Star Wars Roleplay: Chaos

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Maranon

NAME: Maranon

FACTION: None

RANK: Sith Master

SPECIES: Zeltron

AGE: over 5000

SEX: Female

HEIGHT: Six feet.

WEIGHT: 230 pounds

EYES: Golden

HAIR: Black

SKIN: Pink, almost purple

FORCE SENSITIVE: Yes (Sith Master)


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STRENGTHS

Force Mastery: Once an accomplished Consular with a wide ranging command of esoteric abilities, Maranon arguably became even more dangerous once she learned the Dark Side, as her creativity has made her application of it extremely deadly, due to her wide range of knowledge, including magic. She is skilled in the three Consular related force channeling abilities, making effects with nearly any Force power much more potent and difficult to withstand, even for other Sorcerer type Force Adepts. She can repair her body with the Dark Side at a very fast rate, roughly twenty five percent that of a Gen'Dai, and has very high skill at crafting Force Illusions and Dark Illusions, and special skill in using Atmokinesis and Telekinesis. She also has extensive skill in magic.

Cunning: A clever schemer and social climber, Maranon will try to win with the tongue first before the sword, or manipulate from afar or close range.

Rich: Possessing a vast remainder of a once staggeringly large fortune, Maranon's wealth could be considered close to that of Count Dooku himself

Unpredictable Offense: While Maranon has dedicated some of her skill in lightsaber combat to use of a single blade in Soresu though she demonstrates a far more exceptional talent at using the lightwhip, juyo, and Makashi in a deadly, self developed blend.

Seducer: Everybody Loves Maranon...at least thats how she'd want it if she could have her way. Maranon is talented at seduction, getting past peoples defenses, be it man or woman, through both the use of her Zeltron physiology as well as good old fashioned psychology.

Pain Tolerance: Excessively high.


WEAKNESSES

Force Voids: Stepping into a Force Void will severely weaken her, as she depends on it for her survival

Sensory Deprivation: Maranon, due to being dead for thousands of years developed an intense addiction to sensory imput, constantly needing it and thrills. Finding a way to deprive her of sensory imput is a good way to psychologically damage her.

It burns: Light sided objects will burn her flesh, and completely cut her off from her connection to any use of the Darkness, and greatly weaken her use of any other Force Power. At a distance, it causes her intense pain that weakens her use of the Force and renders her sluggish. Force Light will cause near incapacitating agony if she fails to defend against it properly, and it takes all her skill and cunning to resist its effects.

Obsession: Maranon is obsessed with getting whatever she wants, and fixates on what or who she desires until she gets it. This can be exploited against her severely, as it can make her next course of action predictable, or even lead her into a trap.

Uncertainty Principal: Maranon's private, growing doubts about the choices she has made occasionally interfere with her use of the Force, and can allow an opponent an edge if they manage to exploit that doubt and make it grow. She's slightly more vulnerable than normal to the Force Powers Fear and Horror and mental attacks in general and it takes exhausting concentration on her part to resist these attacks, so much so, she cannot use force powers while resisting them. This leaves her vulnerable to secondary attacks.

Weak defense: Her focus on the lightwhip leaves her lightsaber defense ultimately weak

Pride: Maranon's vanity can mean she often tries to get her way through sheer persuasion, and this can occasionally cause her to misjudge a situation where it would be more prudent to resort to violence, causing her to be at a disadvantage. She wants to win on charisma alone, and this can be used against her in an attempt to attack and disable her quickly. This was best illustrated during Harte's initial encounter with her on Katanos Seven: Maranon tried almost to the very end to tempt and seduce both her and Sawa Ike, rather than overwhelming them both with the numbers advantage of her various abominations in her palace tomb when she had the chance. She tends to think she is in more control over others than she actually is, and tends to dismiss those weaker than herself in combat, however, it should be noted that her worst defeats have come about precisely because of this, as weaker enemies, with less to work with, are forced to come up with more inventive strategies that can catch her off guard. While Maranon is not a moron by any means the fact remains that her over confidence is her chief weakness.

Dark healing weakness: While powerful, and constantly active, the fact remains that because the healing is based in the darkness it is ultimately inferior to light based healing.

In the presence of light nexuses or beings strongly or near completely attuned to the light her healing abilities are greatly slowed. Also, in the presence of viridian kyber crystals her healing abilities are shut down completely. Also, if cut with lightsabers powered by viridian crystals the wounds will take longer to heal. It also cannot heal wounds from lightsaber resistant metals...those types of wounds require a seperate, magical method.

APPEARANCE:

A beautiful, almost purple skinned woman of slim but muscular build, clad in a dark gowns often but occasionally likes purple business wear or far more revealing clothing.

BIOGRAPHY:

Born as Kerimi Avalon, the woman who eventually became Maranon started life as a young girl recruited from Zeltros by the Jedi Order, Kerimi studied dilligently and was considered a model Jedi, but privately began to long for a release from the ancient strictures, desiring someone to love and be loved by but it was something she could never receive as a Jedi during the Orders ancient days. Kerimi stayed loyal however, and taught many students, her once gorgeous looks withering away to her intense discomfort, but still, she persisted, teaching until she was an old crone, lamenting what she feared more and more to be a wasted life, her natural empathic abilities harming her in each encounter with dark adepts, as she secretly desired their unrestrained life. But her self control, as always, held out.

So steeped was Kerimi in wisdom and strength in the Force that one day she was awarded an unfathomable honor. In an act of Divine Revelation, Kerimi received a vision of a small fragment of the mystical, Time Affecting magical formula known as the Kolda Bratha Calculus, and the revelation drove her temporarily insane, a time in her life that she never truly recovered from, it seems. Realizing that the fragment she had received dealed with the effects of reversing age, Kerimi's strength of will at last failed her, and she used the Formula to enchant a small pool with its power, immersing herself in it and instantly becoming young, but the selfishness of her act and the misuse of divine power instantly turned her to the Dark Side, rendering her lust filled, spiteful, and cruel. Cast out of the Order after trying to lead a master she had long fancied to the pool of youth she had created, Kerimi Avalon was no more, and in her place rose Maranon, fixated with taking an abundance of pleasure that was long denied to her Jedi self from nearly anywhere she could find it.

Taking an Energy Vampire as her student, a man called Xavier, she was eventually betrayed by him when he visited Atrisia and instantly fixated from afar on a prefect of Kagamiri named Sawa Ike, who Xavier wished as a mate and queen to rule with him in his necropolis like a twisted king of the dead. Traveling to Atrisia to both annoy him and frustrate his plans, Maranon can arguably be considered to be indirectly responsible for the fate of both Ni-Ne Li-Ves and Sawa Ike, as she provided a covert assistance to both of them in their quest to save Atrisia from the prototype warship known as The Sacred Ancestor. After that incident, she traveled the galaxy, gaining power and taking interest in the affairs of Katanos Seven, which she began to control from the shadows.

But Maranon never truly found the love she secretly craved and prized above all other things, never realizing her greedy manipulative nature would prevent her from ever truly attaining it. The closest she ever came was a servant girl she eventually toyed with and treated just like all her other lovers while she ruled ancient Katanos Seven as a Sith Queen, once the Sith Religion truly began to spread.

Fatally poisoned with Synox by the servant she had ultimately mistreated, Maranon lay dead in her crypt, preserving her spirit with Sith Magic, suffering extreme emotional devastation from the isolation as hundreds of years passed, eventually forced to go into hibernation, while sending what hapless people who wandered into her tomb to find the means to revive her. She revived after sensing, (And fixating on) Maple Harte fighting off cybernetic zombies during her very first mission for the CIS, as well as encountering Sawa once more, Maranon's evil culminated in her attempt to drain the life force of Katanos' population to revive herself, which also would have granted her immense power but was defeated by the combined efforts of Sawa and Maple (Though Sawa did most of the heavy lifting). Defeated and trapped in her own jewelry, Maranon was forced to make a deal and merge with a mysterious spirit to gain the strength to escape the gem she was trapped in, brain washing Maple on Atrisia and subjecting Darth Shojo to an unholy ritual which she used to recreate her body. Now she schemes once more, free to walk the galaxy, but now full of doubt...

PERSONALITY

Lustful, seductive, and intelligent, with a very well developed and twisted sense of humor, and combined with ruthlessness, Maranon is a textbook example of a Femme Fatale. But the years and isolation in her tomb after her first death have not done wonders for her sanity, as she is more obsessed with getting her way than ever, and enjoys toying with others emotionally, seducing them and then moving on to the next person or thing to hold her interest. But there are hints she has begun to doubt her path. She hesitates to go for maximal cruelty, often prefers to negotiate or manipulate rather than fight. After merging with the strange spirit, it is arguable whether she is even truly fully herself any longer. Her doubts have only begun to grow after her revival and she is, at the very least, no longer willing to kill every single inhabitant of a world just to live again. Maranon has a severe addiction to continuous imput and cannot stand to be bored. Also privately battling bouts of depression the more she thinks on her decisions. Sincerely desires affection but her selfish nature keeps sabotaging this, and this is especially hard on her as she is fully aware of the problem and does not know how to correct it. Is deathly afraid of losing her beauty and is extremely vain in regard to this. She cannot stand to be humiliated or embarrassed and is obsessed with image.

SHIP:

Lover's Reach (Royal Space Yacht)

KILLS:


BOUNTIES COLLECTED:

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ROLE-PLAYS:
 
SKILL AND EQUIPMENT (WIP)

Crown of Katanos (Lightsaber/Lightwhip hybrid)

Queen's Gown (Light Armor)

Royal Decree (44. Magnum Revolver)

LCR Revolver Series

Myrkr Rifle

Micro Missile Revolver

Penelope's Shoto

Queen's Wrath (Curved hilt Lightsaber)

Sword of Avalon (Old Jedi Lightsaber)

Core Skills

Force

About Force: Denotes this character's skills in The Force

Initiate: Surprisingly strong effects for a novice. Can take up to six minutes before being ready to use a power again though using the power itself requires little focus

Padawan: Produce surprisingly strong effects that can catch even experienced knights off guard and easily overwhelm those less skilled in The Force. While a Master will still easily defeat these efforts, they may find it more difficult than usual Requires Four minutes of rest before being able to use powers, though it requires almost no focus to actually use.

Knight: Produce stronger effects that are capable of overwhelming Adepts of a similar tier, even capable of bringing down some masters with ease and crushing lesser adepts. Requires two minutes of rest before most powers can be used, though Force powers are now difficult to resist even for skilled Masters.

Master: Very strong Force Effects, capable of overwhelming those of even a very skilled tier in the Force and capable of crushing those of lesser tiers of skill. Requires one minute of rest before most powers can be used again

Grandmaster: Capable of challenging even the greatest Force Sorceror or Sage and having a fairly solid chance at prevailing. Forty seconds of rest required before most powers can be used again. Extremely strong force effects. Council Level Authority on Force Powers, technique, and execution of said powers.

Core Powers

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

Allows the character to create startlingly real illusions in the minds of both NPC's and characters. Character must be able to see their target and be near them within at least two hundred meters. The stronger the mind, or more minds there are, the more energy she must expend to keep them trapped.

Initiate: Capable of creating illusions that can last up to eight minutes in a target if successful. Illusions are of small objects but can nonetheless possibly convince even a moderately strong mind that what they may be seeing, hearing, or smelling is real. Only one target at a time can be affected.

Padawan: Now capable of crafting larger illusions, such as people and medium sized machines. While incapable of harm, the illusions will seem real in every other respect, and can now possibly affect even solidly strong minds for twelve minutes or less if they fail to resist.

Knight: Can now create extremely convincing illusions incapable of truly harming or killing but possibly convincing even very strong minds what they are experiencing is the real deal. Can now affect multiple targets, up to fifteen, but strain increases if there are multiple strong minds to affect. If more than two thirds of a group are strong minded, she may be forced to break the illusions to deal with targets on an individual basis.

Master: Can now create illusions of quite massive size, such as rancors, capable of convincing extremely strong minds what they are seeing is real if they fail to resist. Can now affect up to sixty people, but if even only a third of that group have strong minds or extremely strong minds she may have to strain and struggle mightily to maintain the illusion.

Grandmaster: Capable of creating illusions that can possibly fool even the strongest of minds, though when it comes to such minds her limit is taking on three at once. The number of average people she can affect at once is now at ninety.

Atmokinesis (****P*********K***********M**************G)

Powerful Force Ability that allows for weaponization of the weather or simply bending it to one's will. Highly dangerous multiuse force power but requires both planning and execution to get the most out of it which may not always be possible in a heated battle, though in personal combat some limited uses remain. All tiers are useful. Character can use only one weather affect at a time.

Initiate: Can conjure minor amounts of wind, rain and snow in personal combat, and summon two or three extremely weak, non lethal bolts of electricity. Bolts can land close to target but hits are not guaranteed.

Padawan: Can now summon minor snow and rainstorms and cloud cover. Power of wind blasts increases as do strength of aerial lightning bolts that can get through light armor (but are still non lethal).

Knight: Personal Combat use of weather is now very powerful, able to summon gale force winds, strong snow and rainstorms to frustrate terrain traversal for target, and aerial lightning is now at possibly fatal levels, capable of breaching medium armor and shields (though even now is not a guaranteed hit), and coming down in clusters of seven to eight bolts very close to the target. Capable of affecting weather across a distance the length of a minor city through meditation.

Master: Dangerously strong storms can be summoned now through meditation, though this is a greatly taxing feature of ability and automatically requires fifteen minutes rest after using the power in this manner. Personal use has increased drastically in strength, now capable of bombarding a target with a cluster of deadly lightning bolts from above, though the bolts strike only very close to the target and might not actually hit them. Hail can now be summoned to pelt the area a target is in with ice half the size of a golf ball, as well as directing rainfall in heavy, thick drops at an area a target is in, though all those effects require greater strain then lesser tiers

Grandmaster: Can now summon deadly minor hurricane like effects through intense meditation, cause flash floods, and freak snow storms from seemingly nowhere, and create mist over a large area, though the character must remain in the meditative state to achieve this.

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

Highly useful ability, allowing her to convince even player characters to do something she wants, though very extreme commands can occasionally be unexpectedly resisted by even the weakest soul. Context sensitive ability.

Initiate: Capable of already convincing moderately strong minds to do as she wants. Power is surprisingly difficult to resist.

Padawan: Capable of convincing much stronger minds to do as she asks. Power is much more difficult to resist for even the experienced though not impossible. Now capable of affecting even strong Force Users.

Knight: Persuasion attempts extremely difficult to resist now, even for those of adepts of many years experience.

Master: Extremely strong force adept and extremely strong minds in general now vulnerable, if still highly difficult to persuade.

Grandmaster: Capable of affecting two minds at once.

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

Enables character to sense living beings in their radius of influence. Increased chance of spotting characters conventionally stealthed.

Initiate: Can sense living beings in a two hundred meter radius.

Padawan: Radius increased by fifty meters. Can now sense if beings around them are armed

Knight: Radius Increased by fifty meters. Can now define weapons threats are armed with very specifically. Slight chance of detecting conventionally stealthed targets.

Master: Slightly greater chance of detecting conventionally stealthed targets.

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

Can be used to sense the more specific surface thoughts and feelings of characters (though it cannot be used to steal sensitive information) and can be even used to have a chance at sensing the emotions of those who are hiding their Force Presence, though the character must suspect someone is following her in this manner for this aspect of the ability to be useful. Can be used to give character an idea of what to say to persuade someone.

Initiate: Can sense the emotions and surface thoughts of another living being fleetingly

Padawan: Can now pick up stronger emotions and thoughts in a fifty meter radius around her, though she must concentrate to sense Player Characters thoughts and emotions and that is difficult at any range but very close.

Knight: Can detect the specifics and nuance of thoughts and emotions felt, making her more adept at persuasion and sensing the thoughts and emotions of player characters, though this will still require great effort, and strong minds can resist the attempt.

Master: Can sense the nuance of the surface thought and emotion of even very mentally strong Player Characters with great effort, though this must be at a range of fifteen meters or less. Can possibly sense even those hiding with the Force, though this is a slight chance.

Grandmaster: Slightly greater chance of sensing those hiding their presence in the Force.

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

Allows Maranon to leave her body through meditation for a short time and expore up to two hundred meters, allowing her to scout, observe (though not able to hear) and instantly snap back to her body. Can be risky to use, as she is entirely vulnerable during meditation. Has some minor command of telekinesis, able to hit switches or press buttons, though nothing heavier.

Initiate: Out of body experience lasts one minute thirty seconds

Padawan: Time extended by one minute

Knight: Time extended by two minutes

Master: Time extended by three minutes

Grandmaster: Time extended by four minutes, for a total of nine and a half minutes

Telepathy

Communicate with ones mind alone. No ranks.

Telekinesis (****P**********K***********M**************G)

Lift objects with one's mind. Multiuse Force Power. Requires imagination to get the most use from.

Initiate: Lift small objects and move them slowly and patiently or hurl them with great speed, such as coins and datapads.

Padawan: Lift medium sized objects, such as tables, and speeder bikes, now capable of hurling themselves with great speed.

Knight: Lift large objects, such as speeder cars, and starfighters. Can be hurled with great Force though this is taxing to Maranon. Can now hurl multiple small, medium, and large objects.

Master: Lift super heavy objects, such as senate podiums and light frieghters

Grandmaster: Lift Ultra Heavy Objects, such as small buildings. Control over very small objects increased to frightening levels

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

The offensive bread and butter of the Force Adept. Maranon's past as a Jedi Consular allows her to produce greater effects. Great for most situations where Maranon must show whose boss without going all out.

Initiate: Already generates an intense impact force from the push, capable of stunning. Difficult already for the average Padawan to resist the effects of. Range is thirty meters and push moves fast through the air, making it difficult to dodge.

Padawan: Increased distance by thirty meters. Knights have trouble resisting the effects.

Knight: Capable of generating knockdown Force that can hurl back small vehicles and larger beings. Masters find push difficult to resist.

Master: Capable of generating impact force that can be difficult for even a master to withstand though not impossible, now capable of pushing back larger vehicles. Push can be at lethal levels now

Grandmaster: Range increases by another thirty meters.

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

Useful power for drawing objects, especially people towards you unexpectedly. Multiuse power, though not damaging in itself unless Maranon gets creative.

Initiate: Draw adult sized beings closer telekinetically as well as small objects from a distance of thirty meters. Difficult already for even the average knight to resist.

Padawan: Draw slightly larger than human beings closer. Average knight tier sensitive may have far more trouble resisting effects of pull. Even some masters would find it slightly difficult.

Knight: Range increases by thirty meters, can now draw very large living beings or large objects closer. Difficult to resist even for some masters

Master: Even masters should respect the potency of this ability. Can now draw in very large objects, such as airspeeders and light frieghters

Grandmaster: Range increased by thirty meters

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

Specialty Force ability, use to trap beings or objects for a short time in a whirling pocket of air. Not especially damaging, though the spin force of the whirlwind can be increased to leave someone heavily disoriented. Requires imagination to get the most out of this power.

Initiate: Spin weak Non-force sensitives in a whirlwind, leaving them dizzy. Lasts ten seconds.

Padawan: Spin speed increased. Can now affect weak Force users and moderately strong non force users if they fail to resist. Target can be moderately dizzy.

Knight: Spin speed increased, capable of leaving target heavily disoriented. Even masters should respect this power now.

Master: Spin speed increased, now capable of leaving even another master severely disoriented.

Grandmaster: Duration increased by five seconds.

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

Buffets the target with strong winds that stay in place after she leaves an area for ten minutes, blowing back whoever or whatever tries to approach the spot she marked with this ability Capable of attracting or repelling as she desires. Requires imagination to get the most use.

Initiate: Strong collection of winds can push back weak beings from a spot for a half hour after she leaves, or draw them towards a spot. Winds capable of frustrating attempts at fighting. Radius of eight meters.

Padawan. Radius of wind tunnel increases by fifteen meters repelling or pulling forward stronger beings and larger objects

Knight: Can pull or repel very strong beings to wind tunnel.

Master: immensely strong beings capable of being affected.

Grandmaster: Extremely strong beings now capable of being affected.

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

Hurl a large, powerful telekinetic wave in a singular direction. Useful for pushing back multiple large targets and objects, though the taxing nature of this power means she can often only do it only two to three times before becoming fatigued, and for a five times leaves Maranon heavily winded. Useful just for the stun damage, though Maranon's version of the wave is not lethal by itself, injury may occur from the multiple objects that may be caught in the wave.

Initiate: Possibly hurl back large and strong targets a distance of fifteen meters, along with any objects small enough to be affected.

Padawan: Range increases fifteen meters

Knight: Range increases by fifteen meters.

Master: Wave area of affect increased by eight meters

Grandmaster: Wave area of affect increases by eight meters

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

The opposite of wave. A type of mass Force-Pull, non lethal by itself but may draw in large, heavy objects that can be dangerous when things start getting tossed around. A strain to use, like Force Wave, able to use only four to five times before becoming winded and requiring a few minutes rest.

Initiate: Possibly draw in very large beings or objects at a range of thirty meters.

Padawan: Range increases by ten meters

Knight: Range increases by ten meters

Master: Area of effect increased by ten meters

Grandmaster: Area of effect increased by ten meters

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

Induce a powerful telekinetic explosion, capable of hurling all parties and objects back, though the wind up and strain ensure it will only ever be used as a last resort.

Initiate: Repulse capable of killing very weak beings, and has a destructive radius of thirty meters. Requires ten seconds of full concentration and cannot be interrupted. Must wait nine minutes before using powers again.

Padawan: Repulse capable of killing strong beings. Wait time lowered by thirty seconds.

Knight: Repulse capable of killing very strong beings. Wait time cut by thirty seconds.

Master: Repulse capable of killing extremely strong and durable beings

Grandmaster: Wait time reduced by thirty seconds.

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

The opposite of Repulse, draws in objects towards her quickly in a massive radius. Taxing to execute, requiring five minutes rest afterward and requires imagination to get the most out of it. Non Lethal...usually...

Initiate: Draw very large people and objects close to her at fast speeds should they fail to resist. Taxing and requires a ten second wind up, leaving her vulnerable. Forty meter radius.

Padawan: Radius increased by ten meters

Knight: Radius increased by ten meters

Master: Speed of Attraction (the speed at which objects are drawn towards Maranon) increases to being drawn in three meters per second

Grandmaster: Speed of Attraction increases to five meters per second.

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

A combat power for projecting one's hand to hand skill with their mind, the character can rain telekinetic blows on another opponent, pummeling them into submission. Can be resisted if other characters know hand to hand. Can be used lethally or non lethally.

Initiate: Land up to three heavy blows possibly.

Padawan: Land up to five heavy blows possibly.

Knight: Land up to eight heavy blows possibly.

Master: Range of projected attacks increases by fifty meters.

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

The big sister to Plant Surge, Plant Siege can make plants both larger and tougher with minimal effort, though the process is slower than normal plant surge. Can make large structures, such as cages, even boat hulls. Plants become difficult to penetrate with standard weapons fire and difficult to cut with vibro weapons. With great effort, certain plants can now become temporarily ambulatory and attack. It can even be used for makeshift armor and weapons in an emergency. Requires meditation to turn plant life to one's needs, and cannot be used in personal combat

Initiate: All plant life in eighty meter radius subject to control. Plants mutate to become extremely tough, and grow slowly over structures but can be very difficult to remove without characters help.

Padawan: Complex structures can now be formed.

Knight: Makeshift armor and weapons now capable of being crafted

Master: Certain plants, such as trees, can now be made ambulatory and aggressive to enemies, but only for a short time.

Grandmaster: Radius subject to control increases by fifteen meters

Beast Control (****P*********K-----------M)

Used to control the minds of animals, forcing them to serve the character. Situationally useful.

Initiate: Control up to three small animals

Padawan: Control up to three large animals

Knight: Control up to two very large animals

Master: Control one extremely large and powerful animal.

Malacia (****P*********K------------M)

Used to induce powerful nausea in a target, rendering them weak and easily captured or killed.

Initiate: Possibly induce nausea and loss of equilibrium to mentally weak targets

Padawan: Possibly induce nausea and loss of equilibrium to a mentally strong target.

Knight: Possibly induce nausea and loss of equilibrium to a very mentally strong target.

Master: Capable of affecting those of incredible mental strength

Force Barrier (****P---------K)

Create a protective barrier around one's body, allowing one to with stand heavy damage for a short time. Taxing and with a bit of a cool down

Initiate: Withstand pistol strength slugthrowers and blasters for twenty seconds. Requires two minutes before power can be used again.

Padawan: Withstand rifle strength standard weapons. Duration increased by thirty seconds.

Knight. Duration increased by thirty seconds.

Force Shield (****P*********K)

Create a barrier that renders her temporarily resistant to telekinesis. Two minute cool down.

Initiate: Resist weak telekinetic attacks for thirty seconds.

Padawan: Duration increased by thirty seconds.

Knight: Resist moderately strong TK

Force Jump (****P---------K)

Enables character to jump increased heights.

Initate: Jump thirty meters directly up and land safely.

Padawan: Jump sixty meters up and land safely

Knight: Jump thirty meters horizontally.

Force Speed (****P*********K)

Greatly increases speed and reflexes to superhuman levels for a short time.

Initate: Superhuman sprint speed and reflexes for thirty seconds. Speed anf reflexes two times above normal.

Padawan: Duration increased by fifteen seconds. Speed and Reflexes increase to four times above normal.

Knight: Duration increased by fifteen seconds

Detoxify (****P*********K-----------M--------------S)

Remove the effects of poison, on oneself or others.

Initiate: Only weak poisons can be cured.

Padawan: Mildly strong poisons can be cured

Knight: Strong poison can be cured

Master: Very strong poison can be cured

Grandmaster: Alchemical poisons can be cured

Return To Conciousness

Capable of reviving others from unconsciousness. No ranks to this power

Resist Stun (****P*********K-----------M)

Resist the effects of stun blasts and heavy blows.

Initiate: Resist three concussion level punches or two stun blasts

Padawan: Resist eight blows of concussion level strength or four stun blasts

Knight: Resist twelve concussive strength blows or eight stun blasts

Master: Resist fourteen heavy blows or twelve stun blasts

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

Force Power that conveys extreme resistance to all Force Powers, at the cost of being unable to use any other Force Power while Active. Two minute cool down after use

Initiate: Resist Ninety percent of Force Damage, even Force light, for up to thirty seconds.

Padawan: Duration increased by thirty seconds

Knight: Duration increased by one minute

Master: Duration increased by five minutes

Dark Powers

About Dark Powers: Dependant on Ranks, that must be increased through actions in story. Some dark powers have no ranks.

Dark Illusion

A variant of her illusions, though so powerful they are capable of killing the target if the target believes they have been mortally injured. Bodies can suffer internal ruptures if the believe they have been stabbed or shot and can even blister if they think they are burning. Requires significant focus and effort, and can only affect a single target, though even extremely strong minds have a chance of being affected, so long as Maranon's concentration remains unbroken...but in a chaotic fight or environment this can be excessively difficult to employ, and may nearly completely exhaust her, leaving her extremely vulnerable to attack as she struggles to recover Unlike other dark powers this has no ranks attached.

Dark Healing

Maranon uses a corrupt form of healing that repairs her body at an extremely high rate, capable of repairing wounds that would normally be fatal, such as to the heart in a span of minutes, even regrowing limbs and is constantly active, seperate from the requirements of other powers. However it comes with a few caveats--it cannot be used in in Force Voids, and becomes extremely weak in light nexuses and the presence of Jedi extremely in tune with the light. It also stops functioning if Maranon is under mental attack, leaving her open to assault.

It also can't heal wounds caused by Beskar, Phrik, or Mandalorian Steel--even if the attack comes in the form of a gauntlet or glove. Those require blood magic to repair.

The presence of a viridian kyber crystal also causes her dark healing to be inaccessible so long as she is within twenty meters of one. Cuts from viridian lightsaber blades take an extremely long time to heal.

Force Scream

Vicious Dark Side based sonic attack that erupts from character's mouth in a tight, narrow cone with long range. Is capable of being dodged, due to the obvious act of drawing in air to scream.

Current Rank: 2

Rank 1: Sends out a sonic beam capable of temporarily disorienting strong characters. Scream lasts three seconds. Requires thirty seconds before another scream that can be attempted. Range is fifteen meters

Rank 2: Scream causes extreme pain and disorientation but is not fatal. Range extends to thirty meters.

Rank 3: Range extends to forty five meters.

Rank 4: Range extends to sixty meters. Scream now possibly fatal

Corruption

The Character's corruption is geared towards subtly influencing others, even without direct use of Force Powers. This is due to her now corrupted Zeltron Pheremones, making them much more powerful and making her far more seductive than normal. Even without the use of Force Persuasion, her arguments can seem especially enticing and seductive, they just take much longer to sway people. Maranon prides herself so much on her charisma that though she is skilled at it, she often eschews the use of Force Persuasion unless in a hurry, enjoying the slower game of seduction ultimately.

Current Rank: 4

Rank 1: Subtly influence weak minded beings through continual conversation over a period of time, subtly coaxing them to actions that benefit her or prove self destructive to the target in the long run

Rank 2: Can influence moderate to strong minded beings with enough effort.

Rank 3: Can influence very strong minded beings and make the darkness in her very attractive to light adepts.

Rank 4: Has a chance at swaying even the purest to the dark.

Inflict Pain

Employed as a stunning attack or form of torture, Maranon can activate the pain centers in the brain to temporarily shock them with pain. Can be done over viewscreens. Line of sight must not be broken.

Current Rank: 4

Rank 1: Can overwhelm the minds of weak characters with four to five seconds of extreme pain if they fail to resist.

Rank 2: Can overwhelm strong minds with five or six seconds of pain if they fail to resist.

Rank 3: Pain can now be localized and different types of pain can now be created as well.

Rank 4: Overwhelm very strong minds with five or six seconds of pain if they fail to resist.

Consume Essence

Use the Dark Side to feed on negative emotions and temporarily increase strength by a factor of three. Capable of feeding from even very strong minds if they fail to resist, as well as psychologically damaging them in the process. No ranks.

Secondary

Sith Alchemy

Create Bodies

Essence Transference

Sith Magic

Waves of Darkness

Create darkness of a large area half the size of a small city that dampens the connection to the light.
Only lasts five minutes and exhausts Maranon to the point that Powers cannot be called on. No ranks.

About Magic: This character is exceptionally skilled in her employment of it, and it requires little effort on her part due to her talent. Spells require preperation or speaking the words to work. This may leave her vulnerable to attack.

Initiate: Spells come shockingly easy and require little effort to employ and have a good chance of working even on a moderately experienced practitioner, though more experienced magic users may resist the spells easily. Requires thirty seconds before most spells can be used again

Weaver: Spells have a chance of working even on very experienced adepts and are surprisingly hard to resist. Requires even less focus. Twenty second wait time before spells can be cast again.

Caster: Spells now much more difficult to resist, even for a master of many years experience. Fifteen second wait time.

Elder: Spells now very difficult to resist, even for other highly skilled masters with decades of experience. Ten second wait time.

Sorceress: Capable of challenging even the greatest Magic User and having a fairly solid chance at prevailing. Five second wait time for most spell castings.

Her magic list is why she is known as the Keeper of The Six Blasphemies--she was one of the few Jedi in her era that actively studied magic before it had any acceptance among other Jedi.

Blood Magic Spells

Spell of Corrupt Telekinesis (****W*********C**********E**************S)

Using a small sacrifice of blood, The Character is able to infuse their telekinetic attacks with the darkness to have a chance at directly corrupting Force adepts with negative emotions for a few minutes if they fail to resist. Requires a few drops of blood for each spell cast to work.

Initiate: Telekinetic attacks like push infused with magic to create negative emotions. Can only affect weak force adepts. Only two attacks infused with magic can be executed.

Weaver: Can affect strong minds.

Caster: Can now possibly affect stronger minds, as well as cast up to three telekinetic attacks before spell effects wear off.

Elder: Can now affect very strong minds if they fail to resist

Sorceress: Has a chance of affecting even the strongest most pure minds.

Spell of Blood Armor (****W*********C**********E**************S)

Sacrificing blood causes a field of red energy to surround her, rendering her heavily resistant to dathomir-type or Sith Type magic for five minutes. No offensive force powers can be used or it will disable the spell. No other spells can be used while spell is active. Temporarily disables her dark healing.

Initiate: Resist up to twenty percent of the effects of Magic Spells

Weaver: Resist up to forty percent of the effects of magic spells effects.

Caster: Resist up to sixty percent of spell effects

Elder: Resist up to eighty percent of spell effects.

Sorceress: Resist up to ninety percent of spell effects

Spell of Blood Sword (****W*********C**********E**************S)

Using blood to corrupt spirit ichor, can grow a sharp weapon of blood that can cut through light and medium armors, as well as withstand vibroswords and blasters though not lightsabers. Requires Spirit Ichor.

Initiate: Can conjure blood sword for two minutes.

Weaver: Duration increased to four minutes

Caster: Duration increased to six minutes

Elder: Duration increased to eight minutes

Sorceress: Can conjure two blood swords

Spell of Blood Dagger (****W*********C**********E**************S)

Useful for conjuring an emergency concealed weapon that lasts a day and cuts like a vibro blade. Good for hurling with telekinesis immediately after fashioning. Also possesses a mild poison effect that lasts three minutes if it connects and target fails to resist. Requires Spirit Ichor. Even the weakest character can resist poison effect.

Initiate: Fashion two knives

Weaver: Fashion four knives

Caster: fashion eight knives

Elder: Poison effect becomes mildly paralytic if target fails to resist magical effect.

Sorceress: Poison strength increases.

Spell of Blood Field (****W*********C**********E**************S)

Using a small blood sacrifice, Character can cover a building in a protective field that protects it from energy attacks for up to five minutes.

Initiate: Cover a small building in a field that protects it from heavy energy attacks, such as repeaters.

Weaver: Cover medium sized buildings in protective field. Can now defend against heavy blaster cannons.

Caster: Can now repel starfighter lasers

Elder: Can now withstand Disruptors

Sorceress: Can now defend continuous beam attacks.

Visceromancy

Speaking a strange spell and by shoving her hands directly into the entrails of a corpse, the character's Force Sense is dramatically increased for as long as her hands remained immersed in entrails, high lighting enemies except those usin in a vast radius around her. No ranks to this power.

Spell of Endurance

Using a small amount of blood and speaking dark words, the character can gift another with endurance that is five times greater than average for one day. No ranks to this power.

Spell of Blood Trap (****W*********C**********E**************S)

Smears a line of blood against an area some one must pass through, the blood growing a bloody series of hands that try and grab and tear apart any who draw near with sharp talons. All tiers useful. Can be destroyed with regular pistols.

Initiate: Grows bundle of twelve weak arms with sharp talons, remaining stationary and attacking any except Maranon.

Weaver: Grow four seperate clusters of three weak arms, placing them on nearly any surface.

Caster: Grow two weak arms but with longer reach.

Elder: Grow smaller, shorter length bundle of arms, but when destroyed, surviving arms will start to crawl to target.

Sorceress: grow two short arms, but are rendered invisible until target draws close.

Spell of Blood Empowerment

Using a small amount of blood, can infuse someone else with a somewhat painful regenerative quality for a day. No ranks.

Spell of Blood Acid (****W*********C**********E**************S)

Using dark magic on her own blood placed on a surface, can slowly burn through it. Highly situational, requiring her to wait six hours before being able to cast it again due to the powerful magic involved. Disadvantages are that the radius of damage can be small, depending on how much blood character is willing to use.

Initiate: Can burn through light armors and flesh in four minutes

Weaver: Can burn through medium armors and flesh in three minutes, thirty seconds as well as armors of lower material.

Caster: Can burn through standard heavy armors in three minutes fifteen seconds, as well as armors of lower tiers

Elder: Can burn through lightsaber resistant materials in three minutes, as well as those of lower tiers

Sorceress: Can burn through alchemized objects in six minutes

Spell of Blood Resist

Using blood magic, can make another person heavily resistant to Force powers for up to a day. No ranks.

Spell of Blood Infuse

Uses her blood to infuse another with enhanced speed for a day. No ranks.

Spell of Blood Repair

Used to repair damage to her body from lightsaber resistant metals. Requires twelve minutes of meditation and chanting, leaving her vulnerable. No ranks.

Spell of Blood Manipulation (****W*********C**********E**************S)

Can alter blood for various properties through magic. Disadvantages is that it must be physically administered to another. All tiers useful depending on goals, but highly situational, as it requires an hour to properly alter with magic.

Initiate: Can create mild pain killing effects with blood, hallucinogenics, and poisons that cause incapacitating pain but other wise non lethal.

Weaver: Can create moderately strong painkillers, hallucinogenics, and poisons that can kill in days if an antidote is not administered.

Caster: Create quite strong painkillers, hallucinogenics, and poison that can kill in a day

Elder: Can create very strong painkillers, hallucinogenics, and poison that can kill in hours if an antidote is not administered.

Sorceress: Can create extremely strong painkillers, hallucinogenics, and poison that can kill in minutes. Can now create tranquilizers.

Spell of Blood Light (****W*********C**********E**************S)

Using a small amount of blood, create a sphere of red light that repels spirits for a short time. No other spells or Force powers can be used or the effect will be broken. Good for use against both light and dark spirits, however. Some spirits can fight through the magic faster, especially if ancient.

Initiate: Conjure sphere of red light that is capable of repelling weak spirits for five minutes

Weaver: Capable of repelling slightly stronger spirits, but only for four minutes and thirty seconds.

Caster: Capable of repelling strong spirits four four minutes

Elder: Capable of repelling very strong spirits four three minutes.

Sorceress: Can now possibly repel the most ancient of spirits for two minutes.

Spell of Blood Darken

Uses a small amount of blood to create a forty meter radius of near darkness wherever she points. Lasts five minutes. No ranks.

Spell of Blood Protection

Character uses blood magic to render her difficult to injure with vibroblades for five minutes. No ranks.

Spell of Blood Smithing

Using blood magic, alters kyber crystals to produce various effects, such as leeching health and doing more damage to light adepts and other dark adepts. No ranks.

Spell of Blood Repel (****W*********C**********E**************S)

Enshroud a building in magic that protects from the effects of standard force powers for a short time.

Initiate: Shrouds a small building in a dark red energy field that allows it to with stand the effects of the weakest versions of Force lightning and Force push and sense abilities, rendering weak adepts unable to see into the building with The Force for a total of eight minutes.

Weaver: Defend against slightly stronger attacks for seven minutes. Can block the sight of padawan type adepts

Caster: Can withstand strong force attacks from knight level enemies for six minutes.

Elder: Can repel master level attacks for five minutes

Sorceress: Can now defend against grandmaster level threats.

Spell of Blood Guardian

Summon a mobile construct of blood that is viable for a half hour, by combining blood magic with the Kolda-Bratha Calculus. Must use a large amount from an innocent victim, rendering it necessary to prepare it before hand. Serves as a deadly fast guardian but can be killed with a few well aimed strikes. No ranks. Can be inhabited by Maranon's spirit in an emergency.

Ritual: Blood Pentacle

Employing elements from The Kolda-Bratha Calculus, can leach energy from a powerful target to restore her body quickly. Highly dangerous, requiring a servant to help and defend her while corraling the sacrifice.

Ritual: Flesh Chain

Solar Magic Spells

Spell of Solar Barrier (****W---------C-----------E------------------S)

By speaking the spell while outside, can create a sphere of golden energy around her that repels all telepathic attacks for a short time. Sudden objects passing between her and the sun can disrupt the spell. Must remain within sphere, which as a nine meter radius.

Initiate: Defend against all telepathic attacks for thirty seconds.

Weaver: Duration increased by thirty seconds.

Caster: Duration increased by thirty seconds.

Elder: Can now not only protect against telepathic attack, but also replenish Maranon's force reserves slightly the longer she remains in the sphere.

Sorceress: Duration increased by one minute.

Spell of Solar Glare (****W*********C************E--------------S)

Creates an eight meter radius of extremely bright light that only she can see through. Others must squint or shield their eyes from the glare. Can be set any where she points.

Initiate: Duration of thirty seconds

Weaver: Duration increased by thirty seconds.

Caster: Duration increased by one minute. Sphere can be placed further away.

Elder: Sphere can be placed even further away.

Sorceress: Duration increased by one minute

Spell of Solar Shield (****W*********C************E--------------S)

Can focus gathered rays of sunlight into a golden field around her body while outside causing painful burns for anyone who tries to engage her at hand to hand.

Initiate: Summons shield for thirty seconds

Weaver: Duration increased by one minute

Caster: Can now cause second degree burns

Elder: Can now cause third degree burns from sustained contact.

Sorceress. Duration increased by one minute

Spell of Solar Favor

Focuses an enchanted solar ray on a character, replenishing their Force reserves over a period of twelve minutes. No ranks.

Spell of Solar Shroud

While outside can create a sphere that bends sunlight around another, rendering them invisible for a day. No ranks.

Spell of Solar Ray (****W---------C-----------E--------------S)

Gathers solar rays into hand, using it as a type of concentrated attack on others. While not lethal by itself, it attempts to wear down an opponent through heat exhaustion. Thirty minute wait time between castings, lasting forty seconds.

Initiate: Can catch only one person in concentrated beam

Weaver: Catch two people in beam of light.

Caster: Catch three people in wide ray of light.

Elder: Heat intensifies

Sorceress: Heat intensifies to first degree burn level.


Spell of Solar Reaction (****W*********C-----------E--------------S)

Gather magical light into a ball for a flash bang grenade type effect. Radius fifteen meters.

Initiate: Conjure one light grenade

Weaver: Conjure two light grenades

Caster: Greater stun radius and brighter

Elder: Light grenades can be lethal now.

Sorceress: One thrown, one light grenade can break into three mini cluster grenades, each with half the radius of a normal grenade.

Spell of Solar Torpedo (****W*********C-----------E--------------S)

A particularly deadly spell, Solar Torpedo gathers sunlight into a condensed, deadly ball, hurling it from the character's hands, acting like a common missile. Capable of destroying vehicles. Ten minute wait between castings.

Initiate: Destroy small, light vehicles like speeder bikes.

Weaver: Can now possibly destroy standard speeders.

Caster: Torpedo now has homing effect.

Elder: Can now destroy APC's

Sorceress: Can now heavily damage tanks.

Spell of Solar Flare (****W---------C-----------E--------------S)

Causes the character's hand to emit magical solar rays, which actively reflect all telepathic attacks back on the source for a total of fifteen seconds, with a need to wait ten minutes before being able to cast such a powerful spell again.

Initiate: Reflects telepathic attack back on source at twice the strength of the original attack.

Weaver: Reflects the attack for three times the strength of the original

Caster: Renders Maranon temporarily immune to mental attack for ten seconds after reflecting an attempt.

Elder: Duration of attack immunity after reflecting mental assault increased by ten seconds

Sorceress: Mental attack immunity increased by one minute

Ritual: Solar Eclipse

Ritual: Solar Sanction

Ritual: Solar Destruction

Water Magic Spells

Spell of Water Sharpening (****W*********C-----------E)

Hurl javelins of ice spears from nearby pools of water. Long range and fast but possible to dodge the attack and can only pierce certain medium armors. Unlike other spells, hand gestures are required to use.

Initiate: Hurl ten javelins at indicated target at a range of seventy meters at two hundred and seventy five kilometers per hour

Weaver: Range increases by twenty meters

Caster: Range increases by fifty meters

Elder: Additional thirty javellins added

Spell of Water Drain (****W*********C-----------E)

Drains water molecules from inanimate objects and certain living beings. Amount of water obtained can vary depending on object.

Initiate: Can drain water from objects like stones

Weaver: Can drain water from plants and trees.

Caster: Can drain water from boulders.

Elder: Can drain water from humanoids.

Spell of Water Restoration (****W*********C-----------E)

By altering water with magic, character can pour on damaged materials to repair them. Three hour wait time between castings. Repairs occur over five hours.

Initiate: Can repair light armor or related materials if immersed in enchanted water pour

Weaver: Can repair medium armor or related materials.

Caster: Can repair Heavy armor or related materials.

Elder: Can repair flesh.

Spell of Corrupt Moisture (****W*********C-----------E)

Speaks a dark spell that cause moisture in the air to cling to any exposed skin on a target within a fifteen meter radius of Maranon, causing persistant itching sensations. Lasts one minute. Must be around large body of water.

Initiate: Ignorable but persistant itching

Weaver: Stronger sensation that is genuinely capable of distracting

Caster: Very difficult to ignore itching sensation

Elder: Nearly impossible to ignore itching sensation.

Spell of Hydro Encasement (**W-------C-----------E)

Creates a field of magical water that allows Maranon to dive to extremely deep levels under water at high speeds while breathing for ten minutes. Does not suffer bends from sudden rise to surface. One hour wait between castings, relegating this spell to emergencies.

Initiate: Initial speed under water up to four hundred kilometers per hour

Weaver: Speed increased to six hundred.

Caster: Can dive to half a submarine depth.

Elder: Can dive to full submarine depth

Ritual: Hydro-Shock

Ritual: Flood

Ritual: Drought

Ritual: Dark Hydration

Earth Magic Spells

Spell of Earth Sharpening (****W*********C***********E)

Generates a destructive cluster of rock spikes that have a short range of thirty meters and are slow moving but are capable of piercing heavy armor. Requires a desert environment with no bodies of water immediately nearby. Can be dodged.

Initiate: Generates three clusters of eight small rock spikes each fired at the target from the ground

Weaver: Generates five clusters

Caster: Generates six clusters

Elder: Generates ten clusters.

Spell of Grounding (****W*********C***********E)

For thirty seconds, any electrical attacks get directed back at their source. Requires desert environment to work.

Initiate: Reflect electrical attacks for twice the strength of the original

Weaver: Reflect attacks for three times the strength of the original

Caster: Become immune to lightning for fifteen seconds after initial attack.

Elder: Become immune to lightning for thirty seconds after initial attack.

Spell of Ground Absorption (****W*********C***********E)

All kinetic and piercing damage is reflected for thirty seconds back upon source. Must be in desert environment to work.

Initiate: Reflect kinetic and piercing attacks back on source for twice the damage.

Weaver: Reflect attacks for three times the damage

Caster: Strength increased by twice her normal limit for one minute after attack

Elder: Strength increased by three times her normal limit for one minute.

Ritual: Seismic Channeling

Fire Magic Spells

Spell Of Fire Spear (****W*********C***********E)

Conjures and hurls a deadly spear of magic fire that can pierce heavy armors and cause large splash damage on impact. Extremely fast movement speed but limited to ranges of forty meters.

Initiate: Send one spear hurling at a target at speeds of two hundred kph.

Weaver: Speed increased to three hundred kph

Caster: Speed increased to four hundred kph

Elder: Can fire two spears.

Spell of Incendiary Rain (****W*********C***********E)

Conjures magical rain composed of fire that rains down on a select area, attempting to ignite whatever is below with slight homing functions. Slow moving and easy to out run despite tracking ability, and the "raindrops" in question lack any piercing power or ability to actually kill a living being on its own, though they may have a slight chance of causing intense pain if the drops hit the right places, and the threat of starting a lethal blaze around the target should not be ignored. Lasts twenty seconds.

Initiate: Radius of rain cloud twenty meters

Weaver: Radius extends by five meters.

Caster: Rain falls in double the amounts for half the time.

Elder: Can make heavier raindrops that have a better chance of igniting a given area.

Spell of Fire Sphere (**--W---------C-----------E)

Conjures a sphere of magical flame around Maranon that shoots out small mini fire balls in random directions, dissuading attempts to close the distance or ambush attempts. Sphere capable of burning whoever comes into contact with it, but offers no protection otherwise. Five minute wait between uses. Can possibly backfire in flammable environment.

Initiate: Sphere remains active for thirty seconds. Radius of ten meters.

Weaver: Time extended by thirty seconds.

Caster: Radius increased by five meters

Elder: Time increased by one minute.

Spell of Convection Trap

Conjure a deadly trap of spinning fire, best used in narrow passages. Capable of causing third degree burns. No ranks.

Spell of Fire Port

Can teleport between two bodies of flame. Flames must be in direct line of sight. No ranks.

Spell of Fiery Strength

Can enchant nearby fires to burn hotter than normal, almost to the degree of a fusion torch. Useful for area denial as the flames become to hot to safely get near. Lasts five minutes, no ranks.

Spell of Fire Waves (****W*********C***********E)

Dark magic infuses Telekinetic attacks with incendiary effects.

Initiate: One TK attack can be used under spell effects.

Weaver: Number of attacks usable under spell increased by one.

Caster: TK attacks under spell effects increased to three.

Elder: Four TK attacks can be made under spell effects.

Ritual: Incendiary Hurricane

Ritual: Fire Empowerment

Wind Magic Spells

Spell of Gust (**W-------C)

Speaking this spell surrounds Maranon in a sphere of magical wind that propels her forward at great speed, to slam into a living target, the wind cushioning against impact but possibly severely injuring who she hits. Three minute wait before spell can be called on again. Easy to dodge

Initiate: Initial range fifteen meters

Weaver: Range increased to thirty meters

Caster: Range maxes at forty five meters. Speed increased.

Spell of Mist

Conjures a magical mist in an area that tries to scramble another adepts attempts to sense threats. No ranks.


Ritual: Wind Tunnel

Ritual: Wind Shield

Lightsaber Skills

About Lightsabers: This character focused on mastery of the lightwhip, leaving her able to make unique attacks but her defense and offense suffers in numerous ways.

Initiate: Struggles to learn basic concepts and apply them effectively. Can barely fight a true padawan competently. A Knight would be out of the question.

Padawan. Capable of holding their own against those of a similar tier and overcoming those of a lesser tier eventually but still struggles to win. While taking on a knight would be slightly below suicidal, it is still a very dangerous prospect, the character may occasionally employ a strategy that catches a knight off guard. Taking on a master is still suicidal however.

Knight: Hard won experience means that the character has a much better chance at survival against those of a similar tier in skill and can take on a master with a reasonable chance at survival, employing more effective, patient, if imperfect strategy. Now capable of killing lesser duelists with greater ease, though they may still have to work for their victory against those of lesser power who are nontheless exceptionally talented

Master: Has mastered the use of their preferred style, enabling the character to take on other masters with a reasonable chance of survival, if not victory, though they are demonstrably more dangerous to those of lesser skill in the lightsaber. For the true saber rakes though, she would be better off with the Force.

Lightsaber (Single bladed) (P-----K-----------M)

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

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

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

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

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

Melee

Longswords (****P*********K)

Daggers (P-----K)

Atrisian Tai Chi (****P*********K***********M)

Atrisian Crane (**P*********K---------M)

Atrisian Aikido (****P*********K-----------M)

Broken Gate (****P*********K***********M)

Shattered Gate (P********K------M)

Ranged

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

Misc.

Diplomacy 10/10

Yacht piloting 6/10

Courier piloting 8/10



Force Forms

About Force Forms: Meditative battle stances designed to channel Maranon's Force Connection in unique ways. Nearly a lost art these days to all but the most learned of Jedi scholars...

Force Channel: Provides a modest boost to Maranon's Force Abilities. Embodying the technique learned in basic meditation practice learned by Jedi, Maranon's dark nature means that all Force powers cost slightly less and are slightly more potent, and Maranon's Force Connection is slightly more difficult to disrupt. Recovers force reserves slightly faster.

Force Affinity: Allows the character to rest in their connection to the Force, making it much more difficult for someone to suppress her connection to the Force, as well as increasing the ease of calling on and slightly enhancing her resiliancy against mental attacks as well as enhancing her defensive powers and spells, at the cost of heavily weakening most of her offensive powers and spells. Slightly tougher to maintain on a constant basis. Recovers Force Reserves much faster than normal

Force Potency: The force form most often utilized by Dark Adepts. Heavily increasing the effect of her offensive powers and spells, and heavily weakening her defensive powers and spells, as well as increasing the cost of using all powers in general, which can lead to Maranon quickly being exhausted. Recovers Force Reserves much slower than normal

Force Mastery: A meditative ability meant to make Maranon seem much much more powerful than she actually is to other Force Adepts. All powers twice as potent, and Maranon is much harder to use Force Suppression on, and much harder to affect with the Dark Side in particular as well as slightly more difficult to affect with Force powers in general but maintaining it will severely strain and exhaust Maranon longer than fifteen minutes, and she cannot regenerate horce reserve while maintaining this meditative mindset.
 
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