Star Wars Roleplay: Chaos

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Character Darth Themis

Darth Themis


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NAME: Darth Themis (Moya De Lifte)

FACTION:

RANK:
Light Side Sith Lord

SPECIES: Shi'ido

AGE: 600

SEX: Female

HEIGHT: 5'5

WEIGHT: 220 lbs

EYES: What would normally be the whites of her eyes are a bronze sheen. Her irises are an unnatural dark green

HAIR: Black

SKIN: light bronze

FORCE SENSITIVE: Yes (Master)


STRENGTHS AND WEAKNESSES

STRENGTHS

Seer: Themis is an incredibly gifted seer, able to sense threats in visions long before they pop up, days (or rarely, decades) in advance. It is possible to cloud her vision but it is extremely difficult.

Patience: Which leads to her next strength. Themis is incredibly patient and calculating, often choosing not to act (or even attack!) until the moment is juuuuuussst right.

Light Side Sith: Twisting the Light to her own ends has mutated Themis and made her incredibly strong in its applications, including Alkahest. It has also made her naturally incredibly resistant to The Dark Side, and she heals extremely quickly from all manner of conventional wounds, even surviving what would normally be fatal brain injuries (However will still die from total brain destruction). She can even survive acid. Her blood can heal wounds on others. Her magic is all geared to the light and useful in many areas.

Balenced: To the Nth degree. Themis is an excellent Niman duelist comfortable in nearly all situations with a single blade or Lightsaber Spear. In addition she knows a Sith variant of Ataru

Charisma: Is a beauty, and not afraid to use that beauty.

Stealth: Themis takes full advantage of her abilities as a Shapeshifter to full effect. In addition, since Themis focuses on Light Side Uses (albeit in a twisted manner) she will not set off the alarm bells of any Jedi or Light Adept she walks around...so long as no fighting suddenly occurs


WEAKNESSES

It burns: Dark Side objects, if pressed to her flesh, will violently burn it and disrupt her ability to use the Force for a precious few seconds. Using the Sith Sorcery technique Waves of Darkness can actually cause her to catch fire

Spam attacks: Your strategy in a direct fight with Themis should be the same strategy you use for The Ori: Attack as quickly as you can and with as much force as you can bring to bear.

Sith Poison: Sith Poison causes her mutated body to suffer a severe allergic reaction that causes her body to gradually degrade unless she immediately uses her blood magic to repair the damage.

Force voids: Themis is greatly, severely weakened in Force voids, barely able to walk or think

Dark Nexuses: Dark Nexuses reduce her force strength by seventy five percent.

Seer dependence: If cut off from her ability to see into the future, she becomes much less combat effective. Also, she tends to adhere too closely to some visions of battle outcomes, leading her to get injured when it does not work the way she was sure it would. It can also lead to plans going awry. Its not that she does not plan for unexpected outcomes, its that she sometimes cannot predict which unexpected outcome she should actually plan for.

No hand to hand: All that focus on using the Light left her with disadvantages in a fist fight

No range: Themis refuses to use Blasters. She regards them as uncivilized.

Nuetral vulnerability: Themis seems vulnerable to nuetral Force powers like push, being stunned far longer than normal after they connect, leaving her vulnerable to attack.

Light offensive: A great deal of her direct offensive light side abilities can only affect Dark Adepts as she twists the light to her use rather then let it flow through her as a true Jedi does. Also, while a Dark Adept will have severe trouble, a Jedi who is true to The Force can focus mentally and disrupt her ability to use the Light for a short time, rendering her highly vulnerable. Her magic, while able to compensate, require words to be spoken. This can be difficult in the heat of combat.

In other words, only a true Jedi, with the Force as their ally, will conquer Themis

Glamour failure: If deprived of her ability to charm and seduce, she loses much of her capacity to manipulate others. Also, since she uses the Light much differently than a normal Light Adept, Light Adepts will immediately notice the real difference between them and her in battle.

APPEARANCE: An incredibly curvy woman with a bronze skin tone and gorgeous features, resembling a much younger version of Laertia's biot Moya Virtu. However, when channeling the light, a form of light influenced facial corruption occurs, turning the veins under her skin bright green and her eyes take on a bronze and bright green color, almost like a counterpart to Sith Eyes...

BIOGRAPHY:

Once a failed Sith who had grown increasingly appalled by the barbarism of the cult even after successfully overthrowing her master, the creature that became Darth Themis experienced a sort of Reverse-Corruption when she encountered a light side artifact known as The Red Ankarres and studied it, eventually deciding to forsake twisting the Dark Side to her purpose in favor of trying to twist the light instead to bring order to the galaxy, which was her original motive for joining the Sith to start with. Darth Themis became determined to uphold the galaxy during its 400 year Golden Age when many destroyed planets were rebuilt, resulting in ruthless, underhanded measures for a supposed Light Side Adept that eventually drew the attention of The Jedi Order and The Guardians of The Whills, who, after a vicious fight, contained and imprisoned her on Jedha. The Guardians were forced to keep her in a sacred circle, constantly channeling the light through their members via a specially selected group of monks from among the Guardians whose job was to maintain the magical wards imprisoning her with The Light to make sure she could not escape. However, the Gulag Plague hit, decimating trillions of lives, but the Guardians, whose numbers slowly whittled down to just a handful over the decades kept to their mission. When the depraved atrocities of the Cult of The Brain Demon became rampant due to the reduced numbers of Jedi during the plague, the last two remaining members of that special group of Guardians, Adrian and Ellen De Lifte, decided to try and appeal to the Sith by making an offer: They would release her and let themselves be trained by her but they must publicly operate as Jedi to restore order and hope to the Galaxy while fighting the Cult tooth and nail. Knowing full well no authority of the sort she would support would trust even a Light Side Sith, she acquiesed, and assumed full authority of the remaining members of the family as their new, shapeshifting Matriarch Moya De Lifte, who turned the De Lifte Family into a powerhouse of "Jedi Knights" with not even the most elite members aware of the truth beyond the ones who originally released her. Themis actually enjoyed operating in public as a Jedi as well as having something akin to family, even briefly considering truly embracing the Jedi philosophy on more than a superficial level and was actually quite saddened to receive a vision of it all coming to an end via the Cult's inevitable success in destroying The De Lifte Family and possibly her as well. Perhaps having grown too seduced with the Jedi at that point, Themis did indeed choose to die as Moya with the De Lifte's at their final battle, their fortress under assault by the cult, and Themis, despite putting up a ferocious battle, was captured and brutally sacrificed by being thrown into a lake of black fire on Atrisia where The Ancient house of the Family of Nine Lives once resided. Despite this, her own twisted spirit, though suffering guilt in the extreme, resisted the damnation of The Dark Side her death was intended as, resisting the call of chaos itself and persisted as a ghost in the mortal realm haunted by the deaths of the De Liftes, constantly in proximity of her own corrupted bones. When an ignorant Jedi came across her remains however, she used his connection to the force and the traces of the magic used to murder her originally to recreate her old body. However the process was flawed and the rebirth caused her to revert to her old Light Side Sith persona, still dedicated to the De Lifte's dreams in her own twisted way. Believing a hard line approach is necessary to secure the Galaxy (And finally destroy the Cult that murdered her and everyone she had come to love) Themis has sought out unfinished business from her Jedi days, seeking out the woman known as Julia Crownwraithe...aka Laertia Io

PERSONALITY

Affable, yet grim, Themis fully believes in many of the same ideals as The Jedi. Unlike The Jedi, Themis believes it necessary to use every means at The Light Side's disposal to uphold order and peace, even to the point of killing people preemptively. Themis does not take a passive view of the Light, viewing it as much a tool as The Sith view the Dark or the Force as a whole. While not incapable of compassion, and often expressing it to those she views as close friends (or whoever passes in her warped views for a close friend) one should not rely on it to hold her back if she has to choose between you or upholding the balance. Due to the numerous ways she altered Laertia personally with Alkahest (Albeit with the best intentions), she views herself almost like a Grandmother to her, but one should keep in mind it is likely because of her alterations that Laertia's brain damage is unable to be healed. Will not hesitate to manipulate someone to their doom or mutate them with Alkahest if it would serve some "greater good". Perhaps one of her few saving graces is that a civilian or Light User--most of the time--has nothing to fear. Dark Side users are the other hand are in for a world of hurt--nothing is off the table for her to try on them once she gets started, whether that is mutating them with Alkahest to forcibly turn them to the light or otherwise.

Themis suffers from severe guilt--she genuinely chose to die alongside her family as a Jedi in their final battle. Being actually alive again has only made it worse...and their failure has caused her old manipulative and murderous solutions to the Galaxy's problems to take front seat once more. Unlike many others, she can actually, genuinely say she tried it the Jedi's way: And what did it get her?

SHIP:

Ashla's Platter (Corona Class Armed Frigate)

KILLS:
Post the names of the PC characters (characters role-played by real people) that your character has killed. If possible, include a link to the thread in which your character killed him/her.

BOUNTIES COLLECTED:
Post the names of any bounties you have delivered and the amount of money you gained for it. If possible, include a link to the thread in which it happened.


ROLE-PLAYS:


Hit Points

♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡

Force

♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡


Force Defense

♡♡♡♡♡♡♡♡♡♡

Magic

♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡

Magic Defense

♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡


Weapons and Equipment

Divining Rod (Lightsaber Spear, Green Bladed)

Lightning Rod (Single Bladed Lightsaber, Pink Bladed)

ARMOR

Robes of Balance (Black Armorweave Robes)

SKILLS

FORCE


About Force: Denotes the characters potential with the Force. Much of her abilities are geared towards manipulation of The Light Side, twisting it to specific uses rather than flowing with it, hence why she could never be a True Jedi

Novice: Amatuer but otherwise talented, able to stand out from the others, but not by much. Long wait between power uses, often up to 007 minutes

Apprentice: Able to stick out from other apprentices in raw talent and power, thus being worthy of greater instruction, but still easily overcome. Wait time reduced by thirty seconds.

Knight: Greater effects and focus mean greater power: Character is now easily able to crush their lessers and even a few masters, but must still show wariness of the truly powerful. Wait time reduced by thirty seconds.

Lord: Character is now a Force to be reckoned with, able to easily challenge other, true masters with a strong chance of success but still vulnerable to the truly talented below them. Wait time reduced by one minute.

Bright Lord: Council Level Authority on Force Power use, having taught in the field and enclosed settings for decades. Only the truly great masters can challenge her. Wait time reduced by one minute

LIGHT

About Light: As Themis twists the Light to her own ends rather than being guided by it, her Light powers come off as strange, twisted offshoots of the powers of typical Light Adepts, with some even directly paralleling certain Sith Abilities. Light powers are determined by Ranks, and grow stronger through actions in story

Entrap: Entrap functions like a cross between Choke and Stasis, targeting a specific body part like the neck and limbs and fixing those parts in space and preventing them from moving if the target fails to resist, but causes no pain. Can only affect Dark Users. Can target multiple Dark Users. Only one spot on the body can be affected at a time. Can even be done over a viewscreen. Can only be done to Knight-Level Dark Adepts

Current Rank: 2


Rank 1: Entrap areas like the neck or limbs of one individual.

Rank 2: Entrap two individuals.

Rank 3: Entrap three individuals

Rank 4: Entrap four individuals

Ensnare:

The Light Side Sith's Equivalent of Force Crush, Ensnare forcibly restrains the targets limbs in a fixed point in space, preventing movement for a short time if power is unsuccessfully resisted. Useful for restraining very powerful Dark Side Users without pain, or opening them up to a free hit. Can only be used on Dark Side users, and then only one at a time...if they fail to resist that is

Current Rank: 4

Rank 1: Ensnare all of a powerful Dark Sider's limbs for 5 seconds

Rank 2: Ensnare a very powerful Dark Sider's limbs for 5 seconds

Rank 3: Ensnare an immensely powerful Dark Siders limbs for 5 seconds

Rank 4: Ensnare an extremely powerful Dark Sider's limbs for 5 seconds

Calm:

Forcibly suppresses aggression in either Dark Sensitive or Non-Sensitive targets, for long periods of time if unsuccessfully resisted. Useful only on sigular targets. Cannot affect light adepts

Current Rank: 2

Rank 1: Suppress a weak minded individuals desire to fight and attack for one minute

Rank 2: Suppress a strong minded individuals desire to attack for two minutes

Rank 3: Suppress a very strong minded individuals desire to attack for three minutes

Rank 4: Suppress an extremely strong minded individuals desire to attack for four minutes

Relief:

Forcibly suppresses aggression in large groups of Non-Sensitive weak minded targets, making them not want to directly fight if they fail to resist its effects. Requires intense, draining strain. Cannot affect Force Adepts.

Current Rank: 2

Rank 1: Suppress up to eight individuals desire to fight for two minutes

Rank 2: Suppress up to twelve individuals desire to fight for three minutes

Rank 3: Suppress up to sixteen individuals desire to fight for four minutes

Rank 4: Suppress up to twenty individuals desire to fight for five minutes

Euphoria:

Forcibly makes a Dark Adept relive all their most positive memories in an attempt to damage their connection to The Dark Side or even convert them to the Light should they fail to resist (Player consent required)

Current Rank: 4

Rank 1: Forcibly causes a strong Dark Side adept to experience all their most positive memories over and over, along with all their most anti-Dark Side feelings

Rank 2: Forcibly cause a very strong Dark Adept all their most positive memories and emotions in an attempt to shake their faith or outright turn them.

Rank 3: Forcibly cause an immensely strong Dark Adept to experience light side memories and emotions to try and shake their faith or turn them

Rank 4: Forcibly cause an extremely strong Dark Adept to relive their light side emotions and memories in an attempt to turn them.

Corrosion:

A reverse Force Poison, this only affects Dark Adepts, the more they channel the Dark Side themselves, the more their health worsens, and amps up any temptation to use the Light considerably.

Current Rank: 1

Rank 1: Poison a strong Dark Sider's blood. Effect will slowly erode their immersion in the Dark, and massively increase their temptation and curiosity towards the Light Side of The Force

Rank 2: Poison a very strong Dark Sider's blood

Rank 3: Poison an immensely strong Dark Adept's blood

Rank 4: Poison extremely strong Dark Adept's blood

Erode Vigor:

Force Power used to try and cut a Dark Adepts speed, strength, and reflexes by up to seventy five percent if they fail to resist. Can only affect Dark Adepts.

Current Rank: 1

Rank 1: Reduce the attributes of a a strong Dark Adept

Rank 2: Reduce the attributes of a very strong Dark Adept

Rank 3: Reduce the Attributes of an immensely strong Dark Adept

Rank 4: Reduce the Attributes of an extremely strong Dark Adept

Wound Transfer: When heavily wounded, or an ally is, character can try and forcibly transfer the most serious wounds suffered to the nearest Dark Adept

Current Rank: 2

Rank 1: Transfer all serious wounds to a strong Dark Side adept

Rank 2: Transfer all serious wounds to a very strong Dark Adept

Rank 3: Transfer all serious wounds to an immensely strong Dark Adept

Rank 4: Transfer all serious wounds to an extremely strong Dark Adept

Flare:

A twisted form of Force Light, Flare causes all Dark Side energy attacks and magic to be drawn to a burning ball of green light--which then seeks out the casters to give them back their own medicine...however, it cannot cause pain to Dark Adepts, nor does it stop them from using any other Force Power

Current Rank: 3

Rank 1: Draw strong Dark Side attacks into the flare for a short time before it homes in on the Dark Caster for an explosion.

Rank 2: Draw very strong Dark Side attacks into the flare for a short time

Rank 3: Draw immensely strong Dark Side attacks into the flare

Rank 4: Draw extremely strong Dark Side attacks into the flare

Electric Ruling:

A more powerful form of Electric Judgement, and one of her few Force powers useful against all parties, Electric Ruling generates heavy, powerful, but short range bolts of light side lightning that can heavily damage Dark Aligned objects, render comatose or kill Dark Adepts, and completely but temporarily cut off a Light Adept's ability to specifically use Light powers for a short time. Powerful enough to damage dark aligned objects with sustained bursts. However, though it can temporarily cut off a Light Adept's ability to call on The Light, it cannot actually hurt or even stun them..


Current Rank: 4

Rank 1: Send out heavy streams of Dark Green Light Side Lightning that can heavily injure or kill Dark Side Adepts, stun Non Sensitives, and temporarily cut off a Light Adept's ability to actually use the light. Range is twenty meters

Rank 2: Range extended by ten meters

Rank 3: Can now chain up to eight enemies in close proximity

Rank 4: Range extended by ten meters

Divine Ruling:

Call down a heavy, severe set of light side lightning strikes precisely on a single Target, that strikes very close in their radius and has an excellent chance of hitting them the first time out. Buildings heavily charged with the Dark Side can have their Dark Aura disrupted, affecting all Dark Side adherents within if not mentally strong enough. Cannot affect Light Adepts except to prevent them from calling on the Light (They are still able to use other powers however). Can kill or heavily wound Dark Adepts, but only heavily stun non Sensitives

Current Rank: 1

Rank 1: Call down three massive, heavy bolts

Rank 2: Call down six massive heavy bolts

Rank 3: Call down nine massive, heavy bolts

Rank 4: Call down twelve massive, heavy bolts

Divine Blade:

Causes Light Side Lightning to fall from the sky onto characters lightsaber blade, massively increasing the damage it does temporarily, making it capable of heavily damaging beskar in a few strikes. However, the blade becomes incapable of killing anyone but Dark Adepts, and will only heavily stun anyone else, even Light Adepts, though it cannot stop them from calling on the Light.

Current Rank: 1

Rank 1: Charges blade for next four attacks

Rank 2: Charges blade for next eight attacks

Rank 3: Charges blade for next twelve attacks

Rank 4: Charges blade for next sixteen attacks

Energy Feed:

A twisted version of Tutaminis, this power lets her feed on stray, ambient energy to temporarily overcharge her physical durability against damage. Examples of ambient energy include light fixtures, exposed power cables generators. However, it requires such concentration it must be used before battle starts

Current Rank: 2


Rank 1: Feed on on enough energy to reduce physical damage by twenty five percent for up to three attacks

Rank 2: Feed on enough energy to reduce physical damage by half for the next six attacks

Rank 3: Feed on enough energy to reduce physical damage by seventy five percent for the next nine attacks

Rank 4: Feed on enough energy to reduce physical damage by ninety percent for the next Twelve attacks

Dark Immunity

Temporarily provides near total protection from the Dark Side--but only The Dark Side

Current Rank: 4

Rank 1: Provide up to ninety five percent protection for two minutes.

Rank 2: Duration extended by two minutes

Rank 3: Duration extended by two minutes

Rank 4: Duration extended by two minutes

Reflective Empowerment:

If encountering a Dark Adept, her own speed and strength can be increased to compensate. Does not work on anyone but Dark Adepts, and can only be used on more than one at the highest tiers

Current Rank: 1

Rank 1: Become twice as strong and fast when encountering a Dark Adept

Rank 2: Become three times as strong and fast

Rank 3: Become five times stronger and faster

Rank 4: Become 007 times stronger and faster when encountering two Dark Adepts

Repair: A very powerful version of heal, The character can rapidly repair wounds on herself and others. This power is always functioning to some degree in her, and allows her to survive and keep fighting after sustaining wounds that would kill others, to the point where damaging most vital organs will only stun her a few moments and total, or near total destruction of the Brain is the only, sure fire, reliable method to kill her on the first go

Current Rank: 4

Rank 1: Rapidly repair wounds on self or others in a half hour through focus. Without focus, wounds naturally fix themselves over the course of ten to twelve hours , but character might not be combat viable until then, necessitating meditation to speed up the process.

Rank 2: Rapidly repair significant wounds on self or others over the course of fifteen minutes through focus. Natural regeneration occurs over the course of eight hours:

Rank 3: Repair severe wounds on self or other over the course of ten minutes. Natural regeneration occurs over the course of about two hours

Rank 4: Repair deadly wounds on self or others over the course of five minutes. Natural regeneration occurs over the course of ten minutes

Alkahest:

Forbidden Jedi Science involving the Manipulation of flesh, metals, or other materials with the light to produce effects. Useful for creating weapons, armor, creatures, all to hunt and kill Dark Adepts...

Current Rank: 4

Rank 1: Manipulate small animals and objects

Rank 2: Manipulate medium sized animals or objects

Rank 3: Manipulate large animals or objects

Rank 4: Manipulate Very Large animals or objects

Purity:

The Character exudes a twisted purity that actively seems to subtly dampen hostile feelings, disrupt a Dark Adepts ability to focus on The Dark Side, or even slowly but surely mess with a standard Light Adept's perception of the light, to try and get them to see it her way. Can focus this inner "purity" to reverse-corrupt Dark Objects, or actively suppress the Dark Side in another with full focus.

Current Rank: 4

Rank 1: Character is strong with the light and naturally makes most animals hesitant to attack her. Exudes a presence that calms most, and even some Jedi

Rank 2: Can actively mess with a corrupt object and try and purify it through meditation. Light Adepts may start to find her way of thinking extremely seductive given enough proximity. Blood turns bright green and so do the veins under the skin

Rank 3: Exudes a presence that seems to entice many, can disrupt a strong Dark Adepts connection, reverse-corrupt very strong dark objects through meditation and possibly entice mentally strong Jedi to her mindset. Blood can heal injuries due to being severely mutated by the light

Rank 4: Has a chance to sway even the most stalwart Jedi or Dark Adept to her mindset, and can reverse corrupt even the foulest, most tainted object most of the time through meditation. Blood is like acid to Dark Adepts.

NUETRAL

Force Vision (****A*********K***********L**************B)

Replacing Force Sense, Force Vision gives the character an unusually high accuracy in predicting future events, specifically danger to herself. She uses this in combat, and it allows her--usually--to predict the best possible outcome for her in a fight. The drawbacks are of course that the future is always in motion...its not set. She might make a block against an attack she was so certain would occur...only to be blindsided by a completely different attack that did not show up in her vision at all. She is incredibly hard to ambush, and very patient as a result.

Novice: See futures related to oneself with a surprising degree of accuracy for an amatuer, seeing some attacks before they happen

Apprentice: See futures with unusually high accuracy for an apprentice, and become better able to predict more attacks as they play out in her vision

Knight: See futures with immensely high accuracy, becoming a genuine danger to others in battle as she can possibly predict a good many of their attacks

Lord: Sense futures with shockingly high accuracy, becoming nearly impossible to take by surprise, even if stealthed. Better able to counter attacks as a result

Bright Lord: Sense futures with shocking precision. Few things can take her by surprise at this point, but when they do, it works against her badly.

Force Breach (****A*********K***********L**************B)

Heavy mental attack useful against both Light and Dark Users, and if successful completely interrupts their ability to use offensive or defensive Force powers except at their absolute lowest strength. Can only be used one at a time. Adepts can still use powers like jump and speed to their full ability.

Novice: Suppress a weak Adepts offensive and defensive Force abilities for two minutes if they fail to resist

Apprentice: Suppress a strong adepts offensive and defensive abilities for two minutes

Knight: Suppress a very strong adepts offensive and defensive abilities

Lord: Suppress an immensely strong Adepts offensive or defensive abilities

Bright Lord: Suppress an extremely strong Adepts offensive and defensive abilities

Force Bubble (****A*********K***********L--------------B):

Purely defensive Force power, manifesting as a green bubble shield around her similar to a Droideka's shield. Must remain stationary Does not protect against Force Powers

Novice: Sustain weak attacks for five minutes

Apprentice: Sustain strong attacks

Knight: Sustain very strong attacks

Lord: Sustain immensely strong attacks

Bright Lord: Sustain extremely strong attacks

Dominate Mind (****A*********K***********L--------------B)

An enhanced Force Persuasion, Dominate mind allows the character to give extreme commands to those unable to resist her will. She could even order a Force User to kill themselves if she wanted. However can only do it with maximum concentration, leaving her vulnerable to ambush. (Requires player consent if used on Player Characters

Novice: Give extreme commands to a weak minded individual, ordering them to do things like commit crimes or murder. Weak Force Users are vulnerable to this.

Apprentice: Give extreme commands to a strong minded individual, Force Sensitive or not

Knight: Give extreme commands to a very strong minded individual, Force User or otherwise

Lord: Give extreme commands to an immensely strong minded individual, Force Sensitive or not

Bright Lord: Give extreme commands to an extremely strong minded individual.


Force Jump (***A---------L--------------B)

Jump Vertical and horizontal distances rapidly

Novice: Jump horizontally and vertically over twenty meters

Apprentice: Jump distance increased by ten meters

Knight: Distance increased by fifteen meters. Character can now rebound off objects.

Lord: Jump distance increased ten meters

Bright Lord: Jump distance increased ten meters

Force Speed (****A*********K-----------L--------------B)

Useful for traversing distances quickly or in combat. Requires very little focus to use.

Novice: Move two times faster than normal for 007 minutes

Apprentice: Move three times faster

Knight: Move four times faster

Lord: Move five times faster

Bright Lord: Duration increased by one minute

Hydrokinesis (****A*********K-----------L--------------B)

Near total control over fluids like water, able to form constructs, even attack with it.

Novice: Control very small amounts of water in nearly any manner one wishes

Apprentice: Control medium sized amounts of water, even form crude weapons that last for up to two attacks with it

Knight: Control large bodies of water, even forming it from the ambient moisture in the air ro creat a powerful jet stream attack

Lord: Control very large bodies of water, conjuring attacks of very hot steam to damage people.

Bright Lord: Control immensely large bodies of water

MAGIC

About Magic: Themis's magic involves the Manipulation of Plants, Blood, Water, and the Force power Electric Judgement

Initiate: Strong magic affects that can occasionally catch more advanced magic users off guard but still no match for a real student

Weaver: Student has advanced and can take others of a similar tier easily, but is still defeated by true professionals with even greater ease

Caster: Character is strong with The Arcane, can defeat others of a lower tier quite easily, but must be wary of the true masters

Elder: Very few can step to character when it comes to magic. Only the Elite can truly pose a challenge

Sorceress: Only the truly talented should dare to step up to this witch.

Blood Spells

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

Creates a barrier via a line of blood that, while it does not harm Light Adepts either physically or mentally, prevents them from crossing. Useful at denying Jedi the ability to enter a place or keep them contained in one spot. True Jedi can, however, mentally focus and use The Force to break the effect, but it takes great mental strain to do so

Initiate: Prevent a weak Light Adept from crossing a barrier

Weaver: Prevent a strong Light Adept from crossing a barrier

Caster: Prevent a very strong Light Adept from crossing a barrier

Elder: Prevent an immensely strong Light Adept from crossing a barrier

Sorceress: Prevent an extremely strong Light Adept from crossing a barrier

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

Used to cure herself or others of the effects of Sith Poison and Sith Magic. Effects diminish more quickly or not based on ranking

Initiate: Effects of Sith Poison diminish slowly over the course of forty minutes.

Weaver: Wait time reduced by five minutes

Caster: Wait time reduced by five minutes

Elder: Wait time reduced by five minutes

Sorceress: Wait time reduced by five minutes


Spell of Blood Twist (****W*********C************E--------------S)

Enchants the Blood of a Non Force User to tap the Light naturally, if temporarily. Number of powers and skill with which minions use them depend on rank. Enchantment lasts 007 hours and can't be used on the same person more than once a day

Initiate: Those with enchanted blood can use padawan versions of Heal and Force Light

Weaver: Those enchanted can now use padawan versions of Heal, Force Light, and Valor

Caster: Can now use knight versions of Heal, Light and Valor

Elder: Those enchanted can now use knight versions of Heal, Light, Valor, and Tutaminis

Sorceress: All those enchanted can now use master level versions of healing, light, valor, and tutaminis

Ritual: Divine Letting


Plant Spells

Spell of Plant Guardian (****W---------C-----------E--------------S)

Uses magic to craft a single powerful giant of plants to defend character for a short time. Must have ample vegetation around

Initiate: Conjure giant guardian that is hard to destroy for five minutes

Weaver: Time summoned increased by five minutes

Caster: Time increased by five minutes

Elder: Can summon Two Guardians

Sorceress: Can summon three guardians

Spell of Plant Constructs (****W*********C-----------E--------------S)

Summons man sized plant guardians as small melee weapon squads that are easily destroyed but stay conjured far longer. Must have ample vegetation

Initiate: Summon up to ten melee constructs for ten minutes

Weaver: Summon time increased by ten minutes

Caster: Can now conjure fifteen constructs

Elder: Can now conjure twenty constructs

Sorceress: Time increased by five minutes

Ritual: Divine Growth


Water Spells

Spell of Resistance Font (****W*********C***********E**************S)

Uses magic on a medium sized body of water, any Light Adept who steps in will find their resistance to Dark Side Lightning increased, and find they are more easily able to call on The Light...for the next twenty four hours

Initiate: Lightning damage reduced slightly. Novice Light adepts can call on the Light at padawan levels

Weaver: Lightning damage reduced to a more noticeable level. Padawans can use light powers at knight rank

Caster: Lightning damage reduced significantly, Knights can use light powers at master rank

Elder: Lightning damage reduced immensely, Masters can use light powers at Grandmaster Rank

Sorceress: Lightning damage reduced to extremely low levels, Grandmasters can use light powers at a level that can only be described as "You're kidding, right?"

Spell of Water Spout (****W---------C-----------E--------------S)

Conjures a deadly water spout that can ensnare and kill Dark adepts...but only Dark Adepts. Can be dispersed easily however

Initiate: Conjure two stationary water twisters that speed towards dark adepts who enter their twenty meter radius to try and injure or even kill them with water tendrils

Weaver: Conjure four twisters

Elder: Conjure six twisters

Sorceress: Conjure eight twisters


Ritual: Divine Rain

Judgement Spells

Spell of Judgement Denial (****W*********C***********E**************S)

A Counter Jedi Spell, Judgment denial cast magical arcs of green lightning across a large radius that completely renders them unable to use Nuetral Force Powers for a few hours

Initiate: Initial radius set at ten meters. Can affect only weak light users

Weaver: Radius increased by five meters. Can now affect strong light adepts.

Caster: Can now affect very strong Light adepts

Elder: Can now effect immensely strong Light Adepts

Sorceress: Can now affect extremely strong Light adepts

Spell of Sphere Judgement (****W*********C***********E**************S)

Conjures an ambulatory ball of light side lightning that heavily stuns any Light Adept, knocking them out for a few hours if they fail to resist before dispersing. Cannot affect anyone else.

Initiate: Heavily stun a weak Light Adept

Weaver: Heavily stun a strong Light Adept

Caster: Heavily stun a very strong Light Adept

Elder: Heavily stun an immensely strong Light Adept

Sorceress: Heavily stun an extremely strong Light Adept

Ritual: Divine Thunder

LIGHTSABER

Novice: A talented Amatuer, but too easily defeated still

Apprentice: More noticeable, standing out from their peers, but just barely

Knight: A significant threat, but should never get cocky, especially around a master

Lord: Rightful to be confident but vulnerable to the truly talented

Bright Lord: A Force to be reckoned with in the field or training room, but vulnerable to true saber masters

Single Blade (****A*********K***********L--------------B)

Lightsaber Spear (****A*********K***********L**************B)

Form 1 (****A---------K-----------L--------------B)

Form 4 (Sith Variant) (****A---------L--------------B)

Form 6 (****A*********K***********L**************B)

Form 7 (Vaapaad) (****A*********K-----------L--------------B)

MISC

Fortune Telling

PILOTING

Frigates

Ritual: Channel Lucretia

Guardian Form

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Force Sense

Force Push

Telekinesis

Double Bladed Swords

Double Bladed lightsabers (Ringed)

Enhanced Strength

Vibro Resistance

Kinetic Resistance

Force Heal

Force Light

Sentinel Form

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Force Sense

Force Speed

Force Whirlwind

Force Camouflage

Double Bladed Lightsabers

Force Stun

Energy Resistance

Poison Resistance

Ionize

Daggers

Vibrowhips

Silent Movement

Force Revitalize

Force Suppression


Consular Form

938ccf6dad077cccad20585244d3c8b4.jpg


Force Sense

Force Wave

Force Heal

Tutaminus

Plant Surge

Double Bladed Spinning Lightsaber

Form 1

Form 6

Jedi Weapon Master Form

Valery_Ortiz_at_the_2014_Alma_Awards.jpg


Force Sense

Force Empathy

Force Jump

Force Speed

Force Resistance

Force Push/Pull

Single Blade Lightsaber

Double Bladed Lightsaber

Jar Kai

Form One

Form Two

Form Three

Form Four

Form Five

Form Six

Form Seven

Pilot Starfighters
 
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