Geraldine by BenKenobi05

Species
Dathomirian
Career
Mystic
Specializations
Alchemist, Nightsister
System
Force and Destiny

3
Threshold 12
Current 1
Threshold 15
Current 5
Ranged 0
Melee 0

Characteristics

2
2
2
3
4
2

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Damage
5
Critical
4

35
430
10575
2/7

Weapons & Armor

1) Light Blaster Pistol x1

2) Concealing Robes (add [SE] to checks to notice or recognize an individual wearing them. +1 Soak) x1

Personal Gear

1) Comlink (Handheld) x1
2) Stimpack x1

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Blooded 2 EoTE - Core Rulebook P:132 Add [BO] per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.
Outdoorsman 1 FaD - Core Rulebook P:149 Remove [SE] per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Stimpack Specialization 1 EoTE - Core Rulebook P:143 Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect.
Stim Application 1 EoTE - Core Rulebook P:143 The character may take the Stim Application action. To perform this action. he must have access to drugs, a medpac, or stimpacks. He makes an Average (dd) Medicine check. If successful. one ally he is engaged with (including himseln increases one characteristic of the character's choice by one for the remainder of the encounter, and suffers four strain. A single characteristic may only be increased once by Stim Application.
Knowledgable Healing 1 FaD - Core Rulebook P:146 When the character performs a successful Medicine check to heal an ally, the character may spend 1 Destiny Point to allow the target to heal additional wounds equal to the character’s ranks in Knowledge (Xenology).
Identify Ingredients 1 FaD - Unlimited Power P:32 After being exposed to any unknown substance, as an out of turn incidental, the character may roll Force dice no greater than their Force rating. They may spend two Force points to immediately identify the composition and any effects of the substance. At the GM's discretion, this might provide a boost dice to the character's later attempts to recreate this substance.
Expert Tracker 1
Summon Item 1
Ichor Blade 1

Force Powers

Force Rating
2
Power
Heal/HarmBasic
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (light side Force user only) Spend [FP] to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend [FP] to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict
Upgrade Effect
Power
Bind
Description
Force user restrains an enemy preventing them from acting, Spend 🌓 to immobilize a target within short range until the end of the users next turn, if the user used any 🌑 to generate 🌓 the target also suffers 1 wound per 🌓 spent on the check (Ignoring soak)
Upgrade Effect
Range x2 (Long Range) [Spend 🌓 to increase powers range by a number of range bands equal to range upgrades purchased.]
Control: Strain (4 Strain Damage) [Spend 🌓 whenever a target affected by bind takes action, that target suffers strain equal to willpower]
Strength x3 (3 Rounds) [Spend 🌓 to disorient the target for a number of rounds equal to strength upgrades purchased]
Control: Move [Spend 🌓to move the target one range band closer or father away]

Background

Born in the year 33 BBY (14 BFE) to the Kansu Clan, one of the founding covens in Mother Talzin’s Clan. Kansu Clan Mother Tharzun Kansu started to become disillusioned with Mother Talzin’s rule around the year 24 BBY (5 BFE) once they discovered the existence of “The Cluster” on Dathomir. Mother Tharzun Kansu attempted to integrate with the Nardithi Nightsisters to strengthen their clans together, however, the Nardithi resisted any other clans from joining as the power of The Cluster corrupted them to become very territorial regarding the object’s presence and openly hostile to any outsiders they deemed threatening. Mother Talzin, fearing the Kansu Clan’s rebellious nature would inspire other clans to start seceding, exiled the Kansu Clan off of Dathomir in 22 BBY (3 BFE) 4 months before the Clone Wars started.

Hearing rumors about a way to access the Nightsisters’ true homeworld originating in a far away galaxy, the Kansu Clan set up their homebase of worship on the world Seatos to try and uncover the secrets on how to establish the link to their origins. The Kansu took over a derelict temple created by another species from the other galaxy and converted it to suit their needs. The Kansu temple was formed on a powerful darkside force vergence that helped strengthen their Ichor Magick. The Sisters studied the planet and the force vergence, eventually discovered the henge’s ability to show the portal to their home galaxy. Mother Tharzun Kansu ordered all the sisters to further study the vergence and hone their Ichor Magicks to try to find a way to return. A grand prophecy was revealed in the Ichor Magicks in 7 BBY (12 AFE) to Mother Tharzun Kansu that revealed that in order to align themselves spiritually and Magickally with the other galaxy they must consume Sy’rocthian root, an old Dathomirian Poison that kills the user in 10 minutes. There was no known cases of natural immunity of the root and the only way to save oneself was through the use of an antidote which was hard to make. The prophecy singled out three specific Nightsisters to lead the ritual suicide, these sisters were Geraldine, Hunzina, and Sem to be the ones to consume the poison first and lead the coven in their journey. It was said that their spirits would return and once this occurred the poison would be consumed by those looking to cross their spirits over to the otherside. In order to brew the poison it was necessary for the sisters to travel back to Dathomir to obtain Sy’rocthian root found only on Dathomir where Sy’rocthian trees are native to. The coven, having not been in contact with the outside in over 15 years, did not know of the massacre of their people that occurred by General Grievous or occurrence of the Clone Wars or the Empire in general. The recovery party led by Mother Tharzun Kansu, were deeply upset by this revelation and it only strengthened their resolve to complete the ritual to transport to a galaxy that will accept them and their magicks.

With the Sy’rocthian root recovered, The Kansu Clan spent the next 3 months preparing themselves for the journey and carefully imbuing their ingredients with the Ichor Magick. When the day came for their journey, the entire clan of 376 sisters gathered in the Seatos Henge so they could complete their journey. Mother Tharzun Kansu ordered Geraldine, Hunzina, and Sem to lead the ceremony as prophesied. All three drank the concoction and between the 7-9 minute mark, instead of waiting 122 of the sisters eagerly drank the poison before seeing if Geraldine, Hunzina, and Sem successfully made the journey. When the 10 minute mark hit, Hunzina and Sem collapsed to the ground presumably dead. Geraldine however was still standing in confusion, assuming Geraldine had a stronger spirit than most, Mother Tharzun Kansuordered the coven to drink the poison and 174 Nightsisters followed through. By the 19th minute mark the situation looked dire as most of the Nightsisters who drank the potion started to fall and with only a minute left the 174 that followed suit began to panic and blamed Geraldine for cursing them to death by breaking the prophecy. Fearing death, Geraldine plunged into the sea before the remaining 80 tried to kill her for disrupting the prophecy. Mother Tharzun Kansu ordered the death of Geraldine in a ritual sacrifice so they could redeem themselves and complete the prophecy…

Motivation

Morality

Obligation - Betrayal (15) - She was betrayed by the cult that she was apart of due to surviving the poison causing other members to reconsider. Now her former sisters are hunting her down...

Description

Other Notes

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