Post by Seirra Darque on Jul 10, 2005 4:34:24 GMT
Name: Sable (She has numerous Aliases)
Race: Appears human.
Gender: Female
Age: unknown (actual: 147)
Height: 1.6 meters
Weight: 69 Kilograms
Eye Color: smoky gray
Hair Color: Varies but usually silver
Home World: Unknown
History: Sable is what many would call a Witch. She’s a powerful practitioner of Sith Sorcery and Alchemy using them combined with applications of the Force to create numerous devices that are far from wholesome. She has extended her life span through her art though the passage of time has ravaged her body nonetheless. What she has lost in physical ability she has made up for in gains to her staggering intellect (Or at least that’s how she coins it in her Memoirs) and powers of persuasion. She has lingered around the fringe of the Sith activities for decades staying out of the direct confrontations occasionally providing an item or two to aid an aspiring young Sith in his climb up the gory ladder of success. Her appearance varies with each telling of the tale. A crone, a youthful beauty, a mature woman still in full bloom, etc… More then one Sith Lord has considered removing her completely to claim her power but like smoke she vanishes with each concerted effort to bring her to ground. Her mastery of the Darkside is impressive and easily able to rival any Sith Lord though her physical frailty has always been what most think hold her back from making a try for the throne.
D20 Stats Sable[(5th level Force Adept/ 5th level Darkside Devotee/ 9th level Sith Alchemist) Strength: 5 (-3), Dexterity: 5 (-3), Constitution: 6 (-2), Intelligence: 20 (+5), Wisdom: 20 (+5), Charisma: 20 (+5); VP/WP: 50/6; Defense: 22; Base Attack Bonus: Melee & Ranged (+9/+4/-1); Saves: Fort (+8)/ Reflex (+10)/ Will (+21); Skills: Bluff: 10 ranks (+17), Craft (Biomechanics, Electronics, Blaster pistols, Armor, Lightsabers): 15 ranks each (+20), Diplomacy: 10 ranks (+15), Disguise: 10 ranks (+19), Intimidate: 10 ranks (+17), Hide: 10 ranks (+9), Knowledge (Sith Lore, Genetics, Alien Species): 15 ranks in each (+20), Move Silently: 10 ranks (+9), Treat Injury: 15 ranks (+20) Force Skills: Alchemy: 22 ranks (+36), Control Mind: 5 ranks (+12), Drain Knowledge: 5 ranks (+10), Illusion: 22 ranks (+30), Transfer Essence: 10 ranks (+15), Affect Mind 22 ranks (+30), Battlemind 10 ranks (+8), Enhance Abilities: 15 ranks (+12), Fear 10 ranks (+15), Force Defense: 10 ranks (+8), Force grip 5 ranks (+10), Force lightning: 10 ranks ( +15), Force Stealth: 10 ranks (+15), Force Strike: 10 ranks (+15), Friendship: 5 ranks (+10), Heal Others: 10 ranks (+15), Heal Self: 5 ranks (+10), Move object: 20 ranks (+25), Sense force: 10 ranks (+15), Telepathy: 10 ranks (+15); Feats: Force Sensitive, Alter, Control, Sense, Exotic Weapon Proficiency (Scourge and lightsaber), Darkside Skill emphasis (Affect Mind, Illusion), Drain Force, Summon Storm, Attuned, Dissipate Energy, Force Flight, Force Mastery, Force Mind, Force Whirlwind, High Force Mastery, Improved Force Mind, Malevolent, Master Mind, Mimic, Mind Trick, Persuasive, Skill Emphasis (Alchemy), Kinetic Combat, Stealthy, Weapon Focus (Scourge, Lightsaber), Weapon Group Proficiency (Primitive, Simple, Blaster Pistol and Blaster Rifle); Class Skills: Force Weapon (+2d8), Dark side Talisman +2 Technical Knowledge (Mastercrafter (Lightsabers, Armor, Weapons, Jewelry, clothing); Alchemical Expertise (+6), Resource Access (improved), Create Holocron, Measure of the Enemy (Alchemy(+5), Interaction (+5)); Increase Lightsaber Damage (+3d8). Force Points: 10, Darkside Points: 30]
Sable’s Personal Items
During her roughly 130 years delving into the dark and depraved arts of Sith Sorcery and Alchemy Sable has learned much, more so then most who practice such arts with the end goal of domination or destruction. While the Lords of the Sith have fought and struggled amongst themselves and the Jedi she has quietly gone about her research delving deeper and deeper into the Dark side arts. Her personal items reflect this focus of purpose and effort.
The Wyrm-bone Bracer: carved from the first vertebrae of a Hssiss (Or Dark side Dragon) the Bracer is a masterwork piece and has been alchemically treated to be nigh impossible to break or cut even resisting the energy blades of Lightsabers. Made for the right arm it covers the forearm from wrist to just short of elbow. The device is a potent Darkside item with a variety of accessories and abilities:
The Bloodcape: This volumuous cape that billows around the wearer resembles the article of clothing few Sith can resist but that is where the similarity ends. The Bloodcape is made from the hide of some dark and primeval beast that Sable encountered in her youth. It resists all puncture attempts and any other attempt to damage it. The blood-red lining seems to swirl constantly like the surface of a pool of water. When Sable becomes agitated the lining swirls even more and occasionally faces are seen in it as they scream in silent agony. While the cape itself seems nigh indestructible it does not provide Sable with the same protection. It does however provide the following abilities:
Scourge of Sorrow: Whips have long been a thing of old Holovids but the Scourge of Sorrow is real enough. A long twelve-tailed lash the Scourge is all but useless against an armored opponent or a droid. Against those with mere clothing however the Scourge is a vicious weapon of pain and ruination. Crafted of braided strips of Krayt Dragon hide that has been alchemically treated to imbue it with great strength the weapon has what looks like bone hooks on the end of each lash. Also woven into the braids is strands of Cortosis giving the whip the ability to turn off Lightsabers upon contact. As a weapon the Scourge is formidable [3d6+3 per successful hit] but each hook has a special effect upon anyone they dig into and make bleed (Rolling 5 or more then the target’s modified defense). They are as follows (All saves are Fortitude Saves):
All effects last from 1-6 minutes except for attribute lost which lasts for 1 hour. All effects are cumulative meaning following hits that qualify (get 5 above what’s needed to hit target) add to previous results that are still in effect.
Personal Sith Robes: Crafted long ago these Robes while ornate in appearence are reinforced with the Darkside of the Force and alchemically imbued. Spun from Shell spider silk the robes Provide the following: DR 15, Strength +4, Regeneration 1, No Armor Check Penalty. On top of these benefits the robes are also alchemically imbued to be able to shift and chance into various styles of clothing.
Sable's Ship: Shadowspawn
-Modified Loronar E-9 Explorer -
Shadowspawn - d20 Stats
Craft: Loronar E-9 Explorer; Class: Space Transport; Size: Medium-size (65.2 m long); Initiative: +6 (+6 crew); Crew: 4 (Expert +6); Passengers: 4; Cargo Capacity: 30 metric tons; Consumables: 2 years; Hyperdrive: x1 (backup x12); Maximum Speed in Space: Attack (8 squares/action); Atmospheric Speed: 950 km/h (16 squares/action); Maneuver: +6 (+6 crew); Defense: 20 (+10 armor); Shield Points: 120 (DR 30); Hull Points: 150 (DR 30).
Weapon: Longshot Quad Laser cannons (2); Fire Arc: Turret; Attack Bonus: +6 (+0 crew, +6 fire control); Damage: 5d10x2; Range Modifiers: PB +0, S +0, M/L n/a, Autofire
Sable's Minions: Amira Desidhe
Race: Human
Gender: Female
Age: 24
Height: Variable (1.3 to 2.0 meters)
Weight: 60 Kilograms
Eye Color: Variable
Hair Color: Variable
Home World: Onderon
History: Amira Desidhe was a one of the forgotten people of Onderon's capital city of Iziz. A prostitute she played on her general resemblance to Queen Kyra to boost her income. She had the unfortunate luck to be chosen by Sable and has undergone painful and extensive surgery and alchemical treatment to become the killing machine she now is. At first she resisted but now the Darkside has found a place to root into her heart and she grows more and more cruel and wicked in her actions, enjoying the power she now has.
D20 Stats
3rd Level Scoundrel/2nd Level Darkside Assassin/2nd Level Nightguard (Strength: 18 (+4); Dexterity: 24 (+7); Constitution: 10 (+0); Intelligence: 16 (+3); Wisdom: 10 (+0); Charisma: 15 (+2); VP/WP: 65/15; Saves: Fortitude: +4, Reflex: +15, Will: +3; Defense: 24 (+7 Dexterity, +5 Classes, +2 Cybernetics); Damage Reduction: 21; Base Attack Bonus: +4, Melee: +8, Ranged: +12; Darkside Points: 10, Force Points: 4; Reputation: +1, Skills: Bluff: 10 ranks (+14), Climb: 5 ranks (+9), Computer Use: 10 ranks (+13), Diplomacy: 10 ranks (+15), Disable Device: 10 ranks (+17), Disguise: 10 ranks (+14; +28 when using the Transmorph Matrix Implant), Entertain (Sing, Dance): 5 ranks each (+10, +7), Escape Artist: 5 ranks (+12), Forgery: 10 ranks (+13), Hide: 10 ranks (+19; +24 when using cape), Jump: 5 ranks (+14), Listen: 5 ranks (+5), Move Silently: 10 ranks (+19), Sleight of Hand: 10 ranks (+17), Tumbling: 5 ranks (+12); Force Skills: Alter Mind: 5 ranks (+13), Friendship: 10 ranks (+15), Illusion: 10 ranks (+15), Force Grip: 5 ranks (+11); Feats: Weapon group Proficiency (Blaster Pistol, Blaster Rifle, Simple Weapons, Vibro Weapons), Martial Arts, Improved Martial Arts, Lightning Stealth, Force Sensitive*, Alter, Exotic Weapon Proficiency (Lightsaber, Zenji Needles), Dodge, Mimic, Stealthy, Mind Trick; Class Skills/Abilities: Teamwork, Sneak Attack +1d6, Signature Weapon (Attack), Illicit Barter, Lucky (1/day), Precise Attack +1; Cybernetics: Custom Cyberlimbs (legs), Reflex Wiring, Regen Implant (x4 healing rate, auto-stablize), Skeletal Reinforcement, Subcutaneous Armor (Damage Reduction of 20 (15 from armor, 5 from reinforced Skeleton), Synth Muscle, Adrenal Chip, Kinetic Neural Network, Cybereyes (Flair suppressor, Infrared, Optical Enhancer, Targeting system, Telescopic, Headsup Display, Range Finger), Cranial Mounted Multi-channel Commlink, Tremor Sensor, Skill-chip (x6, rank 10 max)Transmorph Matrix Implant; Alchemical Improvement: Force Enhancement (+ 3 to all force skills (-3 to all force effects from Sable), +2 to saves vs Heat and Cold, +3 vs Disease, Radiation (Immune to levels I and II Radiation), Immune to Poisons
Note: All of the Cybernetic implants and replacements in Amira have been put into harmony with the force. Sable through alchemical means has ensured this. Thusly the amount of Cyberware in Amira does not hinder her use of the Force because that usage is directly linked to the Alchemical improvements Sable made and thus is not an inborn ability.
ES-X ('Essex')
Essex is a heavily modified ES series Sith Surgical Droid. A long time servant of Sable, Essex has grown and benefited from his situation. 'He' has never had a memory wipe and after nearly 100 years of service has become as close to true sentinecy as it is possible for a Droid to reach. The downside is he is only slightly less insidious and cruel as Sable. He is Sable's major domo handling the other droids effectively. Over the years Essex has been modified and has modified himself adding a variety of addons and skill packages making him rather potent for a 'mere droid'. He regularly backs up a hard copy of his core personality and despite destruction can easily recoup in a short time.
Essex (D20 Stats) (Modified ES series Sith Surgical Droid: 3rd level Expert/2nd level Soldier/5th level Outlaw Slicer/5th level Espionage Droid; Str: 17 (+3), Dex: 20 (+5), Con: 11 (+0), Int: 20 (+5), Wis: 12 (+1), Cha: 17 (+3); VP/WP:68/11; Defense: 21, Saves: Fort: +8, Ref: +10, Will: +11; BaB: +10/+5, Melee: +13/+8; Ranged: +15/+10; Skills: Appraise: +10, Astrogate: +5, Bluff:+20, Computer Use +25, Craft (Biomechanics) +18, (Computers) +15, (Electronic Devices) +15, Diplomacy: +20, Disable Device: +15, Disguise: +25, Handle Animal: +5, Hide: +15, Intimidate +5, Knowledge (Chemistry) +10, (genetics) +10, (Medicine) +10, (Sith Lore) +10, Listen: +5, Move Silently: +15, Pilot: +10, Profession (Lab Assistant) +5, Read/Write Binary, Repair: +20, Search +5, Speak Binary, Spot: +5, Treat Injury +20; Feats: Ambidexterity, Armor Proficiency (Light, Medium, Heavy, Powered), Gearhead, Quick Drw, Skill Emphasis (Intimidate, Treat Injury, Disguise, Bluff, Computer Use), Surgery, Starship Ops (Space Transport, Starfighter), Starship Dodge, Spacer, Mimic, Impersonator, Stealthy, Weapons Group Proficiency (Blaster Pistols, Rifles, Heavy weapons, Simple weapons, Vibro weapons))
Race: Appears human.
Gender: Female
Age: unknown (actual: 147)
Height: 1.6 meters
Weight: 69 Kilograms
Eye Color: smoky gray
Hair Color: Varies but usually silver
Home World: Unknown
History: Sable is what many would call a Witch. She’s a powerful practitioner of Sith Sorcery and Alchemy using them combined with applications of the Force to create numerous devices that are far from wholesome. She has extended her life span through her art though the passage of time has ravaged her body nonetheless. What she has lost in physical ability she has made up for in gains to her staggering intellect (Or at least that’s how she coins it in her Memoirs) and powers of persuasion. She has lingered around the fringe of the Sith activities for decades staying out of the direct confrontations occasionally providing an item or two to aid an aspiring young Sith in his climb up the gory ladder of success. Her appearance varies with each telling of the tale. A crone, a youthful beauty, a mature woman still in full bloom, etc… More then one Sith Lord has considered removing her completely to claim her power but like smoke she vanishes with each concerted effort to bring her to ground. Her mastery of the Darkside is impressive and easily able to rival any Sith Lord though her physical frailty has always been what most think hold her back from making a try for the throne.
D20 Stats Sable[(5th level Force Adept/ 5th level Darkside Devotee/ 9th level Sith Alchemist) Strength: 5 (-3), Dexterity: 5 (-3), Constitution: 6 (-2), Intelligence: 20 (+5), Wisdom: 20 (+5), Charisma: 20 (+5); VP/WP: 50/6; Defense: 22; Base Attack Bonus: Melee & Ranged (+9/+4/-1); Saves: Fort (+8)/ Reflex (+10)/ Will (+21); Skills: Bluff: 10 ranks (+17), Craft (Biomechanics, Electronics, Blaster pistols, Armor, Lightsabers): 15 ranks each (+20), Diplomacy: 10 ranks (+15), Disguise: 10 ranks (+19), Intimidate: 10 ranks (+17), Hide: 10 ranks (+9), Knowledge (Sith Lore, Genetics, Alien Species): 15 ranks in each (+20), Move Silently: 10 ranks (+9), Treat Injury: 15 ranks (+20) Force Skills: Alchemy: 22 ranks (+36), Control Mind: 5 ranks (+12), Drain Knowledge: 5 ranks (+10), Illusion: 22 ranks (+30), Transfer Essence: 10 ranks (+15), Affect Mind 22 ranks (+30), Battlemind 10 ranks (+8), Enhance Abilities: 15 ranks (+12), Fear 10 ranks (+15), Force Defense: 10 ranks (+8), Force grip 5 ranks (+10), Force lightning: 10 ranks ( +15), Force Stealth: 10 ranks (+15), Force Strike: 10 ranks (+15), Friendship: 5 ranks (+10), Heal Others: 10 ranks (+15), Heal Self: 5 ranks (+10), Move object: 20 ranks (+25), Sense force: 10 ranks (+15), Telepathy: 10 ranks (+15); Feats: Force Sensitive, Alter, Control, Sense, Exotic Weapon Proficiency (Scourge and lightsaber), Darkside Skill emphasis (Affect Mind, Illusion), Drain Force, Summon Storm, Attuned, Dissipate Energy, Force Flight, Force Mastery, Force Mind, Force Whirlwind, High Force Mastery, Improved Force Mind, Malevolent, Master Mind, Mimic, Mind Trick, Persuasive, Skill Emphasis (Alchemy), Kinetic Combat, Stealthy, Weapon Focus (Scourge, Lightsaber), Weapon Group Proficiency (Primitive, Simple, Blaster Pistol and Blaster Rifle); Class Skills: Force Weapon (+2d8), Dark side Talisman +2 Technical Knowledge (Mastercrafter (Lightsabers, Armor, Weapons, Jewelry, clothing); Alchemical Expertise (+6), Resource Access (improved), Create Holocron, Measure of the Enemy (Alchemy(+5), Interaction (+5)); Increase Lightsaber Damage (+3d8). Force Points: 10, Darkside Points: 30]
Sable’s Personal Items
During her roughly 130 years delving into the dark and depraved arts of Sith Sorcery and Alchemy Sable has learned much, more so then most who practice such arts with the end goal of domination or destruction. While the Lords of the Sith have fought and struggled amongst themselves and the Jedi she has quietly gone about her research delving deeper and deeper into the Dark side arts. Her personal items reflect this focus of purpose and effort.
The Wyrm-bone Bracer: carved from the first vertebrae of a Hssiss (Or Dark side Dragon) the Bracer is a masterwork piece and has been alchemically treated to be nigh impossible to break or cut even resisting the energy blades of Lightsabers. Made for the right arm it covers the forearm from wrist to just short of elbow. The device is a potent Darkside item with a variety of accessories and abilities:
- Underslung wrist blaster mount [Damage: 3d4+3]
- Twin Vibro-stiletto blades (retractable) [Damage: 2d6+3]
- Lightsaber Blade [Damage: 2d8+3 (+4 to damage vs droids and other electronics)
- Darkside Talisman:
- Provides wearer +3 to saves verses all force feats and skills.
- Grants wearer +2 to all darkside force skill rolls
- Provides wearer some protection verses energy attacks or force based attacks (damage reduction: 30) upon successful Will save (DC 10 vs blasters and ion guns, DC 15 vs. force attacks and DC 20 vs Lightsabers) Each successive use of the protection in a given day reduces the Damage Reduction by 5 points.
- Provides wearer +3 to saves verses all force feats and skills.
- Has a minor Darkside Spirit bound into its construction.
The Bloodcape: This volumuous cape that billows around the wearer resembles the article of clothing few Sith can resist but that is where the similarity ends. The Bloodcape is made from the hide of some dark and primeval beast that Sable encountered in her youth. It resists all puncture attempts and any other attempt to damage it. The blood-red lining seems to swirl constantly like the surface of a pool of water. When Sable becomes agitated the lining swirls even more and occasionally faces are seen in it as they scream in silent agony. While the cape itself seems nigh indestructible it does not provide Sable with the same protection. It does however provide the following abilities:
- Damage Reduction: 15
- +2 force bonus to saves vs Light side force feats and skills.
- +5 to saves vs See Force and Telepathy attempts.
- +5 to strength.
- +3 to fortitude saves vs. Cold, heat and Radiation
- +7 to Hide and Move silently rolls (but in shadows or darkness only).
- Has a minor Darkside spirit bound to it.
- Death Mask: When Sable kills someone she can opt to have the cape absorb them. Doing so keeps their souls from joining the force. Once a day she can use the Death Mask ability that allows her to ‘put on’ one of the absorbed souls hiding her within it. The Cape wraps around her at this time changing to match the appearance that the soul had in life. When so transformed (Granting the wearer a +15 to Disguise for impersonating this individual) the wearer gains 20 vitality points that go on top of the VPs already possessed by the wearer. If those 20 Vps are lost the user loses use of the Soul for one week.
Scourge of Sorrow: Whips have long been a thing of old Holovids but the Scourge of Sorrow is real enough. A long twelve-tailed lash the Scourge is all but useless against an armored opponent or a droid. Against those with mere clothing however the Scourge is a vicious weapon of pain and ruination. Crafted of braided strips of Krayt Dragon hide that has been alchemically treated to imbue it with great strength the weapon has what looks like bone hooks on the end of each lash. Also woven into the braids is strands of Cortosis giving the whip the ability to turn off Lightsabers upon contact. As a weapon the Scourge is formidable [3d6+3 per successful hit] but each hook has a special effect upon anyone they dig into and make bleed (Rolling 5 or more then the target’s modified defense). They are as follows (All saves are Fortitude Saves):
- 1 (DC 20) –4 to all will saves while wielder gets a +2 to the following skills if used against target: Alter/Control Mind, Fear, Illusion, Diplomacy and Intimidate.
- 2 (DC 15) –1 to intelligence and Charisma while wielder gets +2 to drain Knowledge rolls against target.
- 3 (DC 20) –1 to all force skills
- 4 (DC 20) – 1 to Strength, Dexterity and Constitution.
All effects last from 1-6 minutes except for attribute lost which lasts for 1 hour. All effects are cumulative meaning following hits that qualify (get 5 above what’s needed to hit target) add to previous results that are still in effect.
Personal Sith Robes: Crafted long ago these Robes while ornate in appearence are reinforced with the Darkside of the Force and alchemically imbued. Spun from Shell spider silk the robes Provide the following: DR 15, Strength +4, Regeneration 1, No Armor Check Penalty. On top of these benefits the robes are also alchemically imbued to be able to shift and chance into various styles of clothing.
Sable's Ship: Shadowspawn
-Modified Loronar E-9 Explorer -
Shadowspawn - d20 Stats
Craft: Loronar E-9 Explorer; Class: Space Transport; Size: Medium-size (65.2 m long); Initiative: +6 (+6 crew); Crew: 4 (Expert +6); Passengers: 4; Cargo Capacity: 30 metric tons; Consumables: 2 years; Hyperdrive: x1 (backup x12); Maximum Speed in Space: Attack (8 squares/action); Atmospheric Speed: 950 km/h (16 squares/action); Maneuver: +6 (+6 crew); Defense: 20 (+10 armor); Shield Points: 120 (DR 30); Hull Points: 150 (DR 30).
Weapon: Longshot Quad Laser cannons (2); Fire Arc: Turret; Attack Bonus: +6 (+0 crew, +6 fire control); Damage: 5d10x2; Range Modifiers: PB +0, S +0, M/L n/a, Autofire
Sable's Minions: Amira Desidhe
Race: Human
Gender: Female
Age: 24
Height: Variable (1.3 to 2.0 meters)
Weight: 60 Kilograms
Eye Color: Variable
Hair Color: Variable
Home World: Onderon
History: Amira Desidhe was a one of the forgotten people of Onderon's capital city of Iziz. A prostitute she played on her general resemblance to Queen Kyra to boost her income. She had the unfortunate luck to be chosen by Sable and has undergone painful and extensive surgery and alchemical treatment to become the killing machine she now is. At first she resisted but now the Darkside has found a place to root into her heart and she grows more and more cruel and wicked in her actions, enjoying the power she now has.
D20 Stats
3rd Level Scoundrel/2nd Level Darkside Assassin/2nd Level Nightguard (Strength: 18 (+4); Dexterity: 24 (+7); Constitution: 10 (+0); Intelligence: 16 (+3); Wisdom: 10 (+0); Charisma: 15 (+2); VP/WP: 65/15; Saves: Fortitude: +4, Reflex: +15, Will: +3; Defense: 24 (+7 Dexterity, +5 Classes, +2 Cybernetics); Damage Reduction: 21; Base Attack Bonus: +4, Melee: +8, Ranged: +12; Darkside Points: 10, Force Points: 4; Reputation: +1, Skills: Bluff: 10 ranks (+14), Climb: 5 ranks (+9), Computer Use: 10 ranks (+13), Diplomacy: 10 ranks (+15), Disable Device: 10 ranks (+17), Disguise: 10 ranks (+14; +28 when using the Transmorph Matrix Implant), Entertain (Sing, Dance): 5 ranks each (+10, +7), Escape Artist: 5 ranks (+12), Forgery: 10 ranks (+13), Hide: 10 ranks (+19; +24 when using cape), Jump: 5 ranks (+14), Listen: 5 ranks (+5), Move Silently: 10 ranks (+19), Sleight of Hand: 10 ranks (+17), Tumbling: 5 ranks (+12); Force Skills: Alter Mind: 5 ranks (+13), Friendship: 10 ranks (+15), Illusion: 10 ranks (+15), Force Grip: 5 ranks (+11); Feats: Weapon group Proficiency (Blaster Pistol, Blaster Rifle, Simple Weapons, Vibro Weapons), Martial Arts, Improved Martial Arts, Lightning Stealth, Force Sensitive*, Alter, Exotic Weapon Proficiency (Lightsaber, Zenji Needles), Dodge, Mimic, Stealthy, Mind Trick; Class Skills/Abilities: Teamwork, Sneak Attack +1d6, Signature Weapon (Attack), Illicit Barter, Lucky (1/day), Precise Attack +1; Cybernetics: Custom Cyberlimbs (legs), Reflex Wiring, Regen Implant (x4 healing rate, auto-stablize), Skeletal Reinforcement, Subcutaneous Armor (Damage Reduction of 20 (15 from armor, 5 from reinforced Skeleton), Synth Muscle, Adrenal Chip, Kinetic Neural Network, Cybereyes (Flair suppressor, Infrared, Optical Enhancer, Targeting system, Telescopic, Headsup Display, Range Finger), Cranial Mounted Multi-channel Commlink, Tremor Sensor, Skill-chip (x6, rank 10 max)Transmorph Matrix Implant; Alchemical Improvement: Force Enhancement (+ 3 to all force skills (-3 to all force effects from Sable), +2 to saves vs Heat and Cold, +3 vs Disease, Radiation (Immune to levels I and II Radiation), Immune to Poisons
Note: All of the Cybernetic implants and replacements in Amira have been put into harmony with the force. Sable through alchemical means has ensured this. Thusly the amount of Cyberware in Amira does not hinder her use of the Force because that usage is directly linked to the Alchemical improvements Sable made and thus is not an inborn ability.
ES-X ('Essex')
Essex is a heavily modified ES series Sith Surgical Droid. A long time servant of Sable, Essex has grown and benefited from his situation. 'He' has never had a memory wipe and after nearly 100 years of service has become as close to true sentinecy as it is possible for a Droid to reach. The downside is he is only slightly less insidious and cruel as Sable. He is Sable's major domo handling the other droids effectively. Over the years Essex has been modified and has modified himself adding a variety of addons and skill packages making him rather potent for a 'mere droid'. He regularly backs up a hard copy of his core personality and despite destruction can easily recoup in a short time.
Essex (D20 Stats) (Modified ES series Sith Surgical Droid: 3rd level Expert/2nd level Soldier/5th level Outlaw Slicer/5th level Espionage Droid; Str: 17 (+3), Dex: 20 (+5), Con: 11 (+0), Int: 20 (+5), Wis: 12 (+1), Cha: 17 (+3); VP/WP:68/11; Defense: 21, Saves: Fort: +8, Ref: +10, Will: +11; BaB: +10/+5, Melee: +13/+8; Ranged: +15/+10; Skills: Appraise: +10, Astrogate: +5, Bluff:+20, Computer Use +25, Craft (Biomechanics) +18, (Computers) +15, (Electronic Devices) +15, Diplomacy: +20, Disable Device: +15, Disguise: +25, Handle Animal: +5, Hide: +15, Intimidate +5, Knowledge (Chemistry) +10, (genetics) +10, (Medicine) +10, (Sith Lore) +10, Listen: +5, Move Silently: +15, Pilot: +10, Profession (Lab Assistant) +5, Read/Write Binary, Repair: +20, Search +5, Speak Binary, Spot: +5, Treat Injury +20; Feats: Ambidexterity, Armor Proficiency (Light, Medium, Heavy, Powered), Gearhead, Quick Drw, Skill Emphasis (Intimidate, Treat Injury, Disguise, Bluff, Computer Use), Surgery, Starship Ops (Space Transport, Starfighter), Starship Dodge, Spacer, Mimic, Impersonator, Stealthy, Weapons Group Proficiency (Blaster Pistols, Rifles, Heavy weapons, Simple weapons, Vibro weapons))