Post by Ywalme Burz-Skywalker on Nov 12, 2009 22:13:19 GMT -5
Name: Ywalme Burz-Skywalker
The translation of her name from the ancient tongue means Dark Torment
Homeworld: Dathomir
Race: Humanoid
Force Alignment: Darkside/Sith/Nightsister
Affiliation: Empire, Senator of Dathomir
Height: 5'6"
Age: 21
Hair: Black
Eyes: Green
Status: Married to Anakin Skywalker on Aug. 11 at Naboo.
Children: One, an adopted son by marriage, Jacen Valkion age 16
Pet: a Rancor named Bill
Favorite Weapons: Green Lightwhip, Vibro-long knife/ short sword
Force powers: Push/pull, Choke(her favorite power), Combustion, Lightening, Weather Control(alter environment), alter image, animal friendship, telekinesis and just learned teleportation from Lord Vader.
Nightsister powers : Nightsister spells for weather control, animal taming and control, healing, and battle.
Personality: Impulsive, Arrogant to those she considers her inferiors. She a bit of snob when it comes to those who can use the Force compared to those who can't. She looks down on anyone who isn't Force sensitive and treats them accordingly. Subservient to those she considers her superiors. Arrogantly naive about her intelligence and the strength of her darkside powers both are moderate but she believes them to be superior. Susceptible to flattery especially of her looks, intelligence, powers or talent.
History: Raised on Dathomir. Daughter of the Spider clan battle leader. Trained in the ways of force and nightsister spells. She rose in rank until she was recognized as a future leader of her clan. She is highly respected not only by her clan but the other clans. So much so she was appointed a Senator of Dathomir by the Nightsisters Joint-clans Council.
She left Dathomir and was put immediately to work as a special liaison of the Empire. She was sent by Empress to Tatooine to help Lord Vader who was on a special assignment and get a report.
She arrived on Tatooine and decided to have a drink in the Mosley Cantina before she went to find Lord Vader. When she came into the Cantina she was instantly attracted to a handsome young man she saw there.
He looked up and smiled. He then came over and asked her if he could join her for a drink.
And she said yes. During the conversation she found out this was the no other than Lord Vader the man she was sent to help.
This encounter started a whirlwind courtship that ended with them marrying on Naboo.
Ywalme also has a close relationship with Anakin's adopted son Jacen and they get along very well. He often comes to her with problems.
Due to closeness in ages they are more like brother and sister than mother and son.
Nightsister spells known:
Animal Healing
It is similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals.
Arrows of Fire
When this skill is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame. All beings within 10 feet of the fire are in danger of receiving burns. The damage they receive depends on how near they are to the fire and how they are dressed.
Battle Meditation
Two possible effects. The Witch can force her adversaries to stop their attack and begin to fight each other. The Witch can also make her allies' will to win stronger, while weakening the resolve of the enemy! The targets of this power must have initiated combat for the power to work!
This spell has the same effect as the Jedi power of the same name.
Call Frost/Snow
Calls forth a frost or snow when the season goes too long. This is only used in dire circumstances to give the planets and ground time to rest in between seasons so it will be fertile and not worn out for the next planting.
Call Mist
Calls forth a mist/fog to conceal oneself or oneself and peers from predators and enemies.
Call Rain
Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.
Environmental Attunement
This power allows the Witch to attune herself to the workings of local weather patterns. By sensing the movement of clouds, winds, tides, and solar bodies, she can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon.
The spell does not lend itself to quick predictions, however. It takes weeks for a Witch to acclimate herself to local weather patterns and become familiar with unique features of the local topography that she can obtain accurate readings.
The prediction is effective for four hours. The difficulty increases if the Witch wishes to make more extended forecasts.
Force "Blanket"
Gives another the sensation of being covered or smothered; Binds a person with sensations of fear or enclosure.
Forcing Minds
Controlling of someone else's actions, thoughts, and emotions by invading that person's mind.
Force Storm
Alter winds to pick up in speed and pick up debris to be thrown/whipped at another; Can build up particles and friction in clouds to create charges of lightning.
Force Wind
Allows witch to manipulate and channel air currents into powerful cyclones of wind. Similar to Force Storm without the electrostatic lightning.
Mind Weave
This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy.
Night Sight
This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark.
Probe Spell
Gather information from another's mind/emotions; Search for other Life nearby; Search another's intentions.
Projected Fighting
Projected fighting allows a Witch to strike at an opponent and inflict damage without physically touching the target.
Seeking Spell
The caster can sense the presence and identity of a specific individual for whom she searches. The caster can sense how badly wounded, diseased, or otherwise physically disturbed the target is. A target may attempt to hide their identity from the Witch casting the Seeking Spell if they choose to.
Song of Power Healing
A witch who uses this song successfully is able to heal wounds at half the time it would take normally.
Spell of Awareness
The Spell of Awareness allows a Witch to extend her senses like a protective sensor, creating an early warning system for as long as the spell remains in effect.
Spell of Communication
Interpret and Speak foreign languages; Communicate with animals.
Spell of Deception
Altering the perceptions of another person; Counterspell to Spell of Discovery.
Spell of Detection
Detects the presence of other beings.
Spell of Creature Understanding
The Spell of Understanding allows a Witch to understand a beast-language as well as speak it. As creatures seldom have "true" languages, the Witch is actually imparting and reading emotional differences within grunts and growls.
Spell of Discovery
The Spell of Discovery allows a Witch to detect sentient beings who might otherwise remain hidden from their normal senses. When the spell is cast, the Witch knows the location of all sentients within 10 meters - if the spell is kept active, the Witch may know whenever a sentient approaches within 10 meters of them or vice versa.
Spell of Fire Creation
By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyper-accelerate particles in the air so that these sparks can occur.
Spell of Healing
Stop pain in others and self; Awaken from unconsciousness; Stop bleeding; Close up wounds; Give strength or part of life force to the wounded.
Spell of Levitation
Lifting and setting down animate or inanimate objects.
Spell of Lightning
Successful casting of this spell causes bolts of energy to spring from the caster's fingertips. Usually, this power is used by the Nightsisters as an attack, however, there are practitioners of Allyan magic who know and use this spell for other uses, like lighting a campfire and so on.
When used as a weapon, lightning courses over the target, inflicting great amounts of pain and damage, eventually killing them.
Spell of Magic Touch
A witch uses this spell to tap into the magic she will need and harmonize within herself on a magical and physical level. With this spell, she can control bodily functions - such as slowing down her heart rate before slipping into a meditative trance. This is also a good spell for initial practice into other spells to be able to tap into the magic and keep a witch's hold on the energy as she creates her spell.
Spell of Mimicry
When the Spell of Mimicry is cast, the Witch may change her appearance to anything she desires. This spell may be used to duplicate another person provided the Witch has seen the target in person. The spell may be kept active provided the Witch is not harmed or otherwise distracted.
Spell of Mind-Touch
Mind-speaking to another over distances;Send images or share sight to another over distances.
Spell of Ordering
This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item. He can use this skill to restore works of art, but they will be worth only a small percentage of their original value.
Spell of Open Mind
If the Witch successfully casts the Spell of Open Mind, she can read the surface thoughts and emotions of the target sentient creature. The Witch understands what the target is thinking, but can not probe for deeper information. A person can choose to try to fight against this power if they want to.
If the caster chooses to, they can make the spell even more difficult to cast, which increases the amount of memories that the caster can look through to any memories up to 24 hours old.
A Witch can try to read the mind of more than one sentient at a time, but it gets even more difficult with the amount of people they are trying to read.
Spell of Power
A Witch casts the Spell of Power to increase a single attribute for a limited amount of time. An increased attribute can allow the Witch to jump higher, see better, run faster, and even take more damage.
Spell of Protection
This spell allows the Witch to surround her body with a magical shield. The shield can be used to repel energy and physical matter away from the Witch's body, down to the molecular level.
The shield acts as an armour to all energy and physical attacks made against the Witch, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Witch from serious injury.
Telekinesis
This spell, when cast, allows a Witch to levitate and move objects with the power of Dathomir magic alone. If cast successfully, the object moves as the Witch commands.
A Witch can levitate several objects simultaneously, in most cases each individual object requires the Witch to cast the spell again. However, if the Witch is attempting to levitate a small group of materials (a bunch of pebbles, for instance), then this can be thought of as a single objects, though it is slightly more difficult to control them all.
This spell may be used to levitate oneself or others. It can also be used as a primitive propulsion system in emergencies.
Tempest
The spell caster who successfully uses the tempest, manipulate the elements in the atmosphere. The extent of control the caster has over the weather is entirely dependent on the caster's mastery of the spell. Many Initiates are able to summon breezes of varying temperatures, while true masters of the spell have been able to wreak havoc with typhoons.
Warding Spell/Deflection
Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself).
Weather Sense
This skill allows the individual to sense coming weather patterns; storms, ect. This skill does not allow him/her to make swift and sure predictions of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes.
The translation of her name from the ancient tongue means Dark Torment
Homeworld: Dathomir
Race: Humanoid
Force Alignment: Darkside/Sith/Nightsister
Affiliation: Empire, Senator of Dathomir
Height: 5'6"
Age: 21
Hair: Black
Eyes: Green
Status: Married to Anakin Skywalker on Aug. 11 at Naboo.
Children: One, an adopted son by marriage, Jacen Valkion age 16
Pet: a Rancor named Bill
Favorite Weapons: Green Lightwhip, Vibro-long knife/ short sword
Force powers: Push/pull, Choke(her favorite power), Combustion, Lightening, Weather Control(alter environment), alter image, animal friendship, telekinesis and just learned teleportation from Lord Vader.
Nightsister powers : Nightsister spells for weather control, animal taming and control, healing, and battle.
Personality: Impulsive, Arrogant to those she considers her inferiors. She a bit of snob when it comes to those who can use the Force compared to those who can't. She looks down on anyone who isn't Force sensitive and treats them accordingly. Subservient to those she considers her superiors. Arrogantly naive about her intelligence and the strength of her darkside powers both are moderate but she believes them to be superior. Susceptible to flattery especially of her looks, intelligence, powers or talent.
History: Raised on Dathomir. Daughter of the Spider clan battle leader. Trained in the ways of force and nightsister spells. She rose in rank until she was recognized as a future leader of her clan. She is highly respected not only by her clan but the other clans. So much so she was appointed a Senator of Dathomir by the Nightsisters Joint-clans Council.
She left Dathomir and was put immediately to work as a special liaison of the Empire. She was sent by Empress to Tatooine to help Lord Vader who was on a special assignment and get a report.
She arrived on Tatooine and decided to have a drink in the Mosley Cantina before she went to find Lord Vader. When she came into the Cantina she was instantly attracted to a handsome young man she saw there.
He looked up and smiled. He then came over and asked her if he could join her for a drink.
And she said yes. During the conversation she found out this was the no other than Lord Vader the man she was sent to help.
This encounter started a whirlwind courtship that ended with them marrying on Naboo.
Ywalme also has a close relationship with Anakin's adopted son Jacen and they get along very well. He often comes to her with problems.
Due to closeness in ages they are more like brother and sister than mother and son.
Nightsister spells known:
Animal Healing
It is similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals.
Arrows of Fire
When this skill is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame. All beings within 10 feet of the fire are in danger of receiving burns. The damage they receive depends on how near they are to the fire and how they are dressed.
Battle Meditation
Two possible effects. The Witch can force her adversaries to stop their attack and begin to fight each other. The Witch can also make her allies' will to win stronger, while weakening the resolve of the enemy! The targets of this power must have initiated combat for the power to work!
This spell has the same effect as the Jedi power of the same name.
Call Frost/Snow
Calls forth a frost or snow when the season goes too long. This is only used in dire circumstances to give the planets and ground time to rest in between seasons so it will be fertile and not worn out for the next planting.
Call Mist
Calls forth a mist/fog to conceal oneself or oneself and peers from predators and enemies.
Call Rain
Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.
Environmental Attunement
This power allows the Witch to attune herself to the workings of local weather patterns. By sensing the movement of clouds, winds, tides, and solar bodies, she can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon.
The spell does not lend itself to quick predictions, however. It takes weeks for a Witch to acclimate herself to local weather patterns and become familiar with unique features of the local topography that she can obtain accurate readings.
The prediction is effective for four hours. The difficulty increases if the Witch wishes to make more extended forecasts.
Force "Blanket"
Gives another the sensation of being covered or smothered; Binds a person with sensations of fear or enclosure.
Forcing Minds
Controlling of someone else's actions, thoughts, and emotions by invading that person's mind.
Force Storm
Alter winds to pick up in speed and pick up debris to be thrown/whipped at another; Can build up particles and friction in clouds to create charges of lightning.
Force Wind
Allows witch to manipulate and channel air currents into powerful cyclones of wind. Similar to Force Storm without the electrostatic lightning.
Mind Weave
This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy.
Night Sight
This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark.
Probe Spell
Gather information from another's mind/emotions; Search for other Life nearby; Search another's intentions.
Projected Fighting
Projected fighting allows a Witch to strike at an opponent and inflict damage without physically touching the target.
Seeking Spell
The caster can sense the presence and identity of a specific individual for whom she searches. The caster can sense how badly wounded, diseased, or otherwise physically disturbed the target is. A target may attempt to hide their identity from the Witch casting the Seeking Spell if they choose to.
Song of Power Healing
A witch who uses this song successfully is able to heal wounds at half the time it would take normally.
Spell of Awareness
The Spell of Awareness allows a Witch to extend her senses like a protective sensor, creating an early warning system for as long as the spell remains in effect.
Spell of Communication
Interpret and Speak foreign languages; Communicate with animals.
Spell of Deception
Altering the perceptions of another person; Counterspell to Spell of Discovery.
Spell of Detection
Detects the presence of other beings.
Spell of Creature Understanding
The Spell of Understanding allows a Witch to understand a beast-language as well as speak it. As creatures seldom have "true" languages, the Witch is actually imparting and reading emotional differences within grunts and growls.
Spell of Discovery
The Spell of Discovery allows a Witch to detect sentient beings who might otherwise remain hidden from their normal senses. When the spell is cast, the Witch knows the location of all sentients within 10 meters - if the spell is kept active, the Witch may know whenever a sentient approaches within 10 meters of them or vice versa.
Spell of Fire Creation
By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyper-accelerate particles in the air so that these sparks can occur.
Spell of Healing
Stop pain in others and self; Awaken from unconsciousness; Stop bleeding; Close up wounds; Give strength or part of life force to the wounded.
Spell of Levitation
Lifting and setting down animate or inanimate objects.
Spell of Lightning
Successful casting of this spell causes bolts of energy to spring from the caster's fingertips. Usually, this power is used by the Nightsisters as an attack, however, there are practitioners of Allyan magic who know and use this spell for other uses, like lighting a campfire and so on.
When used as a weapon, lightning courses over the target, inflicting great amounts of pain and damage, eventually killing them.
Spell of Magic Touch
A witch uses this spell to tap into the magic she will need and harmonize within herself on a magical and physical level. With this spell, she can control bodily functions - such as slowing down her heart rate before slipping into a meditative trance. This is also a good spell for initial practice into other spells to be able to tap into the magic and keep a witch's hold on the energy as she creates her spell.
Spell of Mimicry
When the Spell of Mimicry is cast, the Witch may change her appearance to anything she desires. This spell may be used to duplicate another person provided the Witch has seen the target in person. The spell may be kept active provided the Witch is not harmed or otherwise distracted.
Spell of Mind-Touch
Mind-speaking to another over distances;Send images or share sight to another over distances.
Spell of Ordering
This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item. He can use this skill to restore works of art, but they will be worth only a small percentage of their original value.
Spell of Open Mind
If the Witch successfully casts the Spell of Open Mind, she can read the surface thoughts and emotions of the target sentient creature. The Witch understands what the target is thinking, but can not probe for deeper information. A person can choose to try to fight against this power if they want to.
If the caster chooses to, they can make the spell even more difficult to cast, which increases the amount of memories that the caster can look through to any memories up to 24 hours old.
A Witch can try to read the mind of more than one sentient at a time, but it gets even more difficult with the amount of people they are trying to read.
Spell of Power
A Witch casts the Spell of Power to increase a single attribute for a limited amount of time. An increased attribute can allow the Witch to jump higher, see better, run faster, and even take more damage.
Spell of Protection
This spell allows the Witch to surround her body with a magical shield. The shield can be used to repel energy and physical matter away from the Witch's body, down to the molecular level.
The shield acts as an armour to all energy and physical attacks made against the Witch, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Witch from serious injury.
Telekinesis
This spell, when cast, allows a Witch to levitate and move objects with the power of Dathomir magic alone. If cast successfully, the object moves as the Witch commands.
A Witch can levitate several objects simultaneously, in most cases each individual object requires the Witch to cast the spell again. However, if the Witch is attempting to levitate a small group of materials (a bunch of pebbles, for instance), then this can be thought of as a single objects, though it is slightly more difficult to control them all.
This spell may be used to levitate oneself or others. It can also be used as a primitive propulsion system in emergencies.
Tempest
The spell caster who successfully uses the tempest, manipulate the elements in the atmosphere. The extent of control the caster has over the weather is entirely dependent on the caster's mastery of the spell. Many Initiates are able to summon breezes of varying temperatures, while true masters of the spell have been able to wreak havoc with typhoons.
Warding Spell/Deflection
Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself).
Weather Sense
This skill allows the individual to sense coming weather patterns; storms, ect. This skill does not allow him/her to make swift and sure predictions of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes.