RC 212
HUNGRY HUNGRY HIPPO!

Name: Seraya Whisperwind
Faction: House Verd (Mandos). The Underground
Rank: Padawan
Occupation: Warden, Rabble Rouser, Rebel
Age: 27
Skin: White
Hair: Black
Eyes: Black
Appearence:
Seraya stands a short five feet tall, with a flowing mane of black, goggles around her neck and an orange overcoat. She can be seen wearing either a white t underneath with her spacers trousers, or... well that's about it. Rest assured she always has her DL-44 in a thigh holster, and a few other tricks up her sleeve.
Possessions:
Lightsaber, Clothes, Combat Harness, Flight Goggles, Orange Jacket.
(Index Below)
STRENGTHS:
- Fast and Coordinated: Constant drilling of her movements and body has made her very aware of every microcosm of movement both by her and others. She uses this to her advantage is duels and hand to hand Combat
- Teras Kasi: Having learned from a Master Practitioner her skills are sharp. She can step inside a Saber strike and cause damage with her hands, fists, elbows and knees.
- Tutaminis Specialist: Constant drilling with this skill has made it her primary, letting he swat aside lightsabers with bare hands.
- Mind Meld Specialist: Constant use and drilling of this skill has made this her second primary. She can connect to her fellow forcers and see, hear, experience and some times even lead them.
- Illusion Specalist: Constant use and drilling of this skill has led her to specialize in illusions. She uses this perhaps even more than TK, to create disguises for herself and her party.
WEAKNESSES:
- Unarmored: Seraya almost never fights with armor, leaving her body very vulnerable to attack. To counter this she has to rely on speed and cunning alone
- Will of the Force: Seraya will follow the force and the force alone. As it's servant this puts her at great odds with traditional orders and other Jedi. For her the right choice is almost always unpopular.
- Aversion to fire: As a youngster her hand was burned in a searing hot flame during a speeder accident. As such her aversion to fire is strong, and she will freeze up or try to avoid any situation where flames become a factor.
- Crappy Swordsman: Seraya is a crappy swordsman, and in a reversal of her normal Warden tradition, much prefers blasters over her lightsaber. It's a last resort, as is the force.
Background:
When Coruscant fell during the initial One Sith attack, she was well on her way to the outer rim, carrying only her old robes, and her belt. Her original Padawan lightsaber was left behind, as she resigned the order and went into exile. Unawares of the destruction behind her she crossed paths with a Warden of the Sky, another Jedi Exile much like herself.
Ex Jedi Master Tyrian Drexel was a wise old man, disguised as a spacer who offered to teach her the ropes of the Wardens. Eventually they found their way to Tatooine. where Seraya News of the Republics continuing destruction reached her, and the Galactic Alliances remade Jedi Order called to her to defend her home planet of Corellia.
She pressured the Master to let her learn the force in all its intricacies. Master Drexel had left the Republic Jedi Order himself after a falling out with their inaction, and agreed to teach her the finer points of his skills, but for a price. She was asked to serve alongside him wherever he went, and keep her nose out of trouble during the training.
Oddly enough, he'd train her estranged sister many years later, though unknown to her.
Soon she would be free of the obligation, and be ready to step back into the fold, only this time, pledging to an order of a different sort. But alas that never panned out. following his teachings she took up a smuggling job as a cover as every good Warden has and went back to the thing she knew best. Kicking Tyrant's ass and taking names.
Now she just causes trouble, incites rebellion, and generally is up to no good. But with the common purpose in mind of Freedom and Liberty.
Influential Force Traditions:
- Jedi (Main)
- Jed'aii (Secondary)
- Witches of Dathomir (Negligent)
- Wardens of the Sky (Main)
Disciplines and Powers.
- Jedi Mind Meld- Specialization
- Tutaminis- Specialization
- Telekenesis- Adept
- Art of movement- Beginner
- Electric Judgement- Beginner
- Illusion: Beginner
- Monk:
- Servant of the Force:
- Theatrics and Deception:
- Gunslingin' Devil:
- Alignment: Chaotic Good
Saber Forms:
- Soresu- Adept
- Juyo- Beginner
Companions:
Gear & Quick Description Cheat Sheet!
Gunz:
- Sweet Revolver, Big Bullets, big Damage. Lot's of Recoil
- Tri-Barrel Pistol. 2x Laser Shots- 1x Concussion Blast. Good for fighting Forcies
- Sweet Quad Barreled Shotgun- Brings a variety of ammo to bear.
- Nice Concussion Rifle, Can dial up the damage. Over barrel Rail.
- Pistol. Delivers Kinetic & Energy Damage. Impact explosive, Lightsaber can't block. High Recoil, slow to load. No attachment besides Scope.
- Space AK. Fires Kinetic, wrapped in energy. Two attachments. High Recoil, fast RPS, Very LOUD!
- Small like the LAW. Can fire most conventional rocket munitions. Railgun acceleration system. One shot reload, will die upon EMP contact.
- Sturdy Fast Ion Pistol. Can wreck even hardened electronics, w/ Shielded circuits. Mild concussive force, One Attachment Over barrel Rail, Does not inflict fatal Damage to Organics.
- Four barrels + A crap ton of flack rounds = your foes begging for mercy and receiving none. Best when used against hoards.
- Looks gorgeous, shoots gorgeous, will totally bring your enemies to their knees. Perfect against heavily armored folks and Force users. Under barrel K-40 launcher for surprise. Perfect pistol to keep on hand for nasty times.
- Shoots flechette rounds, small enough to fit on your gunbet, big enough to make that nasty force user cry like a baby. Just keep pulling the trigger till they beg for mercy--or are with that great Force up in the sky.
- The mallet here is able to deal out Charric rounds on par with your average blaster pistol--no small feat since Charrics tend to have reduce range. Wear down you Jedi foes, ruin armor, and have a jolly good time doing so as you go to town on someone's butt with classic Chiss tech.
- Ever wanted the ability to melt your foe's armor off their body.... with a pistol? Here you go, buy the Dragoon, its ray is more than hot enough to melt durasteel with ease. Enjoy.
- Use sonic technology in either the concentrated fire that affects one person or the spread wave shot that can deal out damage to multiple people. Its great for breaching doors, destroying walls, crowd control, stun, lethal and non-lethal damage alike. A must have for law enforcement and the skilled warrior who values both power and versatility.
- Its a disruptor pistol the size of a hold out blaster. Conceal it on your person, hide it with ease, and keep it as a back up for when some sorry fool tries to take you down--or when they strip away your primary weapons, it makes a great surprise to spring on your enemies.
- A miniaturized flame thrower mountable on forearm armor plates, a perfect additional for all up-and-coming as well as veteran bounty hunters and mercenaries. Range of 40 meters, capable of sustaining continuous fire for 10 seconds.
- Monofiliment liquid that when detonated cover an area in quick hardening goo to stop others.
- Timed high gravity grenades for non lethal takedowns and tossing around heavily armored opponents.
- Made for distraction purposes and set up to be able to use different pheromone lures to lure in animals
- Shotgun Shell: Shoots Fire
- Shotgun Shell, Blows up on impact.
- Add some extra punch to your projectile weapons by firing Baradium rounds at them.
- Incendiary and shrapnel damage, use for the K-40, very popular.
- The sky is the limit here, biological or chemical weapons can be loaded in and fired away.
Attatchments for Gunz...
- Uses Tractor beam tech. Can freeze a person in place, can move stuff around. Range dependent. Doe's not work on up armored target (Mando's, Stormies). Limited duration of use before recharge.
- Never leave home without this thing, launch beautiful grenades at your enemies and watch them turn to dust. The ultimate Force User kick back.
- A series of gas and magnetic-powered grappling mechanisms utilizing filaments and wires made from the durable Echani Graphite, limiting the chance of the wires being severed. Includes wrist-mounted, gun attachment to weapons like Gados SP-1, small-caliber shattergun fired, and large-caliber mass driver fired variants.
Armorz & Cheatsheet
- 7.5 Armor. Got a ton of stuff, Holsters, Ruck, Mag Boots, HUD (Multiple Modes of Scan.) Spare 02. Good protection from EMP, Kinetic & Energy Weps. Heals user while not in Combat.
- 6.5 Armor. Tradeoff is dexterity. Good base protection against Energy & Kinetics. Got a lot of the same features as Combat variant, minus extra plating, Air & Helmet. Built in Data Pad. Heals the user while not in Combat.
- 8.0 Armor, has a lot of features. Built for Operators in deep space. Mag Boots, Wrist Rockets, Wrist Flamer -or- Plasma Torch, Extra O2. Solid with two underlays, One for extreme environment, One to heal you whilst not in Combat.
Gear:
- Designed as a means to practice and train with your saber and skills.
- Voice activated backpack with two droid arms. Can retrieve stuff for you upon command. Can also fire twin pistols, provided there is a link between a HUD and the Smartpack.
- Mini Probe Droids, Scan the Map.
- Shockboxer Gloves, Can stun, absorb and Dsicharge Electricity
- Tiny Shield ring. One use. Last Resort.
Starship Items Owned & Cheat Sheet!
- Last ditch defensive tool for under 500M ships. Blasts a seismic wave that repels all attack. 3x Charges, shields must be down.
- your best defense against tractor beams, compatible with all Silk freighters
- great for luring away pirates or the wrong patrol
- provides limited protection against stray ion fire, and significant protection against EMPs and Connor Nets
- innovative, non-volatile chaff-flare projector
- from Reardon Metalworks - stacking container compatible with interior and exterior mounts on all Silk freighters 50 metres or longer, vastly increases loading speed, capable of orbital drop
- eight guns in one, great against gunships, freighters, or individual turrets
- a class 0.5 hyperdrive, advanced hyperspace sensors, the best hyperspace navigation system in the business
- Joint Project between Damorian and Saotome. Enhances the speed of engines in vehicles and starships tripling speed and providing its own cooldown
Loadout1:
- Dragoon Heatbeam
- S-3 Mangler Sonic pistol
- G-35 Assault Rifle-2x Attachments
- Under-barrel tensor cannon
- K-40 Under-barrel grenade launcher
6x- >>>Brimstome round - 3x-Tangler Grenade:
- G-35 Shooting: Fireball Ammo
- Gypsy Spacer Outfit
- Scanner Droids
- Rebel Corusca Signet Ring
- Mad Explosives:: Proton Charges w/Adhesive Strips
- Lightsaber (Hidden)
Shipz:
1x- MS-10 Starfighter: Sprite
1x- Jast 1 Freighter : Flea-Bag
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ROLEPLAYS:
Learning a way of peace- Training
A Return Home[TRE Dominion of Korriban Hex]
Wow, This Faction Name Is Going To Make Things Confusing (Dominion's Hex Dominion of Ventooine)
Rebellion in Flames; Imperial Dominion of Bothawui
Jack the What?
Getting It Sorted
A Brave New Beginning (GA, FWC)
Are you experienced? (Tatooine/Open)
There's Always A Bigger Ship
Homecoming [ Mando'ade Dominion of Mandalore & Concord Dawn]
Sekalien Supernova (ORC T2 Dominion of Ancora & Torrential )
Sundari Rising
A Desert World (Open to All)
I break faces (Underground/Dosuun/Open)
Tatooine: Dragon Pearls and Silver Flame (Outer Rim Coalition/open)
Chapter 2
Kessel Konundrum; Imperial Skirmish of Jedi-Controlled Kessel