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Meluura Sangroot
Verkivan Dustwalker

Meluura Sangroot

Original Stats | Current Stats | Equipment | Persistence | Carvena

Background:

I come from humble beginnings on my planet in a small, rural village. I was born into a family of Dustwalkers on a planet forgotten by the rest of the galaxy. We kind of like it that way. We aren’t Jedi, but we are a kind of knighthood that has taken it upon ourselves to protect the galaxy. We don’t hold to the Jedi religion, but our Code is very similar. We don’t use laser swords and we take advantage of technology to augment ourselves for the good of the galaxy.

For the first twelve years of my life, I spent it on the road with my parents. I had one heck of a childhood. The galaxy was my classroom. I have been to countless places and have seen many wonders as both of my parents happened to be Verkivan Dustwalkers. My mother was in charge of my education and my father was in charge of training me physically. We would go around picking up odd jobs and making our own way with helping to transport goods or helping folks out who needed a ride, or whatever good folks needed. They would check in once in a while with a local Dustwalker chapter, or meet up with a fellow knight when their paths crossed.

Just after I turned twelve, it was decided that we would return to the homeworld in order for me to enter the knighthood as a Seufau, or initiate, where I would be evaluated to see if I was good enough to join. I was pretty excited about it.

We had returned to the homeworld and soon learned that things were not as calm and as smooth as they should be. There were rumors flying about a Dustwalker that had turned and gone rogue and he was trying to overturn the Council of Elders over some decision they had made that he claimed had wronged him years ago. His name was Dorvann Damroll, but that’s all I know of him. He came to the homeworld with a bunch of his followers and tried to take over while his followers tried to exterminate us. They didn’t get far, but in the initial skirmish I did lose my parents who were hailed among the heroes and had saved many lives that day. Dorvann had gotten away with some of his followers, and I had never heard from him again. To honor my parents’ memory, I threw myself into my studies and training and over the years, I proved worthy of moving up in the ranks. I was 20 when I finally achieved the level of Vanshah, and received my first of many cybernetic enhancements.

I eventually graduated and was deemed good enough to choose my own path to follow. I of course chose the Verkivan path. Since then, I have been out in the galaxy, making my own way and following in my parents' footsteps.

I get around in a little Star Tug that suits my needs just fine, and I take on jobs to help pay for her maintenance along with keeping me fed. She’s officially named Persistence, but I affectionately call her an Ol’ Biddy or a whole bunch of other nicknames. She’s a little old and beat up, but she can most definitely make do!

Physical Description:

Meluura is about 1.7 meters and looks like a typical young adult human. She is always on the move, so she dresses functionally and casually. The only thing she’s able to change about her appearance is her hair. It’s naturally dark, but she likes to color or style as the mood strikes.

Personality:

Quiet, reserved, introverted and alert. However, if you get to know her and she trusts you, she’s warm, kind, gentle, outgoing, and is a loyal friend.

Objective:

To travel the galaxy wherever she feels led to uphold the Code. Right the wrongs, set things right, and take a stand against evil.

Quotes:

“My life for them.”
“From the Dust we are created. To the Dust we shall return.”
“We all have a path. Mine might follow yours for a moment or even longer, but that is all. My path is my own.”

Template: Verkivan Dustwalker
Character Name: Meluura Sangroot
Alias(es): ?
Gender: Female
Species: Human
Age: 24
Height: 1.7 meters
Weight: 57kg
Force Sensitive: Yes
Force Points: 2
Dark Side Points: 0
Character Points: 10
Extra Character Points: 20+ (+5-10 based on background, 10 per Cyber Point above 10)
Cyber Points: 10 or up to 12
Move: 10
Place of Birth: Naklena
Homeworld: Carvena

DEXTERITY 3D (+2): Blaster (+2), dodge 4D (starting bonus) (+2), melee combat (+2), running (+2)
PERCEPTION 3D: Bargain, investigation 4D (starting bonus), persuasion 4D (starting bonus), search, sneak
STRENGTH 3D: Brawling combat, climbing/jumping, lifting (+1D), stamina, swimming
KNOWLEDGE 3D: Alien cultures 4D (starting bonus), alien species 4D (starting bonus), code * 5D (starting bonus), languages, planetary systems, survival, willpower
MECHANICAL 3D: Beast riding, computer ops (+1D)
TECHNICAL 3D: Computer program/repair (+1D), first aid, (As) Medicine: cybernetics (only if first aid 5D+)
* The skill, "Code", is a special skill that represents the Duskwalker's extensive indoctrination into the code of the Duskwalker. The game effects of the skill is that the PC cannot commit an act that goes against the Duskwalker code without making a skill roll. Normally, several of these rolls would have to be made in sequence before a Duskwalker nears receiving a darkside point.


Cybernetics: Total CyP: 10
  1. Myomer-Boosted Limbs (+1D for lifting/pushing and melee damage), CyP: 2
  2. Flexiplast Dermal Layer (+1D+1/+2), CyP: 2
  3. Repulsorlift: Move Rate 20, 150m ceiling; recharges automatically when not in use, CyP: 2
  4. Fiberoptic Cyber Neural System (+2 DEX, +1D PER for initiative only), CyP: 1
  5. Nanotech Cyber Repair Unit (cybernetics repair at same rate as flesh), CyP: .55
  6. Trauma Compensator (Doubles STR for purposes of KO due to stun), CyP: .5
  7. Automimetic Sheath (Cosmetic change into reasonable range of humanoid aliens. Cannot mimic individuals. (imagine the Star Trek hands/nose/ear/forehead treatment), CyP: .5
  8. Expert-System Mnemonic Assistant (cyborg remembers everything it senses), CyP: .4
  9. Proximity IR/Sonic Sensor (shows all large objects within 30m in passive mode. In active mode, gives full imaging 360 x 360deg, CyP: .2
  10. Gunlink (+1D to hit for "chipped" weapons), CyP: .2
  11. Datalink (+1D to interface/alter computers), CyP: .2
  12. EM Scanner, CyP: .1
  13. Internal Comlink, CyP: .1
  14. Universal Translator (adds +3D to known Languages, +1D otherwise), CyP: .1
  15. FLIR/Low-Light, CyP: .05
  16. Parabolic Hearing w/damping, CyP: .05
  17. Voice Stress Analyzer, CyP: .05
Cybernetics Notes: The Verkivan is the least radical departure from the basic form. All the cybernetics are augments of the natural faculties, not a full-body replacement, as in the other two. There are no external metal features, and use of metal and high-density ceramics is held to a minimum. With the assistance of the sheath and translator, the cyborg can walk openly on any world that has regular alien visitors.

Advantages:

Agile: 1 point; The character is very agile. +2 to Melee Combat
Intuition: 1 point; The character has good intuition. +1 to Investigation, Gambling and Search
Looks Harmless: 1 point; The character looks harmless. -1D to Intimidation, +1D to Sneak and Hide. Others often underestimate character
GM: Character is allowed up to 3 additional points due to the extensive number of cybernetics installed

Disadvantages:

Cybernetics: 3 points; The character has cybernetic parts. See above for complete list.

Equipment:
Small Scout Ship:
Persistence
Blaster Carbine: see below
Blaster Pistol: see below
Vibroblade: (see below)

Credits: 500

Dustwalker Information:

Verkivan

Verkivan ("Wayfarers") fill the gaps left by the framework of the other two Paths. Verkivan travel through the universe, protecting the innocent as they travel. These Duskwalkers also serve as first contact agents, paving the way for a more extensive protective infrastructure to come later. They are like comets streaking ahead of the expanding wave of the Darrivan. Most Duskwalker PCs should be Verkivan.

Overview

The Duskwalkers are a highly disciplined group of Force Sensitive cybernetic warriors totally devoted to the protection of the innocent. They follow a code similar to that of the Jedi, for similar reasons. Jedi follow their code in order to avoid temptation of the Dark Side, and the resultant perversion of their "magic". The Duskwalkers religiously follow their code in order to avoid any taint of evil intent, and similar perversion of their abilities. (Duskwalkers have a 66% chance of turning darkside at the first darkside point. The change is automatic at the 2nd point.)

Organization

Duskwalkers are organized similarly to some of the knightly orders of medieval Europe. There are several stratified ranks, but not nearly as many as most military forces.

History

"Long ago, in the time of magic, the innocent were protected by powerful wizards devoted to good. These magicians kept the peace for thousands of years, until one of them became corrupted, and became a predator upon those he had served. His perversion secretly spread, for it was seductive, until ultimately the good wizards were forced into battle with their brothers. The fury of their strikes, and the power of their magic made the ground quake, and raised scars that exist still today. In the end, the evil wizards were defeated, but at great cost.

"The end of the Golden Era was marked by the death of Master Carvanest, the last of the wizards. His Legacy was held by his students. They were too inexperienced to know anything but the theory of the their master's power. They did, however, know and hold his Code. They also knew the dangers of too much experimentation with the forces of magic.

"Master Carvanest's students knew that to reinvent the forces of magic would certainly respawn the evil that emerged before. They knew that they needed to find other forces to uphold and protect the Code. Thus, they left the planet of their birth, in search of appropriate power.

"Chaos reigned in the time after the End of Magic. The Great War had nearly ended civilization. Forces of evil which had been forced into submission by the wizards influence flared up to take advantage of this chaos. Pain was widespread. Life was cheap. The time of the Golden Era was nearly forgotten.

"It was into this time that The Nine returned. They returned from the stars as if reborn. Their bodies were shod in shining armor, and they weilded power that none had known since the Golden Era. These nine students of Master formed the first Council of Elders, though it did not take that name until much later. Their influence and guidance put the forces of chaos and evil back into subjugation, and again made the world safe for the innocent.

"Keep the legends of those who went before you close in your minds, Vanshahs, for it is your true strength. Above all, remember the Code: It is your shield. Even the strongest man cannot defend the innocent from the Darkness if he becomes it.

"You are Vanshah no longer. You have all you need. Go forth and Serve."

(in unison) "My Life for Them."

-Final Graduation Cermonies, Elder Sapino presiding

Organization & Ranking The Code

The Code is a slight variant of the Jedi code, only slightly less restrictive about combative aspects and exactly how to defend. It is, however, considered the ultimate offense to break any part of the Code.

The Paths

After the most basic of skills are mastered, a Duskwalker must choose their path, a decision which will shape their destiny, and their body as well. This path is the Verkivan

Loronar Corporation Endurance Star Tug

Persistence

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Craft: Endurance Star Tug
Type: Specialized Cargo Hauler
Scale: Starfighter
Length: 24 meters
Skill: Space Transports: Endurance Star Tug
Crew: 1
Passengers: 1
Cargo Capacity: 20 tons
Consumables: 6 months
Cost: 90,000 (new), 40,000 (used)
Availability: 2,R
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D+1
Space: 4
Atmosphere: 480; 800 kmh
Hull: 5D
Shields: 1D
Sensors:
   Passive: 20/+2
   Scan: 35/1D+1
   Search: 60/2D+2
   Focus: 3/3D+1
Weapons:
   Twin Laser Cannons
      Fire Arc: Front
      Crew: 1
      Skill: Starship Gunnery
      Fire Control: 1D
      Space Range: 1-3/12/25
      Atmosphere Range: 100-300/1.2/2.5km
      Damage: 5D
Description: The Endurance Star Tug is a specialised vehicle, designed with little cargo space of its own, it does however have engines designed to pull far more than its own mass, and a hyperdrive which can extend its field around a much larger area than the ship occupies. This is done so that the Tug can pull cargo pods, or even other starships from place to place. The Endurance Star Tug can tow vessels up to 400m in length by itself, and can work in co-operation with other tugs to pull larger vessels. This means that cargo pods carrying up to about 50,000 tons can be pulled, making the Endurance one of the most cost effective ways of transporting cargo in operation.

Loronar Corporation Endurance Star Tug


QuickSnap 31K Blaster Carbine

Availability: 3,R(X)
Cost: 875
Range: 3-25/50/240
Ammo: 100
Damage: 5D
Weight: 2.5kg
Note: At long range, increase difficulty by +5.

QuickSnap 36T Blaster Carbine



BlasTech DL-19 Blaster Pistol

Availability: 2,R
Cost: 500
Range: 3-10/30/120
Ammo: 100
Damage: 4D
Weight: 2kg

BlasTech DL-19 Blaster Pistol



Standard Vibroblade

Availability: 2,F
Cost: 250
Difficulty: Easy
Damage: STR+3D (on), STR+1D (off)
Weight: .5kg

Carvena

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Carvena

Region: Wild Space
System: Dervesha
Suns: 1: Kazkalas
Moons: 3
Grid coordinates:
Rotation period: 26 standard hours
Orbital period: 361 local days
Class: Terrestrial
Atmosphere: Breathable
Climate: Tundra, deserts
Gravity: Standard
Primary terrain: Canyons, Icy mountains and cliffs, Tundra, plains, deserts
Points of interest:
Fauna:
Flora:
Immigrated species: None
Primary language(s): Carven, Galactic Basic Standard
Government: Counsel of Elders
Population: 517 million (on planet), 200 million (off planet)
Major cities: Zenkash (capitol)
Major imports: None
Major exports: None
Affiliation: Dustwalkers, Counsel of Elders, The Galaxy (as protectors)

Description: