Star Wars Roleplay: Chaos

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Approved NPC Clone Ashla Healers

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OUT OF CHARACTER INFORMATION
  • Intent: To make a unit of Force Medics
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  • Image Credit: Star Trek, TNG, Marina Sirtis
  • Role: To serve as standard Force Healers to allies
  • Permissions: N/A
  • Links: N/A
GENERAL INFORMATION
  • Unit Name: Clone Ashla Healer
  • Affiliation: Bloodscrawl Medical Corporation (Formerly), Bacta-Works of Epica (Currently)
  • Classification: Clone Ashla Healer
  • Description: Clone Ashla Healers are cloned, genetically modified Shi'ido that heal and treat large numbers of injured people in crisis scenarios, and sometimes act in a defensive combat capacity, using Telekinesis to fling large objects at high speeds or the Soft to Solid ability to cram themselves through very small spaces to reach whatever is on the other side, useful for reaching injured patients. They are also skilled at Applying Alkahest and creating new types of equipment, or temporarily strengthening an individuals strength, durability, or resistance to the Dark Side
COMBAT INFORMATION:
  • Unit Size: Medium
  • Unit Availability: Uncommon
  • Unit Experience: Trained
  • Equipment: Med Kits, Range Finder

Ranged

Ion Relic Pistol

Melee

Treppus-2 Vibroblade

Armor

Armor weave Catsuit

Vehicles

TIE/SRRET


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  • Combat Function: Clone Ashla Healers scour the battlefield for injured allies, using the Force without hesitation to protect themselves or others (Though they rarely kill unless left with no alternative). They are massive sources of Morale to Kytrand's Clone Troops, sometimes nicknamed "Kytrand's Angels" by the Clones
  • Force Abilities (Force User Units Only):
Force Sense

Force Healing (Master)

Force Light (Padawan)

Ease Another's Pain (Padawan)

Force Resistance (Knight)

Tutaminus (Padawan)

Telekinesis (Knight)

Force Barrier (Padawan)

Cure Disease (Padawan)

Cure Poison (Padawan)

Revitalize (Padawan)

Soft to Solid (Knight)

Alkahest (Knight)

Dathomiri Magic (Knight)


Strengths:
  • Are you an Angel?: Ashla Healers are beloved for their tireless work keeping clones alive and breathing (and, eventually, recovering) seemingly when nothing else can. Their patient, positive and pleasant demeanor is a massive psychological relief to Kytrand's clones--the very presence of just one is a massive morale boost to any Clone Units nearby The Mages are among the only sorts who can calm the Mania of a Clone Pyro should they get loose, and help ease the agitated state of Navy Clones away from their vessels. In general, they can give Clones the will to keep fighting even in extremely hopeless odds
  • Medic: Masters of Force Healing, they can heal large numbers (About Ten) of even critically injured patients via meditation, repairing bruises, broken bones, severe organ and nerve damage in a slow, fourteen hour process. They are also capable of healing themselves with the Force to a very high degree. They are also fully trained surgeons and Triage Specialists
  • Defense Mage: Skilled at using Telekinesis, Force Barriers, and Dathomiri Magic to defend allies and patients, the latter via increasing their durability, strength, or resistance to the Dark Side temporarily. They can also use Alkahest to create special, Force Enhanced equipment for special troops. Some can use Alkahest to remove small amounts of flesh from their bodies, preserving it with the Light Side after subjecting it to multiple rituals and storing it away. Upon the death of the creator, the preserved mass is taken to a light side Nexus, where it regrows slowly into a copy of the slain Mage over the course of several months, with all her memories, leading to potential uncertainty as to whether or not a particular Mage has truly been slain. Alternatively, they can be purpose grown and flashed trained entirely in a medical tank though this process takes a very long time of up to several years
  • Go Places: They can use their Soft to Solid ability to such a degree that they can cram their mass through extremely small or narrow spaces almost like they were molasses to slip through and locate injured patients who may be trapped under rubble, afterwards slipping out and using their telekinesis to remove the rubble and treat/rescue the injured
  • Knife Nut: They are extremely skilled with knives
  • Pistol Nut: They are crack shots with their Ion Relic Pistols, which are capable of doing damage to Organics, Droids and common electronics, and has potential high damage. Some are skilled enough to wield both dagger and pistol together
  • Fearless: These Clones are unafraid to die, fearlessly wading into danger zones to rescue me and treat the injured. This allows them a very high degree of resistance to Telepathy Attacks
  • Perfected Clone: Engineered to reach combat age faster than normal clones, stabilizing at combat age and not suffering from Clone Degeneration or Clone Madness
Weaknesses:
  • Null Fields: Force Healers lose most of their abilities in Force Voids, becoming very ordinary, and sickly, with skin starting to sag off the bone and waste away the longer they remain in the nullification field, no matter what is generating it
  • Melee Combat: They Excel at short range knife attacks, but are otherwise poor in hand to hand combat without a Knife, and struggle against swordfighters
  • Range: Their pistols pack a punch but have a short range of thirty meters, and they are highly vulnerable to snipers, especially if caught unawares
  • Not Frontline: While not afraid to march into danger, they absolutely should not be used in direct fighting, only to rescue and treat patients
  • Morale Risk: As they are a source of high morale, slaying one is potentially devastating to the Clones in the immediate vicinity
  • Offensive Power weakness: Most of their power in the Force focuses on defense or healing not direct attack. Most other Powers are quite weak.
  • Medic Weakness. They are good at healing stuff like burns, lacerations, broken bones, organ damage, but more fine tuned abilities like easing pain, curing specific diseases and poison, or reviving someone are only at minor levels
  • Religious: Devout followers of the Ashlan Religion, they are dead set on maintaining the honor of the Clone Army, and their influence is such that they can persuade large numbers of Clones to taking actions that may be morally righteous, but severely questionable tactically, creating natural friction between them and Nathan, who they see as compromising his honor and that of the Bloodscrawl Family itself with his choice in allies and pitiless opportunism. Nathan, who cannot stand the Ashlan Religion, sees them as a potentially even bigger threat than the Clone Knights, and does all he can to limit their influence from spreading despite their being simply too valuable to simply fire
  • Organic Soldiers Organic Weakness: Like any Organic, they must eat, drink, sleep, dispose of waste, and may need medical treatment, or psychological care if trauma occurs that is sufficient enough to override their normal fearlessness
  • Silly Putty: Their ability to render all of their tissue into a molasses like state to slip through small barriers is a taxing stressful act and they can't use other Force Powers or attack in that state, rendering them highly vulnerable even to mundane damage
  • Bioweapons: Due to how their genetics have been modified, they are more vulnerable to bioweapons
  • Dark Side: The Waves of Darkness ability can cause them to catch fire. Bolt of Hatred can cause Tissue to necrotize on impact points and temporarily weaken Force Abilities
  • Nullification Resin: Nullification Resin is highly poisonous to their bodies, causing eventual necrotizing of tissue across the whole of it. If they fell into vat of the stuff, they would literally dissolve
  • No Shape shifting: Due to how their genetics have been tweaked, they can't shapeshift
  • Barrier weakness: The barrier they project is relatively weak, only able to last a few minutes against moderate attacks
HISTORICAL INFORMATION

Clone Ashla Healers are of a series of Clones based off a Shi'ido donor, subjected to a series of genetic modifications in vitro, and indoctrinated in the Essonian Religion the same as the Clone Knights. Nathan instantly disliked them upon revival, and the feeling has grown mutual as time went on and they got familiar with his allies. There is constant friction, with Nathan using the Clone Rangers to monitor not just the Clone Knights, but them as well, and doing all he can to limit their influence among the Clone Army despite their popularity with the rank and file. While not undermining his authority, The Healers are keen to try and encourage the Clones to more merciful, honorable conduct when possible.
 
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