Star Wars Roleplay: Chaos

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Laertia Io

NAME: Laertia Io

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All I evuh wanntid wuz sumwun who couldz apppresheeatez meez fer meez...but, eh, therz alwayz duh next Syth Lahrd tuh gutt

FACTION: None

RANK: Wandering Magician (Former Jedi Shadow), Light Side Sith, Matriarch of House Io

SPECIES: Human (Born on Nar Shaddaa)

AGE: 39

SEX: Female

HEIGHT: Five feet nine inches

WEIGHT: 206 lbs

EYES: Dark Grey

HAIR: Dark Brown

SKIN: Pale

FORCE SENSITIVE: Yes


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STRENGTHS AND WEAKNESSES

Strengths (Laertia Io)

Swashbuckler: Laertia's knowledge of Lightsaber combat is immense. She has working knowledge of All seven styles, and their sub variants. She is a master of Single Bladed Lightsaber combat, Form 1, Form 5 and its sub varients Reverse Shien and Djem So, and all three styles from Luke Skywalker's Jedi Praxeum. However, she uses Form 1 mostly as a point of pride, her application of it rivaling even Kit Fisto himself. Her form one is so pure and so fluid it is extremely hard to predict and defend against, and she has used it to successfully duel and slay masters of every other form, only resorting to the other forms at her disposal when encountering opponents, either singular or en masse whose skill challenges even her Form 1. When forced to resort to splicing in techniques of other forms, however, she becomes a fighter capable of challenging even the greatest saber duelists of either side and having a fairly solid chance at prevailing and killing large numbers of lesser warriors. Her sub disciplines have only expanded and become more refined as she has engaged in frequent war, becoming a true champion Lightsaber and Sword Duelist who will not sneer at any weapon Variant do long as it is effective. She walks the Path of a Light Side Sith Marauder, after all, and must be as proficient in war as possible

Leader: At first merely a follower, participating in constant heavy warfare has made Laertia a Force capable of locking horns with even the savviest infantry Commander.

Magical: can learn and use Magic Spells and Rituals, due to close proximity to Syd Celsius unlocking her potential

Stage Magician: Laertia both loves and specializes in traditional stage magic. This gives her access to disciplines such as distraction, quick change artistry, card tricks, practical special effects, slight of hand, and knowledge of how to pull off advanced though purely optical illusions, and confidence games.

Vanishing act: Laertia has an uncanny affinity for Force Teleportation. She is capable of multiple teleportations in the span of a minute, making this very useful for both combat and traversal, and without inflicting significant strain on her reserves or body, but needs at least a minute to recover if having done multiple jumps. She is so skilled she can teleport through barriers so long as she knows whats on the other side

Strength: Laertia is an extremely physically strong individual, so strong that she is able to duel even individuals who are extremely strong themselves in a one handed fashion, yet is still able to deliver disarming blows. Her strength comes from the flesh for the most part, and while her cyber limb does provide increased strength, its never as strong as her real one

Mobile: The above reason leads directly to this. Because she is able to still deliver such punishing blows in a one handed fashion, Laertia is allowed more mobility with certain styles than otherwise.

Force Resistant: Laertia has an unusually high resistance to Force powers in general, due to being trained to take on and bring down enemies such as inquisitors.

Specialized Force powers: Laertia's application of other nonstandard Force abilities is also notable. She can also extend a defensive eight meter radius telekinetic field around her which attempts to forcibly lower the speed of any object passing through that field by a factor of fifty percent, and has immense skill in catching both blaster bolt and slug with The Force, as well as redirecting bolts with her palm. She also has considerable skill at Force Ionization, and reprogramming electronics with the Force. Her Lightsaber throwing is master level and is very adept at both creating Force Doppelgangers and telekinetic lightsaber combat

Close Ranged: Laertia's close combat focus extends to even her choice of weaponry. She can use nearly every kind of shotgun on the market today, and prefers throwing and wrist mounted weapons in particular.

Ace Pilot: Expert at piloting Frieghters, Micro Warships, Starfighters and airspeeders, but must wear brain regulating Equipment

Strengths (Darth Xiphos)

Sith Battle Master: Darth Xiphos is a truly exceptionally talented Lightsaber Duelist capable of going toe to toe with even the best duelist of either Jedi or Sith, and has not only a dangerously solid chance of prevailing but dominating the duel, having mastered Multiple forms of Saber Combat, as well as Conventional and unconventional Weaponry. Is a very savvy leader on the Field of Battle, comfortable at offence or defense and is an ace pilot. If there is a form of weapon, Xiphos wants to understand it as best she can

Crushing Strength: Naturally possesses crushing strength due to both Force Blessing and Genetic and cybernetic Modification, able to overpower even those considered extremely physically strong themselves in a one handed fashion, and this leads to her favoring power oriented styles

Mad Scientist: An out right genius level intellect capable of high tech research and discovery

Sorceress: Immensely Strong in the Force, with a wide Ranging command of esoteric Force powers, including an extremely powerful version of Force Teleportation, which allows her to teleport herself, and objects both large and small over large distances

Strengths (The Parliament)

Sith Warmaster

Sorceress

Mad Scientist

Strength


Weaknesses (Laertia Io)

No Enhancement powers: Laersha seems deficient in learning body enhancing powers. This leads to her tiring out more quickly in lightsaber combat, meaning that without her teleportation skills, there are some styles she will never be able to fully employ with any degree of reliability, and though she can employ them in a pinch, she can never fully master, necessitating clever use of the Force Powers she does know, of using armor to compensate

Null vulnerability: Secretly, the source of Laersha's strength comes from an ancient Force Blessing known as The Heart of Memphus. It was obtained as a teen by interacting with an ancient spirit on Nar Shaddaa, greatly increasing her physical strength. However as this constant strength comes from a Spirit's blessing, if she enters a Force Null area her strength drops by twenty-five percent.

Its a powerful Force Blessing.

Offensive Force Weakness: Beyond Force Suppression, Lightsaber throwing, and telekinetic lightsaber combat, Laertia seems unable to learn or use offensive Force attacks unless wearing specialized armor that bypasses her brain's limitations

Whip Weakness: Of all the saber/Melee Weaponry variants, there is only one she genuinely, secretly fears: The Light Whip and vibrowhip, as they are styles she has great difficulty in employing and learning

No real stealth skill: Laertia was meant to fight up front, and while able to confuse with dopplegangers, has no ability to really remain hidden with the Force. She was meant to hold, dangerous, powerful Force users in place with relentless assault from all sides while other marksman lined up a shot. She can use her quick change artistry in a pinch but the disguise is usually blown once she speaks due to her speech impediment

Terrible at true hand to hand: Without a weapon she is a clutz in battle beyond a small repetoire, and must resort to trying to crudely overpower an opponent with her admittedly immense strength when whatever hand to hand martial arts she does know fails.

The Pressure of Command: While no longer bad at leading from the front, Commanding troops takes a toll on her psychologically. She feels every loss, and fights when it might be better to run

Monomania: As a Light Sith, Laertia is so consumed by the perceived necessity of her actions to correct galactic imbalances, she overlooks the cost to individuals for the Greater good.

Cyberized: Has a cybernetic left arm and eye, and both are vulnerable to emp and Ion attacks

War injuries: Brain damage from shrapnel has left her with severe migraines that hit at random as well as severe phantom pains from her lost eye and arm that come and go just as randomly. She also has occasional lapses in memory as well as mood swings.

These migraines have a very bad habit of screwing up her plans. When they come on, her reflexes slow and she cannot concentrate well enough to use her force powers, which can be very bad if they happen during a duel or piloting. This leads to Laertia being dependant on the caretaking skills of a specialized biot, as her brain damage may cause her to make poor judgment occasionally especially in financial matters, and tasks such as cooking become dangerous to to the randomness of the migraines. Without a caretaker, and more specifically, one she trusts and who has her best interests in mind, Laertia is worse off financially, and has trouble coping with day to day life and finding work. Prolonged combat increases chance of migraines and due to brain activity and chemical changes interacting with Laertia's damaged brain, the chance of a migraine increases every fifteen minutes Laertia is in prolonged lightsaber combat, leading her to try and end threats quickly by knife or by teleport trickery or by shotgun, and will usually try to avoid a lightsaber duel unless left with little other choice

It has also affected her Force Sense: Her ability to sense threats to her sides and behind her has vastly decreased to only a couple dozen meters partial radius at most. (Her ability and distance to sense threats directly in front of her has dramatically increased.) While the chance of migraines can be reduced or suppressed with medication, it also dulls her reflexes, knocks her strength in half and disrupts her focus in battle and the frequency with which she uses Force powers.

Vulnerable at long ranges: Due to her intense focus at close combat she suffers immensely trying to deal with a far away opponent properly equipped to eliminate her

Teleport limitations: Laertia can only execute twenty teleports in the span of a minute, and requires one to a few minutes of recovery if using the full reserve.

Also she cannot teleport too close to living beings. The closest she can get to a living being is five meters. Any piece of machinery though she can teleport to within three meters of. Also, when using medication or specialized equipment to suppress either migraines or phantom pains, The number of times she can teleport in a minute is cut by seventy five percent and requires triple the focus.

Weaknesses (Darth Xiphos)

Blunted Connection: Due to recent injuries on Tython, Xiphos must expend twice as much energy to use defensive Force Powers when not using her specialized armors

Degradation: Years of forcing her brain to function in combat scenarios after it suffered severe injury years ago from a botched attempted Suicide via a Sith assault Shuttle (Which left her with constant, random migraines that cut off or heavily weaken her access to the Force when not using medication or tech to stifle the effects) with Brainwave Regulators in her armor has caused her to start having tactical lapses in judgement during battle such as getting frustrated more easily with particularly stubborn and resilient opponents and more difficulty and time required to develop advanced technology. Without drastic alternatives, Laertia is a woman very much on a downward spiral as her internal injuries pile up and make it more difficult to lead effectively, and her emotional trauma provokes her to antagonize her enemies as best as she can manage, even if it's detrimental to her goals in the long run

Invalid: Due to recent injuries on Tython, she is incredibly weak and for all her ability to crush an opponents skull, is losing strength to walk after being outside her armors for more than a few hours. She also tires far more easily without her armor

Teleport Limits: Due to injuries Can only teleport herself, others, or anything from large (Air Speeder Sized) or very small (Lightsaber, datapad) sized objects up to 7 times a minute with a five minute cool down between efforts

Slow: Due to needing to be in heavy armor she is slower, and has been forced to adjust her fighting style accordingly. (This may change depending on the Armor, especially if light or medium sized but the former is unlikely as she trusts only the maximum in personal protective gear)

Mobility: Her Mobility suffers somewhat, depending on the armor she is using and due to needing to be in Armor in general to fight

Bodily Powers: Due to nervous system alterations at birth she cannot learn or use body enhancing Force powers without some outside form of armor of gear altering her brain while wearing it

Offensive Powers. Due to alterations at birth, She can't learn most offensive powers without special gear or armor, Cryokinesis being one of the few exceptions

Weaknesses (The Parliament)

Nullification Resin

Force Voids

Long Range

Telekinetic Weakness

Enhancement Weakness

Teleport Limits

APPEARANCE:

Young looking and beautiful, but with scars on her face. Haircut to an unusual bob, and used to be fond of a spiked rancor leather ensemble that doubles as blaster armor, but now is commonly seen in her iconic, scuffed, scratched armor

Voice: Slightly high-pitched with crude grammar and pronunciation due to speech impediment

BIOGRAPHY:

Laertia Io, aka Lairtia Hades, aka Laersha Seurat, was once a small time hoodlum and street magician in the bowels of Nar Shaddaa. The Daughter of Jedi Knights Morris and Lysandra Crownwraithe (Of whom Morris would end up constructing a powerful lightsaber his Master 'Moya' would eventually pass on to Laertia), Laertia was born during the Gulag Plague, and to the horror of her parents, was a person of interest to the dreaded, sadistic Darth Phyre, who hunted The Crownwraithes relentlessly to obtain Julia. In desperation Morris turned to his old master Moya De Lifte, secretly the Light Side Sith Darth Themis, who used forbidden magics to affect the ship of the Crownwraithes, a Dynamic Class Freighter replica, and cause it to trigger a Slow Hyperspace Jump three hundred years into the Future, effectively putting her beyond Darth Phyre's reach. Laertia would then survive on as yet unknown means until she was old enough to walk. Skilled in both knife fighting and Force Teleportation at an early age, Laertia established herself as a thief who could penetrate even the most severe security measures. Laertia was the woman to go to when places considered impossible to rob needed to be robbed. However a job to steal a holocron put her in the path of a Jedi master and came dangerously close to defeating the Master with just pure knife skill before being knocked out with a stun blaster.Taken for examination, she was discovered to be Force Sensitive and encouraged to join a sect of Jedi Shadows known as The Marksman. This Master was Ursula Sandraven.

During training, Her Force affinity was revealed to be unusually specific but her true talent lay in what got her noticed by Ursula in the first place: Her amazing bladeship. She picked up and mastered core concepts of lightsaber combat very quickly, and within a year of being inducted into the marksman was regularly giving her peers and even her own master a run for their money with her use of Form 1 which she would stick to doggedly. Trained to be the lightsaber specialist who cut off retreat for powerful targets, Laertia racked up a frightening amount of victories, and fully believed in the mission statement of The Marksmen, and drove herself to impress Ursula to the point of exhaustion, having never had and secretly craving a parent figure, of which the normally formal and frosty Ursula served as for her, but was never able to get Ursula to express true approval which deeply hurt Laertia, and this emotional torment only increased once Uri Udinia was inducted, and immediately became Ursula's favorite, even getting her to display a warmth with Uri she never had with Laersha. This caused her considerable irritation and caused her to develop a deep seated, one sided rivalry with Uri, as it had been widely assumed that Laersha was next in line to assume leadership of the Marksmen, even with her limited knowledge of ranged weapons, but Uri had all but guaranteed that Laertia would be relegated to a secondary command role forever. Laertia began taking more dangerous operations, trying to win her master's respect, killing scores of some of the Jedi's worst enemies before being nearly killed in a strafing run from a gunship, which left her missing an eye and arm and with brain injuries that were permanent. Though she was heavily injured, Ursula never visited, even though the place Laertia was recovering in was in friendly territory. All she got was a letter saying she had been discharged from the Marksmen and Jedi Order under a medical basis. Ursula had not even signed the letter.

Finally disillusioned, Laertia decided to go underground, and became a traveling magician that is increasingly down on her luck. But Laertia has been lured back into the fight by a mysterious message from her former master with a simple instruction, with a carrot too cruel and tempting for Laertia to ignore: Find and retrieve the Shrodinger Box, a mysterious device of arcane power and deliver it to Coruscant based Marksmen hideout and Laertia will finally have the respect and pride she has always craved from Ursula...

EARLY LIFE



PERSONALITY

A crude, gruff woman with a serious need for validation for her previous actions, Laertia can be quite animated and able to con the weak minded, putting up the facade of a streetsmart hoodlum but is otherwise withdrawn and has a hard time forming new friendships. She is actually extremely smart, and able to come up with strategies that can border on being outright Machiavellian at times, when it comes to Small and Large Scale operations, though this primarily shows itself the most in her dueling ability, as she is able to switch between artistry and brute force at the drop of a hat. Is extremely skilled at concealing her true feelings on a matter, though is highly open and honest with those she loves or at the very least, trusts. She bears an intense jealousy towards her rival Uri and never quite forgave Uri for being the favorite student of Ursula until recently, the experience in this regard with Ursula's favoritism having shattered her confidence in herself and left with deep anxiety beyond her ability to utterly dominate at close range. Bears a special hatred for Inquistors and Sorcerers (With the noted exceptions of Darth Themis and Syd Celsius) and craved her former parent figure's approval to the point of taking dangerous risks to prove her devotion. Though she was jealous of Uri, there were hints that she may have harbored "big sister" type sentiments towards her rival, as even she was not totally immune to Uri's then-frosty charm. She will kill any enemy of the Jedi she comes across, though she will not go out of her way to pursue them as she used to unless they are directly involved with fulfilling Ursula's final request of her, and mainly prefers to make a living at stage magic doing shows in out of the way places to earn credits. Failing that she is also a mean card player and much of her magic tricks involve playing cards. She gives young and old one free magic act out of generosity and tries to help the injured and disabled when coming across them as well as those in need. Can suffer mild breakdowns during artillery bombardments

AS DARTH XIPHOS:

After her speech impediment was removed, Laertia's personality seemed to undergo a massive change. No longer having a Speech Impediment, she grew immensely confident (Some would say arrogant) and self assured. Now that there was nothing to keep her humble, Laertia became aggressive verbally with others, and began to experiment more in utilizing her charisma to sway others to her cause of fighting The Bryn'adul, growing more hostile to the Jedi Order when they chose to focus on the Sith. Unable to comprehend why, Laertia's disagreement with them grew so fierce that she eventually turned against them, believing their desire to stop the Sith first to be insane and selfish. Her rebellion turned to open violence against them at Dantooine, when she sided with The Sith Empire to prevent the NIO and GA from taking it, cutting down multiple members of the New Jedi Order and countless others, forever changing her. As the Order dug in its heels, Laertia dug in hers, growing more and more violent in her efforts. The battles against the Bryn'adul further changed her, the battle of Sarka leading to her surrendering to her Fanatical aspects and embracing the Persona of Darth Xiphos, a Light Sith.

By the end of the Third Imperial Civil War she completely hated The Jedi Order, vowing to punish them for refusing to do everything they could to stop the Bryn'adul.

Xiphos gives the impression of a fanatical brute at first glance, but her ability to evade multiple intelligence agencies hunting for her, surviving multiple capture and assassination attempts, as well as her putting together The deadly Nuetralizers and securing funding, suggest otherwise. Xiphos will not fight fair or honorably unless it's an opponent she respects. All other foes can expect the most brutal and pragmatic of combatants, who is willing to use whatever will kill an enemy the quickest. Despite her disfigurements, she can be oddly seductive to certain people, and is able to anticipate the actions of Sith. She has spies everywhere, and a massive grudge against the SJC and GA, and bears Genocidal hatred towards The Bryn'adul and Maw.


SHIPS

NOTE: All ships above 500 meters are the concern of House Io and Scion Mobile Shipyards

High numbers indicate general production/scavenged, low numbers are stolen/experimental/unique

All Mandalorian Space Ships are in low numbers and are stolen or scavenged, used for deniable operations

Pursuer-Class Enforcement Ship (70)
Firespray-31 (50)
Mandalorian Dungeon Ship (3)
Kyramud Type Battle Ship (2)
Crusader Class Corvette (4)
Shaadlar Type Troop Ship (14)
Teroch Type Gunship (007)
Jehavey'ir Assault Ship (007)
Kom'rk Class Fighter (21)
Q-Carrier Ship (14)

G-Type Light Shuttle (7000)
Droid Gunship (2000)
Plug-6 Heavy Fighter (1500)
SS-54 Ship (2000)
Executive Shuttle (1000)
720 Freighter (2000)
Baleen Freighter (5)
KR-TB Ship (70)
GS-100 Salvage Ship (200)
XS Stock Freighter (400)
Shekelesh Gunship (100)
Hardcell Class Transport (400)
Star Galleon Frigate (100)
Mere Cruiser (21)
Quasar Fire Cruiser (30)
Captor Class Heavy Munitions Cruiser (35)
Broadside Cruiser (10)
Modified Strike Cruiser (5)
Raider Class Corvette (007)
Marauder Class Corvette (42)
Sphyrna Class Corvette (8)
Assassin Corvette (90)
Gozanti Assault Carrier (40)
IPV-2C Stealth Corvette (3)
Vengeance Class Frigate (4)
Imperial 2 Class Frigate (3)
Derriphan Class Ship (4)
MC-140 (3)
Nova Class Cruiser (4)
Carrack Class Cruiser (30)
418 Cruiser (10)
Core Ship (2)
Harrower Dreadnought (1)
Sabaoth Destroyer (2)
MC-80 Battleship (1)
Providence Class Destroyer (2)
Venator Class Destroyer (2)
Interdictor Destroyers (3)
Recusant Light Destroyer (4)
Lucrehulk Battleship (1)
Munificent Frigate (1)
Starhawk Mark 1 (1)
Cal Class Battleship (1)


The Blessing of Loste
The Shadow Bride
Flying Markets (007)
Deep Space Manufacturing Facility (21)
Golan 3 Space Defense Nova Gun (007)
XQ6 Platform (42)
Absolution Of Loste
House Io Corvette (10,000)
Sarka Class Frigate (10,000)
House Io Star Destroyer (14)
Leviathan of Sev Tok
Leviathan of Danuta


KILLS:
Post the names of the PC characters (characters role-played by real people) that your character has killed. If possible, include a link to the thread in which your character killed him/her.

BOUNTIES COLLECTED:
Post the names of any bounties you have delivered and the amount of money you gained for it. If possible, include a link to the thread in which it happened.

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ROLE-PLAYS:
Post the links and the titles to all of your characters Role-Plays. To make things easier, post the link and name here as soon as you enter the Role-Play thread.
 
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Hit Points:

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Force:

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Force Defense

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Magic Defense

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WEAPONS AND EQUIPMENT




HOUSE IO ASSETS

Note: Many Armor, Vehicle and Weapon units were found on the ancient Fortress World of Khemost, preserved in stasis chambers over the Millennia, then stocked with House Io's own weapons after discovery


HOUSE IO VEHICLE RESERVES

NOTE: All Mandalorian Vehicles are Stolen or Scavenged

Wing Blast Rocket Pack (200)
Canderous Class Tank (30)
Basilisk War Droid (14)

Floating Fortress (700)
74-Z Bike (4000)
BARC Speeder (8000)
CK-6 Bike (12000)
Unstable Terrain Transport (14000)
RX-200 Falchion (3000)
TX-130T Fighter Tank (1500)
Ice Barge (20,000)
Single Trooper Aerial Platform (60,000)
F-143 Ship (15,000)
TF Droid Bomber (1500)
Hyena Bomber (700)
TIE Interdictor (500)
Scimitar Bomber (200)
Blast Boat (40000)
814 Interceptor (30,000)
Skimmer (60,000)
228 Speeder (60,000)
Talon 1 Combat Cloud Car (100,000)
Combat Speeder (100,000)
Atmospheric Dreadnought (14)


HOUSE IO ARMOR RESERVES

NOTE: The numbers of armor suits available as the same meaning as the numbers noted in House Io Weapon Reserves.

All items listed as Mandalorian are stolen or scavenged , used in Deniable Operations

Other limited issue armors may be used in deniable operations

Mandalorian Battle Armor (1000)
Heavy Mandalorian Battle Armor (200)
Death Watch Armor (100)
Imperial Super Commando Armor (100)
Mandalorian Neo-Crusader Armor (100)
Mandalorian Heavy Suit (50,000)
Mandalorian Combat Suit (100,000)
Crusader Armor (700)

AV-1A Power Armor (100)
Phase 3 Dark Trooper Armor (200)
PX-11 Power Armor (50)
AV-1C Armor (300)
AV-1S Scout Armor (400)
Powered Battle Armor (600)
Corellian Power Suit (1000)
Powered Light Battle Armor (20,000)
Heavy Exoskeleton Armor (10,000)

Light Stealth Armor (2000)
Storm Commando Armor (1000)
Baragwin Shadow Armor (500)
Night Ops Armor (400)
Shadowsuit Armor (300)
Scout Armor (200)


Krath Heavy Armor (500,000)
Krath Holy Battle Suit (200,000)
Durasteel Heavy Armor (100,000)
Heavy Armor Gear (Dominator Gauntlets
Flex Heavy Armor (100,000)
Echani Heavy Armor (20,000)
Mk 3 Flak Vest (100,000)
Armored Space Suits (3000)
Cinnagar Plate Armor (500)
Matrix Armor (500)
Reinforced Insulated Sheath Armor (100)
Rebel Assault Armor (75)
Katarn Commando Armor (50)
Zal Alloy Armor (25)

Environmental Bastion Armor (400,000)
Bastion Armor Gear: (Shield Gauntlet ,
Blast Armor (400,000)
Blast Armor Gear: (X-21 Shock Glove ,
Bronzium Light Battle Armor (200,000)
Bonadan Armor (200,000)
Sith Battle Suit (100,000)
Sith Battle Suit Gear (Sith Power Gauntlets ,Force Mask , )
Cinnagar War Suit (75,000)
Heavy Cinnagar War Suit (50,000)
Verpine Fiber Mesh Armor (40,000)
Verpine Fiber Ultramesh (30,000)
Electromesh Armor (20,000)
Zabrak Battle Armor (10,000)
Zabrak Field Armor (5000)
GenoHaradan Mesh Armor (75)
Mesh Armor Gear: (Power Gloves ,Electrical Capacitance Shield ,

Padded Armor (500,000)
Padded Armor Gear (Climbing Gear ,Knuckle Plate Vibro Blade ,Adrenaline Stimulator, )
Light Exoskeleton Armor (100,000)
Cinnagar Weave Armor (75,000)
Echani Shield Suit (50,000)
Shield Suit Gear: (Disruption Gloves ,Aratech Cardio Regulator , )
Eriadu Prototype Armor (5000)
Mentor Armor (10,000)



HOUSE IO MELEE WEAPONRY RESERVES

NOTE: All Numbers on weapons have the same rules as armor and ranged units

All Mandalorian Weaponry is Stolen

Bes-Kad (Beskar) (50)
Bes-Kad (Cortosis weave Durasteel) (10,000)
Crush Gaunt Gloves (Beskar) (25)
Gloves (Cortosis weave Durasteel) (2000)
Executioner's Vibro Ax (25)
Kal Daggers (Beskar) (50)
Daggers (Cortosis Weave) (1000)


Vibro Double Blade (400,000)
Echani Double Brand (200,000)
Echani Vibro Sword (400,000)
Baragwin Assault Blade (500,000)
Vibro Great Sword (300,000)
Vibro Rapier (50,000)
GenoHaradan Poison Blade (200)
Energy Sword (100,000)
Force Imbued Blade (2000)
Sith Sword (100)
Sith War Sword (50)
Sith Tremor Sword (25)
Moch Blade (10,000)


HOUSE IO WEAPON RESERVES

NOTE: Weaponry Numbers have meanings. High numbers indicate general military use during invasion whether on offense or defense. Smaller numbers indicate more specialized purpose such as civil defense or special operations, or even possibly stolen

100,000 or Above: General Infantry Use during large military invasions or defense from invasions. Purchased legally via front identities or enough parts are scavenged to create what is necessary (Latter applies strictly to canon items)

10,000 or above: Special Medium Scale Military Engagements. Often Produced as special Requisitions from House Io molecular furnaces

Below 10,000: Special Operations Use, issued per Mission Parameters, likely to have been recovered from battlefields.

5,000 or below: Civil Defense Reserves, highly likely to have been stolen

1000 or below: Issued on a Specialist or experimental basis, purchased or scavenged

All Mandalorian weapons are Stolen or Scavenged


PISTOLS
Westar-35 Pistol (100,000)
Westar-34 Blaster Pistol (1000)
Mandalorian Blaster Pistol (200,000)
Heavy Mandalorian Blaster Pistol (10,000)
Mandalorian Ripper (4000)
Mandalorian Disintegrator (2000)
DE-10 Pistol (200)

MERCENARY SERVICES

Jaegar Detachment

Jackal Detachment

Scarecrow Detachment





HOUSE IO


Skills: WIP

Force

About Force: Laertia's Force abilities are highly unusual and specific...this has only aided her skills as a warrior and magician but requires a different approach to get the most use out of them.

Ranks:

Initiate: Unfocused and crude with the ability in question, requiring significant focus and patience before being able to use the ability again up to five minutes

Padawan: Better application and focus of powers, increasing their effectiveness and reducing the wait time before they can be used again

Knight: Advanced focus and application, significantly reduced wait time

Master: Highly effective application, wait time before use measured in seconds.

Grandmaster: Skill application considered on par with that of a council member who has professionally taught the ability both in formal settings and in the field for decades, wait time so negligible as to be not worth considering. Very few abilities can be taken to grand master level

Note: Due to recent Injuries and Psychological Trauma on Tython she is unable to use Light Sith abilities with any degree of reliability

Force Teleport (****P*******K***********M**************G)

Lertia's variant of Force Teleport is very powerful, having very little effect on her body beyond mild strain when used too often in a minute. She can teleport instantaneously anywhere she wants in a hundred meter radius either above or below so long as she knows or can see her end destination, even yanking herself back to a previous teleport point so long as she is within that radius. Longer range teleports require more focus and can exhaust her from the effort. Over time her skill at teleporting has grown to the point that she can teleport a small object to and from her hand at a distance as well as perform a Mass teleport of herself and everything and everyone around her in an eight meter radius, though this will greatly exhaust her.

Initiate: Can teleport anywhere up or down in a twenty five meter radius. Can teleport small objects to her hand with enough concentration

Padawan: Immediate Teleport range is fifty meters. Can Teleport small objects in hand to another area in their immediate radius. Can teleport past normal range but must have direct line of sight to their destination and requires full concentration, which mentally exhausts her for a few minutes, rendering her temporarily unable to access the Force

Knight: Immediate range increases to seventy five meters. Can teleport small, fast moving objects in mid air, directing their routes elsewhere. Becomes capable of using teleporting in combat scenarios to great effect.

Master: Range increases to one hundred meters. Can teleport through barriers so long as they know or can see what's on the other side. Can launch deadly flurry attacks on an opponent, teleporting from almost every angle to attack. Gains very long range teleport of up to 400 meters with full concentration, but must no exact destination and is greatly exhausted.

Grand Master: Can teleport every object and person around her (so long as they are willing) in an eight meter radius, but is rendered unable to use Force powers for a full fifteen minutes afterward

Force Ionize (****P*******K***********M**************G)

Use to disrupt electrical systems such as computers and droids, either destroying them or reprogramming them. Does not effect her own cybernetics.

Initiate: Can disrupt or reprogram basic protocol-type droids or Astromechs for a short time, about five minutes.

Padawan: Can disrupt, permanently reprogram, or destroy the circuitry of Protocol Droids, Astromechs, and basic computer and security systems such as turrets

Knight: Can now disrupt, permanently reprogram, or destroy Combat Droids, advanced, military grade computers and advanced security systems, such as motion sensors, lasers, and cameras

Master: Can now disrupt, temporarily reprogram, or destroy HRD-type droids

Grand master: Can now temporarily disrupt and temporarily reprogram Vong-Type Biots, though not destroy them.

Doppleganger(****P*******K***********M)

Sends a mirror image of Laertia out to distract and confuse. Control is so great it can actively be used in combat, even to confuse an opponent into thinking she has teleported. What makes her doppelganger variant especially dangerous is that it can be sensed through the Force just like she can as well as fool electronic sensors into thinking the Doppelganger has a heat signature and her doppelganger can essentially act like flares that draw a missile away from the main vehicle with a heat signature. Though it will not fool someone like a Miralukan, but it will possibly confuse an otherwise experienced adept. Cannot harm opponents, but can fake attacking them.

Initiate: Conjures Doppelganger anywhere in a seventy meter radius for thirty seconds

Padawan: Conjure length increased to one minute, Can conjure two doppelgangers. Conjure range increased to one hundred meters.

Knight: Conjure three doppelgangers. Conjure length extends by thirty seconds.

Master: Conjure four doppelgangers. Duration increased by thirty seconds

Stasis (****P********K***********M)

Used to Telekinetically freeze incoming projectiles in place for a few seconds in a fifteen meter radius around her. Highly effective defensive power, as it can catch nearly any type of projectile fired from hand held weapons, energy based or other wise. The only projectiles it cannot stop are paddle beams. Technique is vulnerable from heavy saturation fire from all sides, though Laertia can teleport out of danger.

Initiate: Stops basic blaster bolts fired in front of her for eight seconds. Bolts remain in place regardless of whether she moves or loses focus. Can with stand up to ten shots.

Padawan: Can hold in place up to twenty shots from any hand held weapon except paddle beams for twelve seconds. Can now catch shots in a fifteen meter radius all around her

Knight: Can stop up to thirty shots for up to fourteen seconds

Master: Can catch up to forty shots for thirty seconds.

Neural Storm (****P*********K-----------M)

Conjures a non lethal manifestation of stun bolt like Energy from the user's palm that can heavily stun and render dizzy for a few precious seconds as thought process is totally disrupted should they fail to resist Cannot affect Force Adepts. As skill grows, more can be affected

Initiate: Stun up to three people for 007 seconds

Padawan: Stun up to five people

Knight: Stun up to 007 people

Master: Stun up to 9 people


Kinetic Dampen (****P*******K***********M*************G)

When active, extends a field that attempts to slow down fast moving organic targets in an eight meter radius around her. If they fail to resist, their movement is slowed by potentially as much as eighty percent. Solely for melee fights and cannot affect projectiles, but can counteract those using Force Speed.

Initiate: Can potentially slow down one opponent of average size and strength.

Padawan: Can slow down multiple opponents of average size and strength. Up to three

Knight: Can potentially slow down multiple opponents of above average size and strength, up to four

Master: Can potentially slow down single opponent of immense size and strength.

Grand Master: Can potentially slow down multiple opponents of immense size and strength

Telekinetic Suspension (****P*********K***********M)

Sends out a wave that suspends inanimate objects directly in front of her in fixed, rigid position for a fifty meter length in mid-air for three minutes. Good for clearing debris or even a creative way of creating cover as skill advances and user becomes able to lift increasingly heavy objects caught in the suspension field and alter both the height and position of objects caught within the field with increasingly greater precision, creating temporarily safe bridges for others to cross. Requires full focus at first then decreasing levels of focus as skills advance in this power

Initiate: Can suspend small objects in a five by thirty meter length field. Objects hover off surface at a fixed five meter length in a straight row. Requires full focus.

Padawan: Can raise both small and medium size objects, and adjust their individual height within the field to as low as two meters or up to nine meters. Requires seventy five percent full focus.

Knight: Can raise small, medium and large objects, and adjust their individual height and position within the field. Requires fifty percent of full focus

Master: Can lift one super heavy object within the field for twenty five percent of full focus and adjust both its height and position within the field

Projectile Redirect (****P*********K***********M)

Projecting a field of protective energy over one's palm, one can redirect nearly all blaster type energy bolts, with the strength of the bolts they can repel increasing with their skill

Initiate: Can repel and redirect pistol strength bolts at general direction of where they were fired from.

Padawan: Can redirect both pistol and rifle grade blaster fire. Accuracy of bolt redirection increases by twenty five percent. Can now deflect slugs

Knight: Can deflect heavy blaster rifle bolts by themselves. Redirect accuracy increased by another twenty five percent Can now deflect heavy slugs.

Master: Can now redirect both heavy blaster bolts and charric bolts together.

Lightsaber Throw (****P*******K***********M)

One of her primary offensive abilities in terms of Force use, and one she is a master of. Good for taking out clusters of weak opponents or dorcing stronger, singular opponents to dodge. Disadvantage is the temporary lack of weapon and the need to maintain focus on the thrown blade which can vary depending on which tier is accessed. Advantages is that all ranks of ability prove very useful in certain situations.

Initiate: Thrown lightsaber travels in wide, 180 degree sweeping arc once at four meters in front of her, then extends by another three meters and completes another arc. Good for clearing out clusters of weak enemies massing in front of her. Requires full focus.

Padawan: Lightsaber spins around thrower in a 360 degree travel around her once in a radius of five meters before returning to her hand. Good for opponents in front and back. Requires seventy five percent focus

Knight: Throw lightsaber as a spear for a telekinetic precision attack. Saber travels to its target seventy meters away once before returning. Requires half focus.

Master: Throw spinning lightsaber which travels in a a 180 degree arc twelve meters once before returning to owner. Requires twenty five percent focus.

Telekinetic Lightsaber Combat (****P*******K***********M)

Deadly force based combat art, which makes lightsabers float and fight their owners enemies with all the skill the owner themselves possess, though it requires significant focus

Initiate: Single lightsaber floats for two minutes, fighting with users skill. Requires seventy five percent focus.

Padawan. Time increased by one minute. Focus reduced to half.

Knight: Time increased by one minute, focus required decreased by twenty five percent

Master: Can fight with two lightsabers at seperate angles

Force In Balance (****P*********K-----------M--------------G)

Uses the Force to heal injuries of the self by inflicting injury upon an opponent with a melee weapon. As skill grows, more powerful Adepts become vulnerable to this technique and more injuries can be healed per wound inflicted.

Initiate: Heal one Minor wound per injury inflicted. Low level NPC's and weak adepts are vulnerable to this technique. Ancient Power used during the Cold War by Jedi Shadows. Requires significant concentration.

Padawan: Heal either a significant, or minor wound per injury inflicted. Moderately Strong NPC's and Adepts are vulnerable

Knight: Heal either a minor, significant, or major wound per injury inflicted. Strong NPC's and Adepts are vulnerable

Master: Heal two kinds, or the same kind of wound per injury inflicted. Very Strong NPC's and Adepts are vulnerable

Grandmaster: Heal three kinds, or the same kind of wound per injury inflicted. Extremely Strong NPC's and Adepts vulnerable

Force Suppression (****P*******K***********M)

Used to suppress the connection of powerful and weak Force Users. Requires significant focus, but can weaken the connection of multiple people at once. Unlike normal Force Suppression she can only create a field capable of nullifying others powers by a ten meter radius around her.

Initiate: Can possibly suppress the connection of very weak Force Users in a ten meter radius around her, requires seventy five percent full concentration.

Padawan: Can possibly suppress the connection of multiple moderately powerful individuals. Concentration required reduced by twenty five percent

Knight: Can possibly suppress the connection of multiple powerful force users. Concentration required reduced by ten percent.

Master: Can possibly suppress the connection of multiple very powerful individuals

Force Breach (****P*********K-----------M)

Used to focus all ones will on singular targets to try and completely disrupt their Force Connection where it would otherwise be completely unshakable. Significant Strain and Focus required

Initiate: Significant chance of Disrupting the connections of even extremely powerful individuals for thirty seconds, do to sheer brute force mental attack designed to smash through traditional mental defenses of Force Adepts of any Alignment

Padawan: High chance of successful disruption.

Knight: Very high chance of successful disruption

Master: Extremely High Chance of successful disruption

Cryokinesis (****P*********K-----------M)

Multiuse, highly dangerous Force Power, designed to freeze over objects, people, or environments. Capable of forming ice weapons. Character becomes capable of walking over all forms of ice without slipping

Special actions can be used with this power:

Breath Attack: Spew out blue cryonic flames from the mouth, capable of inflicting severe frostbite or freezing damage comparable to the most destructive cryo weapons available.

Ice Slide: Slide over flat surfaces very quickly, great for unexpected charge attacks. Conversely, make environments incredibly slippery

Permafrost: Objects infused with cryokinetic power generate intense cold in a wide radius around them

Force Resist (****P*******K***********M**************G)

One half of the reason Laertia is so dangerous is her blademanship. The other is this ability. It is unknown how she became so resistant to Force attacks but Laertia can use this power to survive force attacks that would kill lesser adepts.

Initiate: Reduces damage of all offensive force powers by twenty percent and is more difficult to grab telekinetically

Padawan: Damage reduced by forty percent, and is much more difficult to grab telekineticall

Knight: Damage reduced by fifty percent and is very difficult to grab telekinetically

Master: Damage reduced by sixty percent and is extremely difficult to grab telekinetically

Grandmaster: Damage reduced by eighty percent and is almost impossible to grab telekinetically

Magic Resistance (****P*******K-----------M--------------G)

A Force Power that allows one to resist Magic. Constant focus required, meaning no other powers can be used

Initiate: Resist all magic offense spells by providing a Very Low Resistance to Magic

Padawan: Now has Low Resistance to Magic as long as Power is active

Knight: Average Resistance to Magic Damage and weapons, able to sustain moderately strong attacks

Master: High Resistance to Magic

Grand Master: Very High Resistance to Magic

Force Sense (****P*********K***********M)

Used to sense life in one's surroundings. As skill increases, able to sense threats at greater distance as well as define those threats. Greater ability to sense danger directly in front of her then behind or to the sides due to brain damage

Initiate: Can sense threats two hundred meters in front of her but only twenty meters behind or to the sides

Padawan: Frontal sense increased by a hundred meters, but only by five meters back and to the sides.

Knight: Frontal sense increased by a hundred meters, can sense and define all threats in front of her.

Master: Frontal sense increased by a hundred meters.

Force Push/Pull (Morpheus Chitin only) (****P*********K-----------M)

Highly useful all purpose telekinetic Force Attack that pushes objects and people backward.

Initiate: Heavy but slow moving push with a Radius of 007 meters that can push back even very strong beings, with the drawbacks being the push, is slow, slightly visible, and easily dodged, and has a range of 007 meters

Padawan: Push radius increased to fourteen meters. Range increased by 14 meters

Knight: Range increased to 21 meters

Master: Range increased to 28 meters

Force Whirl Wind (Morpheus Chitin only)

Telekinesis (Morpheus Chitin Only)

(****P*********K-----------M--------------G)

Light Powers

About Light Powers: Most require ranks, which can only be earned by taking actions in story.

Cleanse

Uses the Light to cleanse areas tainted by the Dark Side. Not a combat power but more one achieved through meditation. Risky to employ without preperation due to the headaches.

Current Rank: 4

Rank 1: Cleanse an area the size of a grove of the Dark Side through constant meditation and constant mental combat with however the Dark Side of the tainted area manifests in her mind.

Rank 2: Through constant mental struggle, can cleanse an area the size of a small area a few kilometers in radius.

Rank 3: Can cleanse an area the radius of a half dozen kilometers

Rank 4: Can Cleanse radius of a dozen kilometers.

Heal


Heal injuries, including her brain, which remains healed for a short span of time, usually seven minutes before it degrades to its previous state. Requires wait period of twenty minutes after full use. Cannot be used in combat. Curiously, due to her brain damage affecting her force use, the healing effect extends in a ten meter radius around her, so everyone around her is healed as well. Healing for other injuries than the brain require five minutes of constant meditation

Current Rank: 4

Rank 1: Heal minor cuts, fractures, and venoms

Rank 2: Heal severe cuts, severe burns, broken bones, and powerful venoms

Rank 3: Heal devastating injuries on self or other and alchemized poisons

Rank 4: Regrow limbs

Purity

Controls the presence the character exudes in The Force, and the effects they can cause as a result. The higher the purity, the better the character can resist the Dark Side and bless Items with the Light, as well as unconsciously inspire people and embue them with some of her combat skill and stamina whenever they fight alongside her

Current Rank: 0

Rank 1: Resist the temptations of the Dark Side slightly easier than others, inspire fear in weak Dark Siders, unconsciously cause allies to feel slightly braver and fight with a small amount of her Stamina and Combat Skill, and give objects weak Light Side blessings, granting th ed m various effects

Rank 2: Inspire fear in Dark Adepts of moderate strength, embue allies with greater confidence, stamina, and fighting ability, and give stronger blessings.

Rank 3: Inspire fear in Dark Adepts of great strength, grant very great confidence, stamina, and fighting ability to allies, and grant powerful blessings of the Light on objects and people. Veins in and around her organic eye turn electric green.

Rank 4: Inspire fear in Dark Adepts of very greath strength, embue allies with very great confidence, stamina, and fighting ability, and grant very powerful light blessings to objects and People. Iris turns electric green, whites of eyes turn Bronze.

Flare (Twisted Light)

This power conjures a dark blue ball of Light Side Energy twisted to the Caster's will instead of The Force, that draws all Dark Side attacks into itself then rushes the enemy caster with all the lethal energy built up. As skill grows, effects of flare grow more devastating. Drawbacks include the intense concentration required, and the user feels slightly drained afterward. WARNING: Using Flare prevents usage of Natural Light Side Powers for 007 hours afterward

Current Rank: 0

Rank 1: Flare returns upon enemy Caster with the force of a grenade. Weak homing capability.

Rank 2: Flare returns upon enemy with the force of a plasma grenade. Slightly stronger homing capability

Rank 3: Flare returns upon enemy with the force of a Det Charge. Strong homing capability

Rank 4: Flare returns upon enemy with the force of a Thermal Detonator

Dark Immunity

This power twists the Light through One's whole body, providing Extreme protection from Dark Side attacks for one minute and thirty seconds. As skill increases, additional benefits to absorbing Dark Side attacks increase. WARNING: Using Twisted Light Powers renders character unable to use natural Light Side Powers for 007 hours afterward.

Current Rank: 0

Rank 1: Provides very high protection from even lightning based Dark Side attacks. Speed is increased by 2X for 007 minutes after

Rank 2: Speed is increased by 3X

Rank 3: Speed is increased by 5X

Rank 4: Speed is increased by 007 X

Electric Decree

Extremely powerful form of Electric Judgement, capable of killing Dark Adepts, and severely stunning (but completely incapable of killing) Light Adepts, and making it very difficult to access the Light Side of the Force for a short time of 007 minutes afterward if they fail to resist its effects Drawbacks are that the Dark Blue Lightning Bolts generated are so powerful it is difficult to aim and keep them focused on target, and the intense focus required to generate. WARNING: Using twisted Light powers renders character unable to use natural light powers for 007 hours afterward

Current Rank: 0

Rank 1: Possibly significantly injure Dark Adepts or heavily Stun Light Adepts, rendering them unable to access the Light (but can still access nuetral Force Powers) for a short time. Requires significant cooldown of fifteen minutes after use

Rank 2: Possibly heavily injure Dark Adepts or heavily stun Light Adepts

Rank 3: Possibly severely injure Dark Adepts or severely stun Light Adepts

Rank 4: Cooldown reduced to 007 minutes

Divine Decree

Rank: 0

Call down a heavy, severe set of dark blue light side lightning strikes precisely on a single Target, that strikes very close in their radius and has an excellent chance of hitting them the first time out. Buildings heavily charged with the Dark Side can have their Dark Aura disrupted, affecting all Dark Side adherents within if not mentally strong enough. Cannot affect Light Adepts except to prevent them from calling on the Light for a long period of time and heavily, painlessly stunning them. (They are still able to use other powers however). Can kill or heavily wound Dark Adepts, but only severely stun non Sensitives. As power grows, more can be targeted, and effects will chain to any in the immediate radius. Significant cooldown time of three minutes per use

Rank 1: Heavily injure or kill powerful Dark Adepts, and Heavily stun powerful Light Adepts, rendering them unable to use Light Side powers for a long period as well as heavily, painlessly stunning them.

Rank 2: Heavily Injure or Kill Very Powerful Dark Adepts. Heavily, Painlessly Stun Very Powerful Light Adepts and strip them of their ability to call on the Light

Rank 3: Severely injure or kill extremely powerful Dark Adepts, Heavily stun Extremely powerful Light Adepts and stop them from calling on the Light for very long periods.

Rank 4: Effect chains up to four people in the immediate radius of the target

Ensnare

Rank: 0

The Light Side Sith's Equivalent of Force Crush, Ensnare forcibly restrains the targets limbs in a fixed point in space, preventing movement for a short time if power is unsuccessfully resisted. Useful for restraining very powerful Dark Side Users, opening them up to a free hit, with Laertia's variant possibly causing pain while trapped, making it useful for torturing Dark Adepts. Can only be used on Dark Side users.

Rank 1: Ensnare a Powerful Dark Sider for a short time, restraining their limbs and causing significant pain if they fail to resist

Rank 2: Ensnare up to two powerful Dark Adepts, causing intense pain if they fail to resist

Rank 3: Ensnare up to three very powerful Dark Adepts, causing very intense pain if they fail to resist.

Rank 4: Cause intense, blinding agony to any ensnared Dark Adepts

Light Drain

Rank: 0

This Twisted Light Power allows Laertia to Non-Lethally Siphon a Jedi's Connection to the Light. It causes no pain or permanent damage, but Light Adepts who fail to resist could be unable to call on Light Force Powers for days afterward as well as experiencing severe dizziness after the attack for hours until their mind subconsciously restores it's connection to this aspect of the Force. Also allows Laertia to temporarily drain Light Sided objects for sustainment, though the affected object will eventually regain their abilities. Great focus required

Rank 1: Twists The Light Side to Non Lethally drain weak Light Adepts and Objects

Rank 2: Can Drain Moderate Strength Light Adepts and objects

Rank 3: Can Drain Strong Light Adepts and objects

Rank 4: Can Drain very strong Light Adepts and objects

DARK SIDE POWERS (WIP)

Force Crush

Tear Knowledge

Force Lightning

Inflict Pain

Force Rage

Force Insanity


Combat

Melee

Atrisian Rope Kung Fu (****P*********K---------M

Dragon Kung Fu (****P*********K-----------M)

Lightsabers

About Saber ranks

Initiate: Possesses already considerable aptitude for core lightsaber style principles and may occasionally surprise knight level duelists with their inventiveness and easily defeat those of a similar tier.

Padawan: Poses a significant challenge and threat to knight level combatants and surprise master level combatants with both aggressive tactics and inventiveness

Knight: Poses a deadly threat to knight level duelists, easily crush lesser duelists, and pose a significant threat to master level duelists.

Master: Poses a lethal threat to knights and master level duelists, astonishing them with fluid assaults and cunning strategy, savagery, or both in lightsaber combat.

Grandmaster: Council-Master level authority on lightsaber combat, able to outduel even those who are considered themselves amazing duelists.

Single Bladed Lightsaber (****P*******K***********M**************G)

Jar'Kai (****P*********K-----------M)

Double Bladed Lightsabers (****P*********K-----------M)

Crossguard Lightsaber (****P*******K***********M**************G)

Shotos (****P*******K*********M)

Curved Hilt Lightsaber/ Lightfoils (****P*******K***********M)

Sabercanes (****P*******K*********M)

Lightsaber Spears (****P*********K-----------M)

Darksaber-Sabers (****P*******K***********M)

Light Whips (****P---------K-----------M)

Shii-Cho (****P*******K************M**************G)

Makashi (****P*******K***********M)

Soresu (****P*********K-----------M)

Ataru (****P*********K-----------M)

Shien (****P*******K***********M)

Reverse Shien (****P*******K***********M)

Djem So (****P*******K***********M)

Niman (****P*******K-----------M)

Juyo (****P*********K-----------M)

Fast Style (****P*******K***********M)

Medium Style (****P*******K***********M)

Strong Style (****P*******K***********M)

Vaapaad
(****P*********K-----------M)

Swords

Sword Canes (****P*******K-----------M)

Katanas (****P*******K-----------M)

Longswords (****P*********K***********M**************G)


Vibro-Whips/Energy Whips
(****P---------K-----------M)

Double Bladed Swords
(****P*********K-----------M)

Knives

Combat Knives (****P*******K***********M**************G)

Shields

Vibroshields (****P*********K-----------M)

Ranged

Pistols (Energy) (****P*********K**********M)

Pistols (Slug) (*****P*********K***********M)

Throwing Knives (****P*******K***********M)

Boomerangs (****P*********K-----------M)

Wrist mounted weapons (****P*******K-----------M)

Shotguns (standard) (****P*******K***********M)

Shotguns (Luparas) (****P*******K***********M)

Shotguns (Automatic) (****P***********K-----------M)

Grenade Launchers (****P*********K-----------M)

Personal Blaster Cannons (****P---------K-----------M)

Miscellaneous

Magic Tricks

About Magic Tricks:

As Laertia is not a true witch, Magic Tricks take the place of the "spells" of my other characters and are based on both practical effects, stage magic and Laertia's powers. They have no ranks.


Offensive: Card Toss

Tosses metal throwing card knives at the opponent, teleporting the small objects to different angles to strike from

Offensive: Dazzle

Releases a special, if harmless powder into the air that upon reacting to the air, creates bright sparks of light and loud pops that are genuinely distracting at close range, almost equivalent to a flash bang

Defensive: Smoke shield

Releases bursts of smoke from special chemical pouches hidden up the sleeve that quickly enshroud Laertia in a thick cone of long lingering smoke, which plays into her teleportation tactics, as she can force someone to play a guessing game of which cone of smoke she is hiding under as the pouches on her sleeve continuously release once activated and resume after teleporting, lingering in place long after she has already teleported away. While not as effective against force sensitive targets, who are able to sense where she is, it is very effective at confusing conventional enemies unless armed with vision enhancements


Support: Sound Intimidation

Using specialized speakers either planted before hand or on her person, Laertia plays the creepy breathing tone of an infamous horror film slasher that bounces off surfaces as if by magic. Disrupted by Ion and EMP. (As for the tune, think Jason Vorhees Theme). Done as a form of psychological warfare, though its effectiveness varies depending on mental strength

Support: Sleight of Hand

Using fast hands, and visual trickery, Laertia can make small objects appear from thin air using bare hands or props...or make something disappear...useful for visual deception and occasional extortion.

Support: Hat Rabbit

Using a trained, docile rabbit that can be smuggled in a reflec coated top hat, that has a small camera attached, Laertia can use the rabbit to scout ahead for her.

Support: Top Hat

Using a reflec coated top hat, Laertia can smuggle small items past checkpoints and into otherwise high security areas, and the tophat itself can hold a surprisingly large amount of items

Offensive: Incendiary Cards.

Card Knives coated in special chemical that ignites to white hot temperatures traveling at high speed in air, often thrown in mass. Unreliable aim, but does solid damage to flesh if it connects.

Support: Magic ropes

Multicolored ribbions of high strength fiber, often used for emergency climbing, restraining strong individuals, or even creating makeshift tents and patching clothes.

Support: Quick Change Artistry

Laertia can use conventional prosthetics and make up to temporarily alter her appearance significantly, making identification difficult, additionally her acting skill from years of street cons is above reproach. Can even fool a weak force user.

Support: Optical Tricks

A myriad of tricks involving mirrors, and smoke to hide or obscure large objects, people, even small buildings

MISCELLANEOUS

Cybernetics

About cybernetics: Governs the characters ability to use, create and upgrade limb and organ based cybernetics, as well as the abilities of her base cybernetics. The ability that governs their creation and use is based on a number system

1-6: Poor to Average

7-8: Good

9-10: Exceptional

Eyes: 10/10

Ears: 10/10

Arms: 10/10

Legs: 10/10

Torsos: 4/10

Organs: 3/10

Cranial: 7/10

Skeletal: 6/10

CYBER UPGRADES

Cybernetic Eye

Basic Cyber Eye implanted and easily removed from port implanted in skull. Possesses adjustable 4X binocular vision, and very basic, low res thermal vision.

Updates: Resolution Upgrade

Cybernetic Arm:

Heavy duty cybernetic arm, providing enhanced strength, though less than that of her natural limb. Becomes the stronger arm in the event she enters a force void. Contains heavy, retractable cortosis weave durasteel blade and can punch through light barriers. Upgradeable or removable from the socket and replaceable.

Updates: Baragwin Stun Ray

Wrist Laser

Range Increase

Accuracy Increase

Refined Edge

ALTERNATIVE ARM: Synth Limb

Synth Limb Load Out


Sith Regenerator (Custom)
Nerve Enhancement System
Reflex Implant
iHeart (Secondary heart)
Cybernetic Respirator

Misc.

PILOTING

Personal Starships: 10/10

Starfighters: 8/10

Force Forms

Force Channel

Force Potency

Jedi Stance Discipline

Jedi Focus Discipline

Jedi Training (Jedi Shadow, Jedi Sniper, Jedi Hunting)

Sith Training (Sith Juggernaut, Sith Warrior, Sith Battle Lord)


Absorbed Personas


The Grouping

4462a17848ec80364d99d4598006dff7--mendel-sag-awards.jpg


Force Sense

Kinetite

Torture by Chagrin

Dark Illusion

Sith Poisons

Force Insanity

Death Field

Swords

Pistols

Kickboxing

Ritual: Madness

Ritual: Force Plague

Ritual: Mass Force Insanity

Ritual: Create Copy

The Administration:

WIP
 
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