the dread whispers of knowledgeable spacers. Muerta will change that.

Morality

Bravery/Cruelty 72 - As fighter, Muerta will not shy away from a challenge, but as a Nightsister, Muerta understands that there are times when there is no place for empathy in the galaxy.

Duty 19 - Shadows befit Muerta as does the desire for the hunt. Espionage and reconnaissance is always needed in the Rebellion. So with an agreement made to allow Muerta to freelance when not needed for a mission, Muerta agreed to become part of the Rebel Alliance. Even the "good guys" need to be taught that the Witches of Dathomire are a thing to be feared and respected.

Obligation (Nightsisters) 8 - Dathmomire calls its own to return for it is time for the Nightsisters to rise again. Dreams of dancing around fires, gathering the mystical Waters of Life, and hunting the blood red forests haunts Muarta's dreams most nights. But the more she stays away, the less the pull of her world. She has much to do before she goes home, and it is all to benefit the sisterhood.

Description

Species: Dathomirian
Gender: Female
Height: 5’10"
Build: Athletic
Hair: Black
Eye Color: Dark
Skin Color: White
Notable Features: Black Facial Tattoos
Dressed in deep red black padded armor and cloak, most who first see Muerta know they are looking at trouble. Without the hood ones can see the chalk white skin and diamond shaped patters over her eyes and in the middle of her forehead. Her hair is strait and black, going down to her waist. An air of cold determination surrounds her as she looks over anyone she meets for the first time, like she is sizing them up.

Other Notes

VIEW OF THE JEDI:
The Book of Shadow speak of these once so-called "protectors" of the galaxy. The feared the dark as to make the concept of ever having to call upon it anathema. They spoke of peace through the Force, yet made weapons incorporating the Force. We Nightsisters do not act so hypocritically. Survival is what ever it takes and sometimes the dark may be the only path. But we do not have to be consumed by it, for like all things it is a tool that you must learn to control and not let it control you. If you cannot keep the darkness from controlling you, then you were to weak to survive anyway.

VIEW OF THE EMPIRE:
Ah yes, I heard the philosophies of Tarkin. "The rule of fear." Admirable philosophy, but his execution of it showed him to be an ignorant man. Fear is more powerful when subtle and left as whispers in the dark corners and given shape by the mind. When you demonstrate it with such large, comical displays...say, as a giant moon sized space-station, it is no longer fear, but a giant target for people to strike at. From what i hear, Tarkin founds this out all to fatally. The rest of the Empire is the same way. White armored soldiers with no wits about them, fleets of ships, and an Emperor with an easy to find series of palatial estates. All targets! Yet rumors tell of one that I will give pause to. Stories of a dark shrouded warrior baring a red blade once wielded by Jedi. Few have seen him and those who have and survive are to frightened to tell. Now see, that is fear.

VIEW OF THE REBELLION:
This goes with my view of the Empire. The Empire makes large targets, so it lessens the fear on people's minds and hearts. And in that, people fight back because people know where to find targets. This "Rebellion" has thus far showed to be capable fighters. The strike from directions and with ferocity the Empire never expected. Although the Empire puts on a good face, their propaganda saying "we will crush these terrorists", in their hearts they are scared. Respectable. Very respectable.

VIEW ON FRINGERS:
Scum and villainy? More like fearless and survivors. They do what it takes to get what they want. Most may have not been tempered by a world like Dathomire, but from those I have met they come from places that have steeled there souls. I find myself more at home with them than anything else. But their only drawback is they are not my fellow sisters, Well I guess not everyone can be perfect.

Return to Top