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Ability Sheet: Lord Andnoa

#1
Arcana 
Lord Andnoa / Rhave Vipion
8d6
Powers
 
PowersLevel
Affect Mind/Dominate Mind3 (Expert)
Affliction3 (Expert)
Animal Bond3 (Beginner)
Augmentation3 (Expert)
Barrier/Protection3 (Expert)
Breath Control3 (Beginner)
Bubble3 (Expert)
Choke3 (Adept)
Dampen Presence3 (Adept)
Detoxify Poison3 (Adept)
Fear/Horror3 (Expert)
Grip3 (Adept)
Inertia3 (Adept)
Insanity3 (Adept)
Ionise3 (Adept)
Jump3 (Adept)
Lightning/Chain Lightning3 (Expert)
Mental Barrier3 (Master)
Mind Shard3 (Expert)
Mind Twist/Illusion3 (Expert)
Perception3 (Expert)
Sense3 (Master)
Shock3 (Expert)
Sight3 (Expert)
Slow3 (Expert)
Speed3 (Expert)
Stun3 (Beginner)
Tapas3 (Beginner)
Telekinesis3 (Expert)
Telepathic Screen3 (Adept)
Telepathy3 (Master)
Tutaminis3 (Expert)
Wave3 (Adept)
Lightsaber Forms
Lightsaber FormsLevel
Form I: Shii-Cho3 (Adept)
Form II: Makashi3 (Adept)
Form III: Soresu3 (Master)
Form IV: Ataru3 (Adept)
Form V: Shien/Djem So3 (Adept)
Form VI: Niman3 (Adept)
Saberstaff3 (Expert)
Sorcery
SorceryLevel
School of BindingMaster
- Aura of Uneasiness3
- False Lightside Aura 3
- Hallucinatory Terrain3
- Major Illusion 3
- Minor Illusion3
- Possession1
- Project Emotion3
- Qazoi Kyantuska3
- Summon Fear3
- Waves of Darkness3
School of MendingAdept
- Dispel Curse3
- Dispel Ward3
- Sotizi3
- Tnimi3
- Tumora Dutitsi3
- Unbind Force Apparition3
School of PreservingAdept
- Ansi Niti3
- Arsiatijza3
- Create Curse3
- Irdziyi3
- Muiai3
- Rite of Scrying3
- Soti Asarsi3
- Spell of Concealment3
School of SummoningExpert
- Conjure Fragment3
- Conjure Whisp3
- Force Blast3
- Odojinya3
- Sutta Chwituskak 3
- Vile Voices3
Alchemy
AlchemyMaterialsTheoreticalPractical
Sith Rune InscriptionN/AYesYes
- Circle of ProtectionYesYesYes
- Rune of DarknessYesYesYes
- Rune of PowerYesYesYes
Sith Amulet CreationYesYesYes
Other
SkillsLevel
SingingProficient
Space Piloting3 (Adept)
Stealth Field Generator3 (Adept)
Thought Shield3 (Adept)
Vehicle Piloting3 (Adept)
LanguagesLevel
BasicFluent
Droid BinaryFluent
High SithFluent
HutteseFluent
LorradianNative
Low SithFluent
Mando'aFluent
Equipment
Spoiler: Gear
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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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