Star Wars Roleplay: Chaos

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Maple Harte

5ddf0c261672437ea70971abcedaeaac.jpg

"How could I ever hope to leave the battlefield? I wouldn't know what to do with myself. Also, currently my spine is made of rabbits so make of that what you will."

Theme Song: "GoldenEye" by Tina Turner



NAME: Maple Harte


FACTION: CIS, Mandragora, Bounty Hunter's Guild.


RANK:Bounty Hunter (Former Jedi Knight)


SPECIES:Alderaanian human


AGE: Thirty


SEX: Female


HEIGHT:Six feet


WEIGHT: One hundred seventy five pounds.


EYES: Piercing Green


HAIR: Dark brown


SKIN:Tan


FORCE SENSITIVE: Yes.



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STRENGTHS AND WEAKNESSES


Strengths:


Fast Reflexes:Maple has extraordinary reflexes, and is adept at dodging attacks. She is also capable of attacking at high speeds. Both her reflexes and speed are 007 times faster than average


Escape Artist: Maple is a prodigy at escaping nearly all forms of conventional restraints or confinement, and always has a lockpick or computer spike at the ready.


Stick specialist: Put a staff or stick in her hands, and Maple can and will hurt someone to the point of incapacitation.


Tracker: Maple, as a bounty hunter, is very good at tracking fleeing quarry.


Marksman: Though most times she prefers non-lethal methods, (Unless one is bold enough to try and kill her) she was a lethal assassin, and demonstrates ability with virtually every type of fire arm on the market

Plant Surge specialist: Maple was once a very good botanist, and one special ability she demonstrated was the ability to direct the growth of plant life.


Stealthy: Maple excells at conventional forms of stealth, able to walk and run extremely quietly, pick pockets and use stealth devices. She can also hide with The Force

Unorthodox: Maple encorporates drunken movements into her melee fighting, confusing her opponents with erratic, yet fluid attacks. She has even done this to her lightsaber form, Ataru. This makes her a very hard to read attacker.

Magical Aptitude: Maple demonstrates the ability to comprehend magic 007 times faster than average, and has intense magical potential in general

Janus: Maple seems able to use both Light and Dark Powers though how well she uses bith depends on what her ultimate alignment is. Still, this is impressive in that it implies, past the madness, an intense willpower.


Weaknesses:


Atrophied Force Connection: Beyond Force abilities such as speed, jump, push, sense, and telekinesis, as well as her plant surge ability, her force skill is a shadow of what it was.


Weak: While she keeps fit through excercise, she cannot really take someone on hand to hand without weapons without resorting to Drunken Boxing, and a few good punches are more than enough to knock her out should she make a mistake.


Delusional: Maple suffers from a late-manifesting form of hereditary schizophrenia known as Shrodinger's Syndrome, which manifests as multiple backstories (Including ones where she has been dead for at least several years or longer) That she simultaneously knows to be false yet paradoxically believes to be true in the moments the delusion plays out in her mind, and multiple ones that can play out at once. As a result, she some times is not fully certain if she is facing an actual opponent in a fight, or merely living out another non-existant episode. She holds back in battle a lot as a result, because she doesn't actually want to risk a potentially innocent person being hurt. This can also lead to her not really trusting people, because she sometimes imagines that whoever she is talking to is secretly an old enemy from her days in the Jedi that she never actually fought. She has been known to knock people out, or try to, when such nagging paranoia became too hard to ignore. This form of schizophrenia is completely untreatable, and there is no known medication capable of mitigating its effects. Bounties have escaped before due to this.




APPEARANCE:

Maple is a lithe women with tan skin, brown hair, and green eyes. She normally dresses in black, biker-like outfits. She has a youthful appearance and is actually quite pretty but when she stares at you, you get the feeling something is...off.


BIOGRAPHY:


Maple Harte was once a member of a band of Jedi Shadows known as The Marksmen. Skilled and deadly, Maple, back then known as Uri Udinia, was like many shadows, straddling very close to the Dark Side in service to the light, ruthlessly eliminating darksiders and all traces of their power. Particularly gifted at sniping, Uri killed dozens of Dark Jedi and Sith from afar, though the brutality of the work and the zeal of her compatriots eventually got to her and was adept at escape when captured. This grew into considerable talant until eventually she could escape almost any form of confinement, even deathtraps. So great did her skill at escape grow that she eventually escaped a doom that had seemingly been planned for her for years. Told by a dying seer that she was destined to become the successor to a Sith Lady known as the 'Mind-Binder', Uri fruitlessly hunted for years for this Sith, spurred on by a dark, seductive voice of a woman in her sleep, promising her power if she would only submit. She never told any about the seers dying words, nor did she tell them about the Mind-Binder. Eventually she was forced to conclude that the Sith in question did not exist, as the countless Sith she interrogated simply had never heard of a Sith who bore that title. Meanwhile her distaste for her work as a Jedi Shadow grew, having grown sickened by the killing and starting to question her purpose, her Master decided to remind her of the dangers of the Dark Side by placing her on a special assignment to the jungles of Mimban, to investigate rumors of a Sith cult. Uri went, and found to her shock that it was a cult devoted to the Mind-Binder and the abominations she created to turn Jedi to the Dark Side. And worst of all, the ones in charge of the cult were a group of former Jedi Knights she had been close with. All of them had been seduced by the Mind-Binder, though they claimed Uri herself was the one the Binder personally favored...and then paradoxically claimed that the Mind-Binder did not exist yet. Uri cut them all down, realizing her Master had known full well that Uri had been sent on a mission to kill her friends, yet had not told her, Uri then decided to fake her death and leave the Order, incensed by what she perceived as her Master's betrayal. She quietly made a living as a non lethal bounty hunter for the next four years, letting go of her Force Skills. Tragically, she began to develop symptoms of and was diagnosed with a rare schizophrenia that was hereditary in nature, a condition that has only gotton more pronounced as time has passed. Just as Uri was about to finally retire, and focus on living quietly in seclusion, a rumor of a Force witch with telepathy based specialties has drawn her back out into the galaxy, though given her delusions, it is frightfully unclear whether this is an actual rumor that she heard or one she simply imagined hearing...


SHIP:

J-type 327 nubian yacht, jet black in color. Known as The Silent Erika, won in a duel against fencer Lur Redtide.
(http://starwarsrp.net/topic/130646-the-silent-erika-modified-j-type-327-nubian/)

Scarlet Phantom
(http://starwarsrp.net/topic/124563-scarlet-phantom-modified-h-type-nubian-yacht/)

Ventress Class Light Cruiser
(http://starwarsrp.net/topic/28873-ventress-class-light-cruiser/)

Helios Luxury Yacht (http://starwarsrp.net/topic/122844-helios-luxury-yacht/)

Bit Interceptor (http://starwarsrp.net/topic/122136-bit-interceptor/#entry1701947)

Kagwa
http://starwarsrp.net/topic/61896-kagwa-class-superiority-fighter/

PERSONALITY: Maple is, at her core, well meaning, and good hearted, but past events, uncertainty whether some of her past experiences actually happened the way they did, and her perception that she was betrayed by those she trusted have left her very rattled. She is not even certain whether the foe she secretly feared (And it should be noted, never saw) for nearly a decade is even real, or was the product of an already manifest mental disorder. She tends to be withdrawn and terse in personal conversation and doesn't like to talk about anything personal. Due to her rare form of schizophrenia, when she is loose in conversation she sometimes ends up talking about incidents that happened to her...even if they directly contradict whatever she told someone not minutes earlier. She is haunted by her actions in the Jedi Order, and her disorder causes her to make up even more horrible events about her past with the Order, each scenario just as disjointed and contradictory as the one that preceeded it. She has believed on occasion that she was betrayed, assasinated, imprisoned for over four centuries, and that she was just given birth to, often all at once. Don't expect her to start making sense if you dive too deeply in conversation. Whatever the truth, she was once extremely dangerous, and her actions in the Marksmen left her with many legitimate arch enemies. She is sincerely afraid of any of them learning she is still alive while she hunts the Mind-Binder. Even though she also believes she killed all of them years ago. She is terrified of the Mind-Binder, even as she hunts her. She shows mercy when possible, as years of killing soured her on the act. She is not afraid of killing, but generally won't unless left with few options. Her interactions with Jedi are stiff and formal, always keeping them at arms length, and often only speaking in terse, one or two word responses as much as possible, as she is afraid of them learning she was a Jedi, even though the average knight likely has never heard of her, as there are so many factions it would be next to impossible to dig up her background on the fly. She loves sweets, and animals.

WEAPONS:

Cortosis weave staff:Her preferred weapon of choice. It stops at her shoulders in terms of length. Used for her extremely mobile, fluid, attacks
(http://starwarsrp.net/topic/125349-maples-staff-custom-conversion/)

Yoma
(http://starwarsrp.net/topic/129725-yoma/)

Uri's Cane: Her old Jedi weapon
(http://starwarsrp.net/topic/124421-uris-cane/)

Cortosis-weave Cane: Resembling the real life Shaolin Ox-horn Cane, she often carries it as an innocuous means of protection, using it to entrap, poke, smash, and choke her opponents.

Marksmen Rifle: The rifle she killed Sith and other Dark Jedi with. Black in color, and with all its prior upgrades beyond a scope being removed. The only real remnant of her time in the Jedi, as she has discarded her lightsaber.

Zealot's Eye
(http://starwarsrp.net/topic/132440-zealots-eye/)

Nightbrother Arbalest Set
(http://starwarsrp.net/topic/128356-nightbrother-arbalest-set/)

Wild Space Outback Long Gun (http://starwarsrp.net/topic/119852-wild-space-outback-long-gun/)

Wild Space Outback Rifle (http://starwarsrp.net/topic/119762-wild-space-outback-rifle/)

Mark One Pistol
(http://starwarsrp.net/topic/20759-heklerkok-special-edition-blaster-mark-i/)

Mark Two Pistol
(http://starwarsrp.net/topic/33719-heklerkok-special-edition-blaster-mark-ii/)

Coruscanti Typewriter
(http://starwarsrp.net/topic/40644-tenloss-type-8-smg/)

One Ranger Sniper Rifle. (http://starwarsrp.net/topic/67065-rangers-sniper-rifle/)


G-36 Marksman
(http://starwarsrp.net/topic/12685-heklerkok-g-36-blaster-series/)

One Jackal Sniper Rifle (http://starwarsrp.net/topic/124626-jackal-sniper-rifle/)

One VT LRS Rifle (http://starwarsrp.net/topic/102757-vt-lrs-rifle/)

VT Sliid Gun
(http://starwarsrp.net/topic/104578-vt-sliid-gun/)

Emissary (Marksman Variant)
(http://starwarsrp.net/topic/92565-emissary-revolver/)

VT Particle Bow
(http://starwarsrp.net/topic/112776-vt-particle-bow/)

Marksman's Toothpick
(http://starwarsrp.net/topic/129386-marksmans-toothpick/)

Possessions:

Three sets of Venus Heartbeat Clothing line (cheerleader, cocktail dress, belly dancer)
(http://starwarsrp.net/topic/97748-venus-heartbeat-clothing-line/)

Two AbsorBelts.(http://starwarsrp.net/topic/102333-absorbelt/)

One Jolt Ring (http://starwarsrp.net/topic/102647-jolt-ring/)

One set of HH heels (http://starwarsrp.net/topic/98210-heartbeat-heels/)

One set of HH sniper armor. (http://starwarsrp.net/topic/103868-hh-sniper-armor/)

One order of Covert colors. (http://starwarsrp.net/topic/103147-covert-colors/)

Sasori Light Armor--Reserve Marksman Suit
(http://starwarsrp.net/topic/41261-sasori-explorers-bodysuit/)

Maple's Custom Stealth Armor
(http://starwarsrp.net/topic/126256-maple-hartes-armor/)

Toquere Bodysuit
(http://starwarsrp.net/topic/11384-torquere-bodysuit/)

Marksman Shadow Suit Recreation.
(http://starwarsrp.net/topic/129460-maple-hartes-shadowsuit/)

Dancer Suit
(http://starwarsrp.net/topic/97046-jedi-dancer-outfit/ )

Explorer's suit
(http://starwarsrp.net/topic/29816-explorers-corp-bodysuit/)

One Ghost fire crystal.

One Va Stone

One ranger hardlight decoy (http://starwarsrp.net/topic/105005-rangers-hardlight-decoy/)

One Sasori Armored robes (All crimson) (http://starwarsrp.net/topic/45058-sasori-armored-robes/)

One healing underlay. (http://starwarsrp.net/topic/94815-healing-underlay/)

One kinetic weave. (http://starwarsrp.net/topic/78549-kinetic-weave/)

One Sound Dampening underlay (http://starwarsrp.net/topic/97007-sound-dampening-enhancement/)

Vehicles

Stratus Bike
(http://starwarsrp.net/topic/27703-cz-v1-stratus-speeder-bike/?hl=czerka)


Locations:

Loste Citadel
(http://starwarsrp.net/topic/125655-loste-citadel/()

Allies (NPC)

Siva
(http://starwarsrp.net/topic/134322-siva-joyuese/#entry1842252)

BOUNTIES COLLECTED:

None.


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ROLE-PLAYS:

PART ONE: A SIMPLE GIRL WITH A STICK.

"WHO IS URI UDINIA?" Story Arc

http://starwarsrp.net/topic/124621-the-hunter-gathering/ (Canonical first appearance, Start of Arc)

http://starwarsrp.net/topic/124274-play-of-the-black-sun-in-lok-lereanas-intro-rp/ (Debut)

http://starwarsrp.net/topic/124381-hartes-desire/ (First encounter with Katrine and Veronika)

http://starwarsrp.net/topic/125496-legends-foretold-of-dust-or-gold-mandragora-cis/ (Induction into Mandragora)

http://starwarsrp.net/topic/124677-the-great-space-chase/ (Bonding with Veronika)

http://starwarsrp.net/topic/125521-fun-and-kinrath-ask-to-join/ (Unofficial First Appearance of The Amalgam, first encounter with Matsu Ike, end of Who is Uri Udinia Story Arc)

"ROAD TO MARANON" Story Arc

http://starwarsrp.net/topic/125482-dead-ice/ (Part one of Arc)

http://starwarsrp.net/topic/130284-tanlili/

http://starwarsrp.net/topic/138850-starwarfenstein/ (Ongoing)

http://starwarsrp.net/topic/124628-lungs-to-dust-cis-dominion-of-katanos-vii/page-1

http://starwarsrp.net/topic/125987-the-darkest-layer/ (First appearance of Maranon)

http://starwarsrp.net/topic/130908-dark-night/

http://starwarsrp.net/topic/136010-memoirs-of-a-keisei/ (End of Road to Maranon Arc, First Canonical Appearance of Nine Lives)

"WHO IS THE AMALGAM?" Story Arc

http://starwarsrp.net/topic/125404-there-be-monsters-cis-dominion-of-monastery/ (First Encounter with Kurenai Yumi)

http://starwarsrp.net/topic/128819-theres-no-place-like-home-cis-dominion-of-orcus-t-53/

http://starwarsrp.net/topic/131025-witch-trials-knights-obsidian-mandragora-cis/?view=getnewpost (First Encounter with Alwine, Gerald, and Varick Lechner)

http://starwarsrp.net/topic/132698-freedom-for-felacat-cis-dominion-of-felacat-x-46/ (Official first appearance of The Amalgam)

http://starwarsrp.net/topic/134517-festival-of-the-lost-cis-dominion-of-krant-y44/ (End of Who is The Amalgam Story Arc)

PART TWO: AN INSANE SHADOW

"WHO WERE THE MARKSMEN?" Story Arc

http://starwarsrp.net/topic/135144-a-desert-hunt/ (Ongoing)

http://starwarsrp.net/topic/136104-graveyard-shift/ (Ongoing)

http://starwarsrp.net/topic/139768-encounter-on-ryloth/
 
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Hit Points

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Force

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Force Defense

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Magic

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Magic Defense

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Physical Speed:

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Physical Damage Capability

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CLASSES

WEAPONEERS:

THIS CLASS FOCUSES ON THE RAW APPLICATION OF WEAPONRY TO THE BATTLEFIELD, USING THE FORCE TO SUPPLEMENT WHEN NEEDED. WHILE DEVASTATING AGAINST GROUPS OF COMMON SOLDIERS, WARRIORS OR FORCE ADEPTS, THEY BECOME HIGHLY VULNERABLE IF UP AGAINST TRUE FORCE MASTERS.

MEMBERS OF THIS CLASS:

MAPLE HARTE

LAERTIA IO

NINE LIVES


FORCESPAWN:

BEINGS HEAVILY MUTATED BY THE FORCE, COMMANDING HORRIFICALLY POWERFUL MAGIC AND DEADLY USE OF FORCE POWERS, OFTEN SPECIALIZING IN CERTAIN EFFECTS OF AN ELEMENTAL BENT, MAKING THEM CAPABLE OF KILLING LESSER FORCE ADEPTS WITH EASE BUT HIGHLY VULNERABLE TO MAGIC, FORCE VOIDS, AND MATERIALS DEADLY TO FORCESPAWN FLESH. WHILE NOT SLOUCHES AT WEAPONRY THEY TYPICALLY DO NOT HAVE THE SAME LEVEL OF WEAPON MASTERY AS OTHER CLASSES. FORCE SPAWN HOWEVER POSSESS A DEADLY AND DANGEROUS ABILITY TO HIDE THEIR APPEARANCE AND EVEN THEIR PERSONALITY INTO ANOTHER GUISE TO HIDE AMONGST THE ENEMY OR EVEN TO TEMPIRARILY USE DIFFERENT OR ENHANCED TECHNIQUES OF OTHER CREATED OR ABSORBED PERSONALITIES. FORCESPAWN HEAL SLIGHTLY FASTER THAN ANDROIDS

MEMBERS OF THIS CLASS:

SYD CELSIUS

DARTH THEMIS

THE AMALGAM



ANDROIDS:

A DEADLY WAYPOINT BETWEEN WEAPONEERS AND FORCESPAWN, ANDROIDS POSSESS LETHAL INFILTRATION ABILITIES SUCH AS LIMITED SHAPESHIFTING AND COMBAT ABILITIES AND CAN EITHER MIMIC OR EVEN POSSESS ACTUAL FORCE POWERS. ANDROIDS ARE HELD BACK IN THAT THEY DO NOT HAVE THE SAME SKILLS FOR EVERY FORM, AND MAY BE LESSER OR GREATER THREATS DEPENDING ON THEIR CURRENT GUISE, AND SUFFER MULTIPLE VULNERABILITIES SUCH AS ION, SONIC, ACID, AND ENGINEERED DISEASES

MEMBERS IN THIS CLASS:

VERA MINA

WESTENRA MINA

MOYA VIRTU


PRIMALS:

FORCE ADEPTS SKILLED IN THE APPLICATION OF FORCE POWERS OR MAGIC THAT CANNOT BE LEARNED VIA ORDINARY MEANS. WHILE NOT POSSESSING THE RAW DURABILITY OF FORCESPAWN, THEY OFTEN POSSESS GREAT EXPERTISE IN THEIR CHOSEN STUDIES. NOT ALL PRIMALS BECOME FORCESPAWN, BUT MANY FORCESPAWN START OUT AS PRIMALS FAR MORE VULNERABLE TO MUNDANE METHODS OF KILLING

MEMBERS OF THIS CLASS

MARANON

DARTH RIGOR


FALSE ALIGNED:

SPECIALIZED FORMS AND PERSONAS USED BY POWERFUL FORCE SPAWN TO MASQUERADE AS AN OPPOSING ALIGNMENT IN THE FORCE OR EVEN THE SAME ALIGNMENT IN SPECIAL CIRCUMSTANCES. SUCH BEINGS ARE MADE TO FACILITATE INFILTRATION AND DISRUPT ENEMY OPERATIONS BUT ARE HIGHLY VULNERABLE TO MAGIC AND ARE TYPICALLY WEAKER THAN THE ONE WHO CREATED THEM. OCCASIONALLY HOWEVER, SUCH PERSONAS CAN SIEZE CONTROL AND REMAIN FAR LONGER IN THE FORCESPAWN'S BODY THAN NORMALLY PLANNED

MEMBERS OF THIS CLASS

LYLI DRAGI

ARIANNA BELASKO

????






Skills:

This is to define exactly what my characters skills, talants, and limits apply. Please note that while you may see many skills, its doubtful I will be able to reach all of them. These charts are more point of reference, and not strictly set in stone

Arcane Skills

Force

The Force binds all living things. This was the first method of arcane study Maple was introduced to. Insanity can distract from the harmony necessary for a Jedi to call upon their powers, but unlike Mandragora Magic, do not require words to be spoken to be used. No two students are exactly alike in their applications or strengths.
(For every point Maple increases in the Force Powers she knows, the force skill chart increases one point. As the number of skills in this category increase, the number of points required to raise the chart increase also. NOTE: This is merely my own system for keeping track of progression. Inspired partly by the Jedi Academy Game)

Initiate

The Character struggles to get past the back ground noise in her mind, and has to actively force it back with maximum concentration sometimes to use core force skills

Padawan

Having regained a more basic footing, and improved concentration, allowing her to use core Force Abilities for longer and in a slightly more precise manner

Knight

Having rebuilt their concentration the character is now able to focus their force powers for more considerable effects as well as for longer, while madness still inhibits the character from time to time, its ability to affect their Force Studies is considerably decreased.

Master

The character is able to fully focus on their place in the Force, and wield it to talanted effect. Madness rarely proves a distraction in use.

Whether her power plateaus at this point is up to her...


Force Sense(****P*********K***********M):
By concentrating the character can sense the life around them and incoming threats. Improves through constant use in stories, and likely to be the one to level the fastest.

Initiate: Hazy sense of danger and indistinct impressions of life above and below them in a radius not extending beyond a few dozen meters normally. Requires full concentration to force madness away to use properly

Padawan: Improved threat definition in the Force, being able to differentiate large and small, improved radius of sense by ten meters. Still requires full concentration to avoid interference by insanity.

Knight: Improved Radius by ten meters. More able to fine tune senses, danger sense happens sooner and threats are more sharply defined, even giving a vague impression of weapons carried. Madness interferes less with concentration.

Master: Radius increase by twenty meters, threat definition more able to differentiate, and sense of danger can occur nearly ten seconds before anything goes wrong. Madness rarely interferes with concentration.

Telekinesis (****P*******K***********M**************G)
Lifts objects, and occasionally people in certain circumstances. Maple's natural telekinetic talent can occasionally be fueled by anger, leading to telekinesis being a branch of study thats capable of leading her to the dark side.

Initiate: Struggles to lift even small datapads. Character can only move objects at maximum concentration

Padawan: Can now lift heavier objects, such has tables and chairs. Can now telekinetically throw objects. Multiple object lift enabled.

Knight: Can now lift very heavy objects, such as speeder bikes, industrial machinery, etc. Throw distance increased. Can pull multiple heavy objects up along with very heavy object.

Master: Can now lift superheavy objects, such as starfighters, and light freighter starships

Grandmaster: Lift Ultra Heavy objects, such as Cruisers, with Maximum Concentration. All other large and small objects become vastly easier to manipulate and direct at very high speeds. Projected Fighting Unlocked as a Discipline. Ultra Heavy objects can be torn in half with Maximum concentration

Force Crush (Neutral) (****P*********K***************M)

Telekinetically crush inanimate objects with full concentration. Useful for tearing away heavy barriers, particularly metal.

Initiate: Crushes small objects with full concentration. Character is drained and unable to use Force powers for two minutes. Useful for volatile contents under pressure.

Padawan: Crushes medium size objects with full concentration, such as doors and speeder bikes. Smaller objects now crush more quickly and wait time before powers can be used is reduced to one minute and thirty seconds.

Knight: Crushes heavy objects, such as airspeeders, with full concentration. Medium sized objects now crush easier. Wait time reduced to one minute before powers can be used again.

Master: Crush superheavy objects with full concentration, such as starfighters and light freighters. Heavy objects crush quicker. Wait time before power use reduced to thirty seconds. Can now crush multiple smaller objects at once

Force Crush (Dark)

A Dark Side Power, this can only be increased through actions in story. Crushes organics using hatred and rage and siphoning it into their telekinetic grip. Useful for extremely hardy enemies and strong or fast opponents.

Current Rank: 3

Rank 1: Crush human size organics with Full Concentration. Wait time before force powers can be used again is two minutes. Not lethal, but extremely painful and can inflict significant internal injuries if unsuccessfully resisted

Rank 2: Capable of crushing heavier organics, such as banthas. Wait time reduced to one minute thirty seconds.

Rank 3: Capable of crushing multiple heavy organics, up to three at once. Wait time reduced to one minute.

Rank 4: Capable of crushing Rancor Sized Organic. Wait time reduced to thirty seconds before any force powers can be used again.

Ballistakinesis (****P*********K**************M)

Propels small objects at lethal velocity. Useful for situations where weapons cannot be brought, or emergencies in combat.

Initiate: Range eighty meters, accuracy half that of a traditional blaster pistol. Impact force equivalent to 22.LR pistol round.

Padawan: Range 100 meters. Accuracy equivalent to standard Blaster Pistol. Impact force equivalent to 45. Pistol Round.

Knight: Range increases to 150 meters. Accuracy equivalent to military issue blaster rifle. Impact force equivalent to 60. Rifle round. Now capable of piercing medium and light armors.

Master. Range increases to 200 meters. Accuracy equivalent to sniper round. Impact Force equivalent to 70. caliber round.

Enhance Bolt (P********K------M)

Uses the Force to enhance the bolts from blasters, improving their effects. A pistol bolt becomes a heavy blaster pistol bolt, a rifles effects become stronger, a heavy weapon becomes stronger, etc. As character advances, the effects grow more powerful.

Initiate: Can enhance any weapon they are holding but can only fire one enhanced bolt.

Padawan: Can fire five enhanced bolts

Knight: Can fire ten enhanced bolts.

Master: Can fire fifteen enhanced bolts.

Incendiary Redirect (****P*********K-----------M)

Specialized Variant of Force Redirection, imbuing all redirected blaster bolts with incendiary effects. As skill increases, incendiary effects and number of bolts that can be redirected become greater.

Initiate: Redirect up to two blaster bolts, imbuing them with weak incendiary effects that cause additional heat damage.

Padawan: Redirect up to six blaster bolts, imbuing them with significant heat damage

Knight: Redirect up to twelve bolts, imbuing them with severe heat damage.

Master: Redirect up to twenty four blaster bolts, imbuing each with lethal heat damage.


Hydrokinesis (P*********K-------M)

Create constructs of water by drawing moisture from the air or large water sources. Effectiveness of power is dependant on availability of water. Strength of defensive or offensive constructs increases as skill advances.

Feats enabled by this ability:

Tentacles: Create tentacles of water for both constriction and offense

Water Sheath: Enshroud ones body in water, cushioning against impact

Water Constructs: Form weapons made of water

Barrier: Form Physical barriers of water that can be moved and manipulated

Initiate: Tentacles capable of only very weak constricting attacks and moderately strong blows, able to restrain only weak individuals. Sheaths capable of withstanding only weak kinetic blows. Can only form weak, crude blunt weapons of water. Barriers only form in on direction, and only capable of with standing a single attack.

Padawan: Tentacles stronger constricting harder and capable of delivering heavier blows, as well as restraining strong opponents. Sheaths capable of withstanding heavier blows from strong individuals. Constructs last longer in combat, up to three attacks. Barriers now withstand much stronger attacks, such as blasters, up to four attacks.

Knight: Tentacles capable of inflicting heavy blows that stagger as well as restraining very strong opponents. Sheaths capable of withstanding very strong hand to hand blows. Constructs now last longer and become more complex. Barriers now form in semicircle and can withstand heavy blaster attacks.

Master: Tentacles capable of delivering very strong blows capable of killing or heavy concussion, as well as restraining extremely strong opponents. Sheaths can withstand extremely strong hand to hand attacks. Constructs can now form knives, swords, and stabbing weapons. Barriers now form in a complete circle, enabling her to with stand heavy, continuius blaster fire for a short period of time.


Force Push (****P*********K*************M)
Allows the character to push back objects and opponents. Improves with use.

Initiate: Weak, very short range push that is unfocused and has a weak radius of only two or three feet. Does no damage, but is capable of flinging the target back slightly for breathing room. Can affect small targets best. Range: 3-4 meters

Padawan: Improved Radius, range doubles, and is capable of stunning the target if it connects. Range: 8-10 meters

Knight: Improved radius with maximum concentration, allowing to catch two to three targets on one push if clustered together. Range doubles. Force push capable of actual damage with full focus. Range 20-22 meters

Master: Improved Radius, pushes can possibly become lethal at full concentration, and range increases to the limits of character focus. Range stops at thirty meters.

Force Speed (*****P**********K***********M)
Allows the character to move at superhuman speeds with the aid of the Force.

Initate: Superhuman sprint speed granted for two minutes.

Padawan: Speed time increased by thirty seconds. Better at avoiding obstacles in path. Superhuman reflexes become active, allowing one to dodge very fast attacks.

Knight: Speed time increases by thirty seconds. Sprint speed triples. Superhuman reflexes improve, allowing the character to fight at high speed better than previously. World slows down from the character's perspective.

Master: Speed time increased by thirty seconds. Superhuman reflexes improve, allowing fighting and dodging while the world seems to slow to a crawl.

Force Jump (*****P********K***********M)
The character's jump height is increased to superhuman levels temporarily.

Initiate: simple verticle jump five times the character's height.

Padawan: Jump height increased to seven times normal length. Less concentration involved.

Knight: Horizontal jumping enabled, allowing character to pinbal between close by surfaces vertically upward with enough practice. Acrobatics improve in other areas.

Master: Horizontal and vertical jumping increased to eight times normal standard. Far less concentration required. All acrobatics with the Force are linked and unpredictable.

Force Phase (****P********K------------M)
Enables the character to physically shift through objects, such as walls. Great caution must be taken with this ability in particular, and distractions can have fatal results

Initiate: The character must push past their madness fully temporarily to focus. Greatly taxing on the body. Can only go through cover an inch thick.

Padawan: Concentration required reduced by twenty five percent. Character is able to move through objects three to four inches thick

Knight: Concentration reduced by fifty percent. Able to move through a foot of material.

Master: Concentration reduced by seventy percent. Able to move through walls two feet thick.

Force Stealth (****P*********K**********M)

Used to cloak ones body in the Force. Maple's variant allows her to stay hidden for only a short time, possibly thirty seconds. Taxing to use, though focus required decreases with level advancement.

Initiate: Requires seventy five percent focus

Padawan: Requires fifty percent focus

Knight: Requires twenty-five percent focus. Can now hide from electronics.

Master: Requires fifteen percent focus

Force Camouflage (****P*********K**********M)

Used to cloak ones Presence in the Force. Maple's variant allows her to stay hidden for a long time, possibly up to 21 minutes. Taxing to use, though focus required decreases with level advancement.

Initiate: Requires seventy five percent focus

Padawan: Requires fifty percent focus

Knight: Requires twenty-five percent focus. Can now hide from electronics.

Master: Requires fifteen percent focus

Plant Surge (*****P********K***********M)
Enables rapid growth of plants, to ensnare or for climbing purposes.

Initiate:

Unsteady growth of simple shrubs and vines with full concentration. Vines can be climbed, but briefly.

Padawan: Thick vines and plants grow with full concentration, enabling scaling of high areas with ease. Plants can mildly trap a weak opponent if they are too slow

Knight: Plants grow quicker, and can harm ensnared if grown correctly. Also difficult to break or cut. Possible to trap strong opponents

Master: Plants grow with ease and often to ones desires, possibility of trapping multiple strong opponents. Focus required reduced to twenty five percent.

Force Heal
One of Maple's last true signs that she is still aligned with the light deep down is that she can use this power. Unlike the other powers, this power is aligned to the light side, and while Maple can use it to slowly heal mild bruises and cuts. More complicated healings will require either assistance from stronger light side users or increasing her own affiliation with it.

Rank: 2

Rank 1: Mild bruises and cuts only with full concentration, leaving the character exhausted afterward. Anything higher requires assistance from another lightsider. Can help recover from very weak toxins, such as those found in animal bites.

Rank 2: Having become more aligned with the light in their actions, the character is able to quickly heal cuts and bruises with minor concentration, and slowly heal broken bones and lascerations, with full concentration, though they are left winded afterward and must rest before being able to heal again. Can help recover from weak to mild toxins such as those refined for use in hunting.

Rank 3: Having become further aligned to the light through their actions, the character can rapidly heal injuries including broken bones and lascerations with full concentration and can now recover from strong toxins, such as manufactured poison used by military organizations. Character can now heal wounds and poisons in others, but slowly, and the act of healing another leaves them exhausted for a few hours before they can heal another person again.

Rank 4: Having aligned to the light as best they are able to, the character can now rapidly heal injuries and deadly toxins such as those used and made by Sith and Vong with seventy five percent of the concentration they would normally require, as well as rapidly heal such injuries and toxins on another, though the act leaves them needing to rest for about two hours before needing to heal again.

Force Body (Doashim Variant) (****P*********K***********M)
Upon joining the Mandragora, Maple Harte was given instinctive knowledge of a corrupted variant of Force Body that carries a risk of going into a frenzy and attacking friend or foe.

Initiate: Cuts off pain receptors for three minutes, allowing character to push past body's endurance. Reduced risk of being cut off from the force. Risk of frenzy is high. Character is left tired and has to wait half hour before being able to use this power again

Padawan: Duration increases to five minutes, Character is able to become slightly faster and hit harder, since they are ignoring their bodies stresses. Time in between usages remains the same. Chance of frenzy remains high. Nominally reduced risk of being cut off from the Force.

Knight: Character is able to keep fighting even after sustaining significant damage, including cuts, bruises, and fractured bones. Chance of frenzy becomes average...fifty fifty. Increased familiarity with the power enables them to resist all but the strongest attempts to cut them off rather impressively.

Master: By deeply connecting with both the Force and the Doashim spirit, they are able to extend the duration of the body to six minutes, shrugging off wounds that might otherwise be fatal, though they will need immediate medical attention after possibly. Can resist the very strongest attempts to cut them off from the Force, though they might not succeed, depending on the circumstances. By being one with Doashim, chance of frenzy is reduced to a twenty five percent risk with each use.

Force Barrier (****P*********K***********M)
This power enables the character to create a barrier around their bodies capable of stopping solid projectiles. Requires considerable concentration on Maple's part, given her condition. It cannot withstand explosives. Bullets are graded as follows

Small: Darts, small crossbow bolts, up to bullets in twenty two calibur pistol category

Average: large calibur pistol, average calibur rifle rounds

Heavy: Sniper Rounds.

Initate: Enables the character to withstand impact from relatively slow projectiles, such as darts and slugs traveling at subsonic speed, but only for thirty seconds, and Maple has to remain stationary to concentrate on keeping the barrier active.

Padawan: Character can now keep the barrier strong enough to withstand up to three small caliber rounds or one average calibur round, though she must still remain stationary to focus best.

Knight: Character can now withstand up to eight small calibur rounds and up to four average calibur rounds. In addition, they have developed enough focus to move properly in battle. As well as with stand a high calibur round from an anti material rifle, though the effort will knock them out in the process

Master: Character can withstand twelve small calibur rounds, or eight average calibur rounds, or two heavy sniper rounds, though they will be exhausted afterward.

Force Stasis (****P********K***********M)
Enables character to immobilize individual or fast moving objects. Used for moments where breathing room may be necessary.

Initiate: At full concentration, Maple can possibly temporarily immobilize an opponent for a ten seconds, though the act will be tiring and she has to wait a few moments before trying again.

Padawan: Character can possibly immobilize opponent for up to thirty seconds. Requires seventy five percent of normal concentration.

Knight: Character can immobilize up to two NPC's at full concentration. They also gain the ability to stop blaster bolts, though the character, due to personal limits, can only catch one at a time. Can immobilize one person at half of normal concentration. Blaster bolt remains suspended in air for several seconds.

Master: Can immobilize two NPC at half concentration and stop up to three blaster bolts for thirty seconds

Force Light
Another Light Side power, and requires taking actions in story that make them worthy of subsequent ranks.

Rank: 2

Rank 1: With full concentration the character has a chance of inducing weak nausea and migraines in weak Dark Side users. Stronger dark practitioners are unaffected. Requires full concentration.

Rank 2: possibly induce pain in stronger Dark Siders in light's presence, capable of driving them back momentarily. Knights and masters can power through the attack, but might still feel mild nausea. Requires seventy five percent of full concentration.

Rank 3: possible to affect knight rank characters strongly with use, even bringing them to unconsciousness with constant exposure. Masters can power through, but may feel strong nausea. Character at last becomes capable of focusing their strength to actively disrupt the dark connection, though this takes considerable effort and can be resisted

Rank 4: Power capable, though not with any certainty of the following, of killing weaker characters from shock, knocking stronger ones to their knees and inducing extremely strong pain and disruption to a dark siders force connection. Even Masters have a chance to be harmed drastically(All described scenarios occur solely through consent where other player characters are concerned).

Force Persuasion (****P*********K-----------M)
Used to mainly convince NPC's to do what Maple wants. Any time a player character is affected occurs only through rp or pre-arranged consent.

Initiate: Can barely convince a weak NPC to give her the key to a jail cell. Only simple commands have the best chance of working.

Padawan: Can convince mentally stronger NPC's to do more significant favors, such as handing them their weapon. Still requires full concentration.

Knight: convince much stronger npc's to obey more extreme commands, such as letting them through security checkpoints without being searched. High ranking military officers or their equivalent stands a much better chance of working and requires half concentration.

Master: Gain the small chance to affect other, weaker Force Users, and weak and average NPC's will obey extreme commands, stronger minded characters are much more susceptible to manipulation and may obey moderately unusual commands very easily, but extreme commands will still have a high chance of not working. Requires only partial focus.



Mandragora Magic (****S*********C------------E)

Maple is a newcomer to magic but seems to understand it much quicker than relearning the Force proper comes. Mandragora magic is capable of powerful effects, but often requires words to be spoken, leading to a delay that could be quite dangerous. And if one is simply too distracted to focus...

(For two marks apiece in every spell Maple earns through stories, the Magic skill chart increases by one point)
Initiate: Spells are spotty propositions at best, requiring full concentration and even a bit of pre planning to use on the character's part. Spells are weak by default, as the character simply has not accumulated enough experience to use more than basics. Able to use their madness to conceptually understand the forces at work though working with that madness can be challenging.

Spellweaver: Some minor experience at casting spells allows for more reliable use, as well as learning more complicated spells for use in both combat as well as learning to use what one already knows more effectively. Able to integrate their madness into the casting of their magic better.

Caster: The Character not only has a solid grasp of magic, they are able to work with new concepts after a short time of exposure and employ the ones they have mastered with a surgical preciseness. Their madness has become an integral part of the casting.

Elder: The character is extremely well versed in their chosen areas of magic and spells, able to learn concepts surrounding those areas governance with an eerie, almost unnatural ease. They also have far more knowledgeable applications of standard, simple spells than an initiate who knows those same spells, and are able to employ in a far more nuanced manner. Their madness helps them grasp the fundamental forces to some spells.

Mandragora Magic

Spell of Tempest (*****S*********C**********E)
This spell is used to affect the weather, sending strong gusts of wind that can chill or freeze depending on strength...at least, this is currently only what Maple can use it for.

Spell Words:

Wind intonation: "Mother Nature, a strong gust of wind quickly blows forward"

Rain Intonation: "Mother Nature, the tears from your flesh gently wet the ground "

Snow Intonation: "Mother Nature, the snow from the sky comes swiftly as the breeze"

Initiate: Strong gust of wind capable of knocking down a target, can mildly chill or leave ice droplets. Requires full concentration and tuning with one's madness to pull off

Spellweaver: the character, in addition to being able to summon strong blasts of wind, the character now has enough focus to possibly knock down multiple foes with one gust. They are also now able to focus on calling light rains, which can be useful in a survival situation and for covering the sound of their own movement... The spell comes more easily, for the character has grown more accepting of their madness, and full concentration or a minor alteration of the words can make it far more unpleasant offensive wise, enabling, freezing, stinging ran that can distract, gusts that can actually significantly injure if target is blown against hard surfaces.

Caster: Increased experience at this spell enables her to focus on safely calling down snow. The utility of the gusts increase in both strength and duration, enabling knockdown or possibly forcing strong characters to fight the gusts of wind. In addition changing a few of the words, as well as intent, enable a far more nuanced and more dangerous application of the spell and its variants, enabling more focused gusts that can actually injure who they connect with, freezing downpours, and localized minor blizzards.

Elder: Now able to get the most out of this spell, the character is able to apply it to more precise effects, now that they know very intimately what the spell does. They are now able to call down focused, powerful gust tha is capable of hurling someone back or keep them back, freezing blizzards that are capable of rapidly induce terrible chill, and heavy downpours that mask sound, reduce visibility, and can harrass and frustrate if called on repeatedly. By becoming one with their own madness, they are able to disconnect from reality enough to achieve the desired effects.

Spell of Tempest: Blood (****W*********C-----------E)
Discovered by Maple in a moment of despiration, the blood enhanced spell enables a very destructive version of the tempest spell possessing all three of its main elements for a triple whammy, at the cost of severe momentary fatigue and a need to wait before performing the spell again, due to how taxing it is to the body.

Spell Intonation: "Mother Nature, who accepts this drop of blood as a fierce cold gust violently blows forth

Initiate: by using a small amount of blood on the palm, while speaking the words, and tuning with her insanity, the character can send a violent, powerful gust of rain and wind that can cause unsteady freezing effects in what it hits and even minor frostbite that covers a very large, wide area in front of her. Must wait four hours after using the spell, and before using magic in general, until the body recovers

Spellweaver: Wait time reduced by a half hour. Heavy destructive gust can last for several seconds or more, but is more focused, and freezing effects are more even, covering a large wide area in front of her up to twenty meters away

Caster: Wait time reduced by a half hour. Freezing effects more severe. Heavy frostbite possible

Elder: Severe freezing effect evenly covering large area twenty meters ahead. Cannot flash freeze people or objects, but any person exposed to such damaging spells without protection will require immediate medical attention.

Spell of Arrows (****S********C***********E)
Sends multiple spectral arrows to target, capable of piercing heavy leather and clothing but not metal, and cannot pierce bone, nor even go very deep since impact expends most of the energy. Still, deadly in proper circumstances. Because in Maple's case the bolts are visble, its best used in ambush scenarios, or to harrass larger, slower opponents, or even force faster ones away

Spell Intonation: "Mother Nature a swarm of arrows pierces my foes flesh"

Initiate: Sends ten visible spectral bolts in one direction. Bolts rapidly lose accuracy after twenty meters, rapidly going off course and disappearing after hitting an object.

Spellweaver: Able to focus enough to add five more arrows to the volley, as well as increase the range they hold together before they veer off course...up to thirty meters.

Caster: In addition to adding another five arrows to their volley through increased focus, the character is able to have the arrows travel in a stream. Range is increased to fifty meters

Elder: The caster's range is increased to seventy meters max, and ten more arrows are added to the volley.

Spell of Air Control (****W*********C-----------E)

Upon Whispering this spell, all air currents in a 70 meter radius react strongly to Maple's Will Providing cushioning against very fast and strong hand to hand blows and allowing her to seemingly float and fly. Must remain in radius where spell was cast

Initiate: Spell lasts 30 seconds

Weaver: Spell lasts 60 seconds

Caster: Spell lasts 90 seconds

Elder: Spell lasts 120 seconds

Royal Magic (Maranon)

Flesh Chain: Blood Spell
A ritual spell, Flesh chain allows the user to seize control of a victim's musculature for 24 hours. As it is a ritual spell it does not have a precise ranking. Success with player characters is only through player consent

Visceromancy

By sticking ones hands into fresh entrails, reciting a spell, Maple's Force Sense drastically improves as long as she remains in contact with the entrails, and may occasionally receive precognitive visions of danger. No Ranks.

Spell of Flame Spear (***W********C--------E)

Conjure a fiery, explosive spear of great range and accuracy, with Damage equivalent to an RPG. Very Difficult to divert or disrupt with the Force

Initiate: Fiery explosion Radius of ten meters

Weaver: Explosion radius is 20 meters

Caster: Radius is 30 meters

Elder: Radius is 40 meters


Spell of Swords (***W*********C-----------E)

Conjures 2 Spectral Swords capable of inflicting damage equivalent to a Vibrosword fitted with a level 3 Vibration cell, attacking from random angles. Capable of damaging even heavy armor.

Initiate: 15 second conjuring

Weaver: 30 second conjuring

Caster: 45 second conjuring

Elder: 60 second conjuring

Spell of Magic Healing (***W*********C-----------E)

Powerful spell capable of healing even very severe wounds, but at the cost of the more severe the wound, the longer one must wait before casting it

Very Minor Wounds: Very Fast Healing and Cool down time of 30 seconds

Minor Wounds: Fast Healing and Fast Cool Down of one minute

Major Wounds: Slow Healing Rate, Slow Cool down of Five Minutes

Severe Wounds: Very Slow Healing Rate. Must remain immobile. Cool Down of ten minutes

Spell of Psychic Armor

Protects against All Force Based Attacks to an Extreme Degree for thirty seconds. No Ranks

Spell of Blood Shield

Power Inscribement



Brain Demon Magic

Spell of Psychic Fire (****S*********C-----------E)
Imparted by Maple's Arch Enemy and The Brain Demon, allows Maple to breath psychic fire on opponents that does not burn nor cause physical damage, but instead saps willpower, leading to depression, loss of morale, and suicidal thoughts possibly even in the strong minded. Lingers in any area breathed on for up to five minutes.

Initiate: Summons a jet of purple fire that travels up to forty meters, and spreads astonishingly quick. Capable of affecting strong minds even at this early phase.

Weaver: Range increases to a hundred meters. Fire spreads over a large area much faster, within seconds.

Caster: Becomes able to manipulate the psychic flame into constructs, in addition any living body caught by it that is unable to resist acts as transmitters to the fire, spreading it elsewhere

Elder: Constructs last longer, and are more complex, Now capable of affecting even very strong minds. Range increases to two hundred meters.

Spell of Brain Demon's Aura

Spell of Brain Demon's Shadow

Spell of Psyonic Push


Combat Skills:

Melee Weapons

Initiate:Able to use all basic offensive, defensive techniques and is very familiar with their weapon of choice.

Padawan: The character is able to use more complex offense and defensive manuvers, and has the capacity to learn to wield exotic variants of chosen weapon.

Knight: The Character has great utility with their weapon and is not only to able fight at a more cunning level, they are able to invent new strategies with what they know.

Master: The Character is very dangerous with their weapon of choice, and is able to not only employ new strategies in a duel, they can deftly defend against nearly any melee weapon and technique.

Staff Combat (Standard/Drunken) (*****P********K************M)


Single Stick (Standard, Drunken) (*****P********K*********M)


Dual Stick (Standard, Drunken)
(*****P********K************M)

Long Swords (Standard, Drunken)

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

Double Bladed Swords (Standard, Drunken)

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

Dual Swords (Standard, Drunken)

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

Sniping
Governs Maple's skill with sniper type weapons Not all Sniper Rifles are in the same category

Beginner: Can aim and fire basic sniping weapons

Advanced: Can lead targets, spot, and counter-snipe

Expert: Can fire from longer ranges and hit targets

Master: No business on continental grounds.

DMR (*****A********E************M)

Anti-Material (*****A*********E------------M)

Automatic(*****A********E************M)

Slugthrower(*****A********E***********M)

Standard (*****A********E************M)

Pistols
This governs Maple's use of pistols. Not all pistols fit the same category.

Beginner: Knows basic pistol handling, maintainance and traditional stances of firing.

Advanced: The Character can use more sophisticated weapons and is comfortable using their pistol of choice

Expert: The Character is proficient at multiple methods of pistol combat and is comfortable with most types of pistols. Their use with their pistol of choice is considerably skilled.

Master: She may not be the bogeyman, but she will be the one they send to kill the bogeyman

Standard (*****A********E************M)

Heavy (*****A********E************M)

Slugthrower (*****A********E************M)

Rifles.
Governs the character's use of rifles.

Beginner: Character is familiar with the use, maintainance, operation, and traditional shooting positions.

Advanced: Character is well versed in their rifle of choice, and is capable of wielding more complicated, exotic weapons.

Expert: Character is extremely proficient in their chosen type of rifle, able to adopt unconventional shooting stances.

Master: I thought you were retired, John.

Semi Automatic Blaster Rifle (Standard) (*****A********E************M)

Repeaters(*****A********E************M)

Slugthrowers (Standard) (*****A********E************M)

Slugthrowers (Automatic) (*****A********E************M)



Lightsaber
Governs the character's skill in the lightsaber category. No two Force users skill and applications are alike.

Initiate: Understands basic attacks, swings, parries, and can engage duelists of similar skill. Struggles against Padawans, engaging knights and masters is considered suicidal.

Padawan: Has better conceptual grasp of the lightsaber, and is able to employ more complicated strategies that have a chance of surprising knights, occasionally even defeating them. Engaging a master is considered near suicidal.

Knight: The Character has become proficient in their style of choice, able to employ new strategies, as well as refine their old ones to create a fully honed dueling form and strategy. Engaging Masters can be very dangerous, but solid experience gives the character a decent chance of success

Master: Can engage any one of knight talant or lower and have a solid chance at prevailing. Other masters who may know more about the lightsaber still pose a considerable threat, but the character should like their odds of success at this point

Standard Lightsaber (*****P*************K*********M)

Double-Saber (*****P*************K*********M)

Lightfoils (****P--------K------------M)

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

Form 1 (*****P********K***********M)

Form 2 (****P*********K-----------M)

Form 4 (Drunken) (****P*********K*********M**************G)

Form 6 (****P*********K**************M)

Form 7 (Brain Demon's Juyo) (****P*********K-----------M)

HAND TO HAND

Drunken Fist (*****P*********K*********M**************G)

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

Assassination Skills
Covers the skills Maple was taught to reinforce her combat and force skills Unlike the other ranks, these have a number grade.

I-3 is beginner

1-5 is average

1-8 is exceptional

10/10 is superb

Stealth
Covers the areas of stealth Maple is proficient at.

Camouflage (Traditional Military): 10/10

Camouflage (Stealth Fields): 10/10

Camouflage (Heat Masking): 10/10

Camouflage (Hiding in Shadows): 10/10

Personal Physical Movement Noise Reduction Training: 10/10

Disguise: 10/10

Security Documentation Forging: 10/10

Observation and Target Assessment 10/10

Stealth Kill (Garrotes): 10/10

Stealth Neutralize (Sleeper Hold): 10/10

Hacking
Covers what Maple specifically specializes at when it comes to hacking.

Alarm Panels: 10/10

Computer Systems (Basic): 10/10

Computer Systems (Military): 10/10

Computer Systems (Ancient): 10/10

Escape Artistry
Governs Maple's escape artistry skills, and what specifically she is good at escaping at.

Security Cuffs (Mechanical): 10/10

Security Cuffs (Electronic): 10/10

Restraint (Full body, Mechanical): 10/10

Restraint (Full Body, Electronic) 10/10

Deathtraps (Personal Sized): 10/10

Deathtraps (Building Size): 10/10

Prison Cells (Basic): 10/10

Prison Cells (Military): 10/10

Piloting
Governs Maple's use of the Piloting skill, and what specifically she is good at

Piloting (Silent Erika): 10/10

Piloting (Star Yachts, Personal Sized): 10/10

Piloting (Star Yachts, Mass Transport Sized): 10/10

Piloting (Light Corvettes): 10/10

Piloting (Interceptors) 10/10

Piloting (Bombers): 10/10

Piloting (Light Frieghters): 10/10

Piloting (Heavy Frieghters): 007/10

Piloting (Frigates): 007/10

Piloting (Cruisers): 007/10

Piloting (Dreadnoughts): 10/10

Piloting (Capital Ships): 10/10




Relationships:

[member="Veronika Fleischer"]:

An intense affair developed with the woman after only a few meetings, Veronika attracting Maple like cat to catnip. Maple has had lovers before but her near instant attraction to Veronika took even Harte by surprise. It remains to see how this will develop, but Maple is intensely attracted to her, and was delighted that the feeling was mutual.

[member="Sawa Ike"]: Sawa is attractive to Maple for the very reasons that make her such a threat to everyone else. Maple has never been able to mitigate her attraction to femme fatales, and the temptations of someone who not only knows whats going on in Maple's head, but also has all she needs to tempt Harte to the Dark Side with, makes her very difficult to resist.

[member="Matsu Ike"]: The other side of the spectrum. Her similarities to Maple's one time Mentor Ursula Sandraven, coupled with the fact Maple is no longer bound by Jedi dictates, as well as their similarities and shared experiences, have made Matsu and Maple very close in a relatively short time.
 
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Do I see my name being mentioned somewhere?

*bursts out laughing from her giggle*

I'm flattered. Look forward to our little adventure to continue on and our story be continued in future threads. You will entertain me right, [member="Maple Harte"]?
 

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