Darth Mercurius

Sith Acolyte of Darth Plagueis

Description:
Name: Darth Mecurius Max. Health: 71 Current Health: 66
Rank: Acolyte Total Prestige Pts: 3,985 Active Prestige Pts: 180
Homeworld: Excarga Max. Force Potential: 119 Current Force Potential: 71
Race: Human Mind Control Pool: 102 of 119 Mind Control Pts Used: 17
Strength: 8 Str. Modifier +1 Physical Description
Dexterity: 9 Dex. Modifier +2 Height: xx
Endurance: 10 Edu. Modifier +2 Weight: xx
Intelligence: 8 Int. Modifier +1 Eye Color: xx
Presence: 13 Prs. Modifier +4 Hair Color: xx
Education: 8 Edu. Modifier +1 Skin Color: xx
Social Standing: 5 Soc. Modifier +0 Persona: xx
Force Alignment: Dark+
Discipline: 19 (Spur on 17, 18, 19)
Occlumency Rating: 19 Deter Detection Rating: 43
Mind Control Subjects inside Region Mind Control Subjects outside Region Released Subjects
L’Arr (17) Tobrük Takka (13) on Hypori
Red Guardsman (22) on Soccoro
Combat
RANGED COMBAT MODIFIER (RCM)
Weapon Speed RCM < 10m < 30m < 60m < 90m < 120m < 150m < 250m < 400m
Custom Blaster Pistol 1d12+0 1d20+3 6+ 12+ 16+ 20+ 24+ 28+ 32+ 36+
MELEE COMBAT MODIFIER (MCM)
Weapon/Form Speed MCM Attack MCM Defense MCM Multiple MCM Deflection MCM Force Powers
Form V (Shien/Djem So) 1d12-4 1d20+9/+8 1d20+8 1d20+9 1d20+9 -
Form VI (Sith Niman) 1d12-4 w 1d20+8 * 1d20+8 * 1d20+8 * 1d20+8 t 1d20+8 t
Form VII (Juyo) 1d12-4 1d20+10 1d20+8 1d20+9 1d20+6 -
*when Jar’Kai employed, either extra Attack or Defense
t when Jar’Kai employed,,either Blaster Deflection or Force Power
w becomes 1d12-2 when wielding two lightsabers for Jar’Kai
Quick Draw: Roll Discipline 12+ (1d20+6)
Grenade Max. Distance: 70m (210 feet)
Grenade Throw: 1d20+1 (for 70m+ distance, per Increment)
Grenade Accuracy Roll: 1d20+2 (+2 Dex Mod +0 Explosives(Demolitions))
Initiative for Lightsaber (Form V): 1d12-4 (-2 Reflexes -4 Prs Mod +2 Weapon Speed)
Initiative for Lightsaber (Form VI): 1d12-2 (-2 Reflexes -4 Prs Mod +4 Weapon Speed)
Initiative for Lightsaber (Form VII): 1d12-4 (-2 Reflexes -4 Prs Mod +2 Weapon Speed)
Initiative for Blaster: 1d12+0 (-2 Reflexes -2 Dex Mod +4 Weapon Speed)
Initiative for Force Power: 1d12-6 (-2 Reflexes -4 Prs Mod) plus Speed of Force Power
Surprise Roll vs. Presence 15+: 1d20-4
MMS Status: 2100 of 3000HP
Skills
Blaster Weapon (B. Pistol) 1 (+2) Deception 3 (+4) Discipline 2 (+4)
Language (Sith) 1(+1) Language (Droid Binary) 0 (+1) Gunnery (L. Cannons) 0 (+2)
Jar’Kai 0 Mechanic (Droid) 1 (+2) Stealth 1 (+2)
Spycraft 1 (+1) Spycraft (Espionage) 1 (+1) Survival 0 (+2)
Survival (Desert) 1 (+2) Tactics (Clandestine) 1 (+1) Tracking 0 (+4)
Sith Force Powers
Abjuration Domain Force Power Ranks Stat Modifier Speed
Deter Detection 2 +4 Prs 4
Occlumency 1 +4 Prs 4
Warding 1 +1 Int 8
Alteration Domain Force Power Ranks Stat Modifier Speed
Accretion 0 +4 Prs NA
Degradation 1 +4 Prs NA
Purification -5 +4 Prs NA
Sith Alchemy 1 +1 Int NA
Divination Domain
Manipulation Domain Force Power Ranks Stat Modifier Speed
Decantation 2 +4 Prs 4
Energesis 2 +4 Prs 4
Form I (Shii-Cho) - +4 Prs 2
Form II (Makashi) - +4 Prs 2
Form III (Soresu) - +4 Prs 2
Form IV (Ataru) - +4 Prs 2
Form V (Shien/Djem So) 1 +4 Prs 2
Form VI (Niman) 1 +4 Prs 4 (2x 2 weapons)
Form VII (Juyo) 1 +4 Prs 2
Reflexes 2 +2 Dex NA
Restoration 1 +4 Prs 4
Telekinesis 3 +4 Prs 4
Psionics Domain Force Power Ranks Stat Modifier Speed
Detection 1 +1 Int 4
Fear 2 +4 Prs 4
Illusion 1 +2 Int 8
Inner Body 1 +4 Prs 8
Mind Control 1 +2 End 4
Telepathy 1 +4 Prs 4
Sorcery Domain
Bio:

Character Generation History

Term 01 – Focus in Manipulation (Telekinesis)
Term Event: Droids are the only friends you can trust. Gain +1 to Mechanic (Droids).
Life Event: Birth or Death: Someone close to the character dies, like a friend or family member. Alternatively, someone close to the character gives birth (or is born). The character is involved in some fashion (father or mother, relative, godparent . . . ect)
Term 02 – Focus in Psionics (Fear)
Term Event: The Dark Side punishes the weak. Throw Manipulation (any) 12+. Gained +1 Prs.
Life Event: Good Fortune: Something good happens to the character. He comes into money unexpectedly, finds a space-worthy ship, completes a pivotal mission or has some other stroke of good fortune. Gained +2 additional Benefit Rolls.
Term 03 – Focus in Alteration (Degradation)
Term Event: You spy an Alliance scouting party. You may throw Fear 12+, if you succeed you claim a hover bike or 10 Prestige Points. Gained 10 PPs.
Life Event: You are tormented by a nomadic Dark Jedi. Gain that character as a Rival.
Term 04 – Focus in Abjuration (Occlumency)
Term Event: Obtaining food in hostile environments hardens the mind & body. Gain +1 End and Survival (Desert).
Life Event: Alien Contact: The character develops a relationship with a member of an alien race. Choose a race, and that member as a Contact or Ally.
Term 05 – Focus in Manipulation (Energesis)
Term Event: Obtaining food in hostile environments hardens the mind & body. Gain +1 End and Survival (Desert).
Life Event: Amnesia: Something happens to the character, but you don’t know what it is.

Darth Mercurius

The Darkness of Dawn cgcumber