Character

ZANTRA
Alias | Zantra |
Full Name | Ashula Zantra |
Class(es) | Dark Jedi Assassin Enforcer |
Origin | |
Age | Late 20s to Early 30s probs |
Rank(s) | Darkside Elite |
Faction(s) | The Triad The Galactic Empire |
Species | |
Gender | Female |
Force Sensitive | Yes |
Character Alignment | Neutral Evil |
Body Type | Mesomorph |
Distinctions | Birth defect -- congenital limb absence (bilateral upper limbs) |
Height | 5'9" (175 cm) |
Weight | 145 lbs (66 kg) |
Hair | Black (long) |
Eyes | Brown |
Playby | AI Art of Ming-Hua |
Voice | Kelly Hu as Cheshire (DC) |
Template Credit |
"When you're forced to go without for so long, eventually you truly start to understand control."
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BACKSTORY
She was born in the rusted skeleton of an old freighter to two scrappers on Lotho Minor, her first breath drawn amid the stink of burning coolant and metallic dust. When her mother saw the smooth, empty spaces where her daughter’s arms should have been, she wept -- not from shame, but from certainty. Life in the junkyards was brutal for the whole; it would be merciless for the incomplete.
They lived among the wreckage of used technology and equipment -- picking metal, salvaging parts, and bartering for clean water. Her mother, a second- or third-generation settler, had descended from Chalactan outcasts. Even though their long term dreams of spiritual renewal had faded generation after generation during their search for survival and independence, they still remained quiet practitioners of a modest assortment of spiritual practices from the Adepts of Chalacta, along with older spiritual rites that have sense faded from mainstream Chalactan culture, like the Shayari Vekta tradition, a many-armed goddess, who represented motion, adaptability, and spiritual multiplicity -- often depicted with many arms reaching outward to protect, to strike, to hold balance, or to build. Her family adapted these religious practices into a household code rather than dogmatic adherence to full structure.
Before the Chalactan Adepts formalized their belief system, some families -- particularly those from the outer regions of Chalacta or early colony-worlds in the Metatessu sector -- honored this ancient war-mother goddess figure. Though long since faded from mainstream worship, remnants of her faith remained as quiet household rituals, carved symbols, and oral traditions, especially among isolated clans and spiritualist families like hers. Her family continued to pass down these teachings -- often folded discreetly into Chalactan meditation, never fully erased.
They held onto pieces like:
- The goddess with many arms, spoken to in quiet corners.
- Mantra recitations
- Beads wrapped in cloth.
- Old prayers spoken before scavenging runs.
Her parents tried to involve her in their runs and routines -- using a repurposed loader rig to carry her, strapping her into work sleds. But soon she slowed them down, and they became less poetic. The salvage sites were dangerous, and she couldn't contribute. Her mother started leaving her behind more often. Her father stopped speaking to her at all. By the time she was around ten, they stopped pretending she was part of the crew.
One day, her parents left for a long-range scrap zone. They left her in their rusted out home-husk with three water rations and a dying power cell. Told her they’d be back in a few rotations. They never returned. She waited, and then she adapted. She scavenged parts, learned balance by climbing hulls with her legs and teeth, and began experimenting with her metaphysical abilities. She sat there for days, turning screws in the air with perfect, silent focus, teaching herself how to survive.
Then one day she accidentally caught metal fragments falling towards her. Then started to steal from salvage lords. She fought like an animal. And by the time the first scavenger lord tried to enslave her, the junk around her rose up like fangs; she killed him with a hurled spike. This act of violence drew the attention of The Triad, scouting for Force-sensitives overlooked by the larger galactic factions. Where others saw a broken girl, their agent saw something else.
Zantra was located by agents of the Triad, a cabal of assassins, spies, and killers-for-hire. She stood out not only for her raw survival instinct, but for her atypical connection to the Force -- being able to sense and manipulate magnetic fields, an attunement that allowed her to shape ferrous materials, and simulate advanced telekinetic feats without traditional movement.
The Triad’s agents placed her into a specialized conditioning program embedded within a reconstituted Orsis Academy. In the depths of the Triad's training compound, Zantra was broken down and rebuilt. She was never taught to wield the Force in the conventional sense. From the moment she arrived, her lack of arms was not seen as a limitation but as a crucible. They taught her to turn that absence into an advantage. Where others relied on instinctive motion to guide the Force, she learned to feel it differently; not as a current to be bent, but as a lattice of tension, gravity, and atomic pull that could be navigated and shaped.
Her magnetic sensitivity was put through near-impossible tests: submerged in rooms lined with ferrous shards, she was forced to defend herself from sudden barrages with only her mind; suspended by cables over spinning, bladed arenas, she was taught to move not by running or dodging, but by pulling herself through the air, swinging from point to point. From these trials emerged her signature discipline -- the ferro-cables anchored to her back. Each cable was a weapon, a limb, a scalpel. She learned to extend, contract, coil, and whip them with a control so precise, she could braid them into offense and defense in the same breath.
Her introduction to lightsaber control came without ceremony. The blades hovered before her, unlit. No hilt was placed in her possession. She was told simply: "Command them, or be cut down." Days bled into weeks, where she was made to direct the floating sabers in silence, learning their weight through Force resonance alone. She hadn't passed unless they became extensions of thought; expressions of will.
None of her training was orthodox. The Triad encouraged experimentation, weaponization, and survival over formality. She was honed and developed to be built around movement and momentum, to be fluid, evasive, and lethal.
Overseeing much of her training was Yurok Vehl, a quiet, pragmatic, and shadowy instructor with roots in a Jedi shadow cell once known as Darkmeld (unrelated). He was once a Jedi apprentice, training underRomi Jade as part of a covert Jedi cabal founded by Jade and Dagon Kaze. Alongside him trained another student, Sinestra -- powerful, reckless, and bound by something darker than she let on. They were part of the same small cohort, taught to operate as an early extension of the Jakku Jedi Enclave.
When Sinestra turned, she killed them all -- the other students, the mentors, everyone. No one knows if Yurok was spared or simply wasn’t there. Some say he had already begun to drift, already questioning the Order’s purpose. Others believe he saw it coming and chose not to stop it. He disappeared after the massacre. Was later forgotten. Then he became something else -- not Jedi, not Sith, but part of a deeper, colder organization. He never speaks of Darkmeld, the Jedi, nor the others he once trained beside, but he recognized in Zantra something the others in the Triad did not: purpose beyond utility. Vehl, though distant, observed her closely through it all. He offered no praise, no comfort. Only corrections, and silence.
Zantra, by means of the Triad, was engineered and sharpened into a weapon, like many of the others. And she thrived -- because she had to. Because every step forward was a reminder: survival was no longer enough, and limitations were only agents for mastery
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STORY ARCS
Everything shifted when she was approached by Olan Decarn, a high-ranking agent of Imperial Intelligence operating off-record. An ambitious Deep Core intelligence fixer, who wanted to begin carving out his own influence as to become indispensable by building his own deniable kill network composed of off-record assets. Fixer-Commandant Decarn, known for his clandestine links with criminal networks, the Triad among them -- saw the Empire's shifting structure as an opportunity.
Through intermediaries in the Triad’s Deep Ring, Decarn begins siphoning talented but expendable killers -- trained assassins, saber specialists, and force-sensitive operatives that the Triad sees as "at risk" or "too autonomous." Zantra catches his attention. Decarn reaches out.
The terms are simple. The Empire will supply her and she will carry out surgical, high-profile eliminations of Jedi, traitorous Sith Lords, defecting officers, rogue warlords, and even other assassins. In return, Decarn gets results, and Zantra gets freedom, resources, and reach. Unlike others who maybe climbed up through other methods, whether it be academies or battlefield ranks, Zantra becomes a black-file enforcer, one whose presence in the Dark Side Elite is known, but not openly acknowledged.
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SKILLS & ABILITIES
"Magnetoceptive Force-channeling — sometimes called Ferrokinesis. Can often be miscategorized as telekinesis. True practitioners demonstrate control over magnetic fields in metallic environments, allowing them to project intent via polarized influence rather than physical movement."
While many Force users exert will through sweeping telekinetic gestures or instinctive bursts of energy, her connection to the Force is rooted in precision and control, not power in the traditional sense. To her, the Force hums -- quite literally. Her sensitivity manifests as a form of synesthesia: she perceives magnetic fields and ferrous materials as tonal vibrations and resonance patterns. She doesn't use broad telekinetic gestures, instead, she manipulates existing magnetic fields, sensing the natural magnetic resonance that already exists in her environment. Through the Force, she perceives the vibrations of ferrous materials, the subtle shifts in polarity, the tension in magnetic lines, and uses that awareness to exert force with calculated precision -- whether is be in rusted beams, discarded weapons, even the minerals in the ground, she uses the Force to push, polarize, or rupture them with needlepoint precision; Every action is deliberate, based on micro-adjustments rather than sweeping moves.
With her it's less about overwhelming power and more about absolute control. In combat, Zantra doesn't hurl objects at foes, she orchestrates them, coaxing ferro-cables into intricate grapples and telekinetically manipulating lightsabers like deadly tools. These weapons orbit her in complex formations. Her ferro-cables, anchored by servo-coils on her back, serve as her limbs; they're versatile, reactive, and fast. She exerts her will through them. In fact, every movement, from adjusting a lightsaber mid-air to bracing against kinetic shock, is really the result of countless micro-adjustments, executed faster than thought -- she has to think faster than her opponent.
Her ability developed out of necessity. Born without arms and raised on a junkworld saturated with machinery and debris, where technology rotted and magnetic storms tore through the sky, she adapted to interact with her environment through the Force; Zantra's attunement was simply an evolutionary response.
During her conditioning under the Triad, a lethal order of assassins and infiltrators, this ability was transformed from a survival mechanism into
She's developed a restrained, more tactical form of Force Drain that supports her combat style. She can draw limited amounts of life energy from defeated or marked targets to recover stamina. In combat, she uses it to maintain soft tethers to track opponents, slowly siphoning vitality over time. This subtle drain ability enhances her endurance and offsets some of the energy cost of her high-intensity, precision-based fighting style.
Beyond her Force-driven abilities, Zantra was rigorously shaped into a covert operative through the Triad's brutal assassin training doctrine. She was taught infiltration techniques -- silent movement, urban evasion, and stealth entry. Her conditioning included anatomical kill zones, improvised weaponry, Jakku Katas and Pathrunning. She trained in guerrilla warfare tactics: ambushes, sabotage, and asymmetrical combat designed to destabilize stronger enemies through unpredictability and environmental advantage. She learned to read patterns in patrols, anticipate human behavior under stress, and blend into hostile terrain. Her body, limited as it was, became a vessel for exact execution: every motion calculated, every strike had to mean it.
Magnetoceptive Force-channeling -
EQUIPMENT
Zantra's primary equipment centers on her back-mounted ferro-cable rig, a cybernetic spinal system installed after the loss of her arms. Two high-torque ferrocarbon cables are housed in armored, recessed ports beneath her shoulders, they are retractable to roughly 6–8 feet and can extend up to 20 feet in combat. Controlled via Force-based magnetic manipulation (see skills and abilities) and assisted by micro-actuators, these limbs grant her overwhelming mobility and strength—capable of grappling, launching debris, crushing limbs, or anchoring into walls. Constructed from phrik-fiber ferro-weave, the cables are resistant to blasters, and sabers, and feature magnetic claws with optional electric discharge for stunning or disabling enemies. They're not prosthetics, they're her weaponized body.
She carries two primary lightsabers, of varying colors -- both operated telekinetically, and usually magnetically clamped to her hip; she orchestrates them in synchronized motion alongside her cables, creating unpredictable attack angles and suffocating spatial control. Her combat style is orbital and environmental, meant to overwhelm.
Her armor is functional and traversal-focused. Reinforced boots feature a retractable toe blade and heel blade on her right foot, useful for silent takedowns, sudden strikes, or stabilizing on vertical terrain. The soles include magnetic anchor plates for field manipulation and balance. Lightweight chest and spine armor protects vital systems without hindering motion, allowing her to maintain fluidity while operating at full lethality.
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STRENGTHS & WEAKNESSES
+ Mental Strength & High Pain Threshold: Her inherited cultural practices give her a baseline resistance to mental domination, even before formal training. Jedi mind tricks falter. Sith manipulations slide off her consciousness like rain on steel. And just having endured daily physical limits all her life, and extreme conditioning, she's grown to be able to compartmentalize pain and delay emotional responses to trauma.
+ Hyper-Precision Force Control: Her lack of arms forced her to refine her precision and control to high levels. Where others might rely on sweeping gestures, she doesn't wield the Force in broad, dramatic displays -- she refines it down to microscopic control. Her style is less like a brawler and more efficient, exact, and honed by necessity.
-/+ Kinetic and Behavioral Reading: Due to her congenital limb absence and limitations with fine motor tasks, she was trained to read micro-expressions, muscle tension, and breath patterns as a compensatory edge. This behavioral analysis allows her to better anticipate movement, deception, or hesitation before it manifests, which can help her speed up decision making on how and when to strike, evade, or manipulate her environment. It's not a supernatural ability, but a honed skill born of necessity, a way to sharpen her mind when her body could not rely on reflexes alone.
- Limitation: Various Alien species are harder to read, especially those further from human physiology. In overstimulating or high-chaos environments (dense crowds, multi-opponent skirmishes, noisy tech), she can become overloaded with conflicting signals, reducing the accuracy of her reads.
- Lean, wiry strength, like a gymnast or acrobat -- not bulky, but powerful in her core and back. Designed for torque, whiplash movement, and momentum.
- Double-jointed hips and shoulders -- Lets her perform extreme range of motion maneuvers (vaults, flips, tight rotations, wall-runs).
- Highly trained core and lower body, and her spine is strong, flexible, and incredibly well-coordinated -- it's her control tower.
- Stunted Emotional Intelligence: Her upbringing within the Triad lacked nurturing or emotional modeling. As a result, she's often unable to read interpersonal nuance, comes off cold, or defaults to avoidance in emotionally charged situations.
- Dependency on Gear: Damage to her servo-anchors or ferro-cable systems reduces mobility and combat capability.
- Limited Force Versatility: While naturally formidable in using the force to feel and manipulate magnetic fields, she’s not as naturally proficient in other Force disciplines, she either has to simulate it or it could take her longer to learn, if she can learn it at all.
- Force Fatigue & Mental Strain: Manipulating magnetic fields at her level requires constant, focused micro-adjustments.
- Overuse = Physical fatigue, migraines, nosebleeds, mental collapse in extreme cases.
- In extended combat, her precision may waver under exhaustion.
- Unlike pure telekinetic users, metal scarcity in her environment can severely limit offensive options.
- Environmental Dependence & Adaptive Limitations: Zantra's combat prowess is intrinsically linked to the presence of ferrous materials. Urban sprawls, industrial complexes, starship interiors, and scrapyards provide her with a wealth of conductive surfaces, projectiles, and anchor points to manipulate -- allowing her to fight naturally at peak performance. However, this connection can become a liability in less ideal settings.
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CHARACTER CARD
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