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About Aurora

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  1. Aurora motioned Kel away from the forcefield, he gave her a quizzical look but obliged. she moved to the corner of the field. "Hey Guard!" The guard looked over at the red head, shifting his weapon toward her. "Don't listen to them, they're just trying to goad you into doing something stupid," she warned. His brow furrowed "Look I told your master the truth, I am not one of them I am a pilot, call him tell him I will cooperate. Tell him I'll do anything he wants."
  2. Aurora watched the kid struggle to a standing position. She didn't know who he was or if she did she couldn't remember him, or any of the others for that mater, the last... what days maybe were blank and before that there were holes. She must have been on a job, probably a delivery and it must have gone south, she couldn't explain being here with people she didn't know otherwise. With a grimace and a deep breath she pushed her pain away and rose off the bed. and went up to stand beside the guy she was sharing the cell with. She ignored him. "Hey, I don't know what you hit me with but I don't remember anything about any of this," she called out to the noble. "I don't remember you or any of these people. I'm a courier pilot, not a bounty hunter, me being in here is a mistake. But hey if you want begging I can accommodate just give me something to work with. Who are you and what do you want?"
  3. Character Name: Aurora Type: Transporter Species: Human Gender: Female Age: Late 20s – early 30s Height: 5'11” Weight: 120lbs Physical Description: Tall, slender, Pale skin, piercing green eyes. Dark Red hair. A cold sculpted beauty which she does little to enhance. Her only distinguishing mark, which few ever see, is an old blaster bolt scar, on her back just below her heart. From the look of the scar tissue it must have been made when she was a child. Personality: Aurora, at first glance, is the epitome of aloof, which serves her well in the matter of her business. She is generally unattached and uncaring. However, this is a cultivated front. When not being “Aurora” and away from eyes that know her and who might need her services, she can display the warmest of character and an obvious desire for a life outside of the one she leads. Only her true friends will ever see this side and she has scant few of those. Capsule Background: Aurora doesn’t speak of her past. No one knows where she came from, what planet she called home, or even if that is her real name. Her accent is pure core worlder, but not the speech of the high born nor the lower classes from the streets. What people do know, those that matter, is that she is good, very good at getting things from one part of the galaxy to another and wants get paid well to do it. In truth Aurora was the scion of a wealthy shipbuilding family which ran afoul of the empire in its earliest days. The family’s shipyards and other possessions were confiscated, and the family massacred. Aurora only survived because a loyal retainer blocked the blaster bolt meant for her. The bolt weakened by passing through the servant, did strike her scarring her back. Her still living form was found by one of the mercenaries hired to clean the mess up and seeing the potential profit to be had in the child. Took her aboard his ship and under the pretense of wanting a healthy child to sell, nursed her back to health. He never did sell her though. Instead, after she regained her health and proved resilient and never giving into despair with her fate, he kept putting off getting rid of her instead putting her to use on his ship and teaching her. She became his adopted daughter and while there was never true familial love between them, they did become a sort family. Under his tutelage she became proficient in many of the skills of the lone mercenary, but she excelled at piloting and navigating as well as other shipboard skills. For many years the two of them plied the star lanes avoiding the empire and making a name for their ship The Black Rose. Aurora inherited the ship and much of its reputation when her mentor was killed in a double cross. She has since taken on the business and is building a reputation of her own as a transporter of cold efficiency and daring. Objectives: Aurora isn’t seeking vengeance for either her mentor or her family, she doesn’t hate the Empire, however, should the occasion for revenge for either come up, she would gladly welcome it and relish the deed. What she wants is to pay off the debts she inherited and has made since keeping the ship going, and to make enough to retire on the fringe somewhere away from both the Empire and the rebellion. Quote: “Don’t be a Monkey-lizard”, “I’ll do it for double”, “I said I don’t fight, not that I can’t” STATS THE SHIP
  4. Ninura sniffed "i care about pastries..." she mumbled from where she was climbing the forward landing gear and sticking her head in the gear well.
  5. Ninura had come into the lounge last and plopped onto the floor (at least she was dressed) near Gorunta. During Atuz's speech she had paid no mind to him or anything else except The Vesk's large feet which she hunched over several times reaching out a finger but not ever quite touching... "Why?" She asks when Sunshine makes her statement, "we have never had to have anyone in those places before, even when it was just you and me. Before gold man and metal bits came and disrupted our harmony. If it is tradition, why did you not mention this before?" the veil flutters as she speaks.
  6. Ninura follows the direction of the humans finger. "We don't eat off the table, we are civilized in this vessel, we use plates."
  7. "Radiation makes the blue bubbles turn yellow." The statement from the Kasatha came out strangely flat and the voice was decidedly way too girlish for the seven foot plus tall being that slid of the table. Evana turned at the voice to find herself staring eye level at two sets of perky breasts. "Who are you," The four armed giant asked? "She just said her names was Evana, don't know who this guy is but he smells nice." Chimed in Sunshine as she hopped out of her chair. "You might oughta put some clothes on, Ninura, I think there's more of em." "Ok" The naked girl said cheerfully as she knelt down and gather up her discarded clothing and began to dress
  8. Name: Ninura Umana Zye Race: Kasatha Class: Soldier Theme: Prodigy Level: 4 Experience: 6001 Alignment: Chaotic Good Deity: Home World: Idari/Akiton Gender: Female Age: 20 Height: 7'3” Weight: 230lbs Hair: None Eyes: Black Handedness: She has Four of Them Appearance Personality Ninura is odd. She has a borderline autistic personality from whatever enhancments the war collage performed. She is most often quiet and introspective but then sometimes she has the need to be doing something, usually of a mundane nature, such as cooking, or cleaning. At other times she will focus on a companion and follow them and observe them and mimic them. The only one she does not do this with are Sunshine and Gorunta. Sunshine make her happy and when she focuses on Sunshine it is with the intent of pleasing her. Gorunta on the other hand brings out her competitivness. She will at every oprotunity attempt to one up the Vesk. Background Ninura's background is a mystery, she was born on Idari but at a young age, 3 or 4, she was taken from the great world ship and sent to a special colony on Akiton leaving her family, her clan, her past behind. She has no memory or at least says she doesn't and does not talk to anyone about her past unless she is forced to and then she makes things up. She tends to avoid contact with other Kasatha. Hit Points: 32 Stamina: 40 Resolve: 6 Ability Scores *Strength* 18 (+4) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 08 (-1) Wisdom 12 (+1) Charisma 10 (+0) Saves Fortitude: +7 Reflex: +3 Will: +5 Kinetic Armor Class: 20 Energy Armor Class: 18 Initiative: +10 Base Attack Bonus: +4 Speed: 50 Racial Abilities - Kasatha Ability Adjustments: +2 to Strength and Wisdom -2 to Intelligence Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed. Four Armed: Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat. Historian: Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks. Natural Grace: Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks. Theme Abilities - Prodigy Theme Knowledge (Arshea): Your instruction at a top-secret academy taught you how to identify potential threats, hazards, and targets in the least amount of time possible. Reduce the DC to identify a potentially hostile creature with Life Science by 5. To help you survive hostile situations, you also possess enhanced reflexes beyond those of ordinary creatures. Acrobatics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Acrobatics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. Class Abilities - Soldier Proficiencies: Light Armor, Heavy Armor, Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades PRIMARY FIGHTING STYLE Blitz : You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112–115. PRIMARY STYLE TECHNIQUE At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style. 1st Level Technique: Rapid Response (Ex) You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. COMBAT FEAT At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat. GEAR BOOST At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name. 3rd Level: Melee Striker (Ex) Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons. WEAPON SPECIALIZATION (EX) You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with. Feats ( * denotes Soldiers bonus Feats*) Improved Initiative: +4 to iniative checks *Quick Draw*: draw a weapon as a swift action Jet Dash: You are swift of foot and can make enormous leaps. When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition. *Deadly Aim* Take a -2 to hit to do half your base attak bonus as extra damage. Languages Common, Kashata/Idari, Akiton Skills CLASS: Acrobatics (Dex) +9, Athletics (Str) +9, Intimidate (Cha) +4, Survival (Wis) +6 NON CLASS: Culture (Int) +2 Life Science (Int) +2 Perception (Wis)+5 Equipment (Credits: 600) Weapons: 4 Starknife, Tactical (1d4 P, 20' thrown), Curve Blade Carbon Steel (1d10 S, 2 handed, 1d6 Bleed Crit, 2 bulk), Laser Rifle Azimuth (1d8F, 120', 1d6 Burn Crit, 20charges 1 per shot, 1 bulk) Armor: Kasatha Microcord II (+6 EAC/+8 KAC, Dex +4, -1 Armor Check, 1 slots)- Upgrade MKI Electrostatic Field (1d6 electric damage to those who touch or hit with melee and 5 Resistance to electricity) Augmentations Minimal Speed Suspension Adaptive BioChain (speed +10') Personal Upgrade: Bioresequencing Mk1 - Constitution (+2) Venom Spurs (1 each hand) You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. Attacks with your stinger deal 1d6 piercing damage and automatically inject venom into the target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison. Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target. Gill Sheath Breath under water Dragon Gland – Wyrmling (Acid)You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15- foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage. Clothing (Everyday x2, Travel x1)
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