Post by Solaris on Mar 1, 2013 5:53:13 GMT -5
"No enterprise is more likely to succeed than one concealed from the enemy until it is ripe for execution."
NAME: Nasiri Lavii
SPECIES: Zeltron-Hapan hybrid.
HOMEWORLD: Unknown
RESIDENCE: Lake Country, Naboo
AGE: 29
GENDER: Female
HEIGHT: 5'1" / 155 cm
WEIGHT: 101 lb / 46 kg
EYES: Bright blue-green
HAIR: Copper red bangs, the rest dyed auburn
SKIN: Fair
FORCE SENSITIVE: Yes
POWERS
- Force Empathy - The Zeltron empathic abilities she inherited from her father enable Nasiri to read the surface emotions of those around her, though those of strong will or tainted with the dark side are resistant to her empathic probes. She probes as a reflex when she turns her attention to someone, and sees little difference between reading emotions with her empathic abilities and looking at them with her eyes. Likewise, she projects her emotions onto those around her, though her projection is much weaker and often requires physical contact (skin-to-skin works best). Nasiri has little conscious control over this ability and cannot shut it off entirely, but she can 'mute' it somewhat.
Perhaps fortunately for her, Hutts are largely immune to Nasiri's empathic probe. - Force Sense - Nasiri can use the Force to expand and enhance her perceptions, though doing so takes concentration. Her studies of the White Current philosophies have enabled her to detect cloaked or invisible sentients, a useful skill when combatting enemy Force-wielders.
Nasiri can heighten her reflexes, reaction speeds, and perceptions in order to effectively slow down the world around her. This ability, termed Force reflex, is more Sense-based than the Control-based Force Speed, though the effects are largely similar. - Force Stealth - Nasiri is able to conceal her presence from the senses of others (both mundane and Force-based), though she cannot do it while employing other Force abilities. Nasiri does not turn truly invisible, but she simply subconsciously convinces them not to notice her. She is also able to obfuscate her presence from electronic scanners, completely disappearing from their sensors. Nasiri's studies of the White Current philosophies of the Fallanassi let her excel in Force stealth, as she can vanish into the ripples and eddies of the flow of the Force rather than more bluntly concealing herself with it.
- Force Suppression - An outgrowth of Nasiri's talents of mental manipulation, this power attacks the target's will and interrupts their use of the Force. It takes a great deal of focus to accomplish, but can be quite useful at shutting down enemy Force-users.
- Ionize - A Force power that overloads and damages electronic systems with a stream of ionic energy. It is closely related to Electric Judgment, and many consider it to be the same power. Where the Electric Judgment power exhausts and injures, however, this power is all but harmless against organic targets. Nasiri is quite skilled at this power, and can use it with surprising deftness.
A combination of rudimentary telekinesis and an ability similar to droid stunning, Nasiri has a certain knack for rendering lightsabers non-functional. She can do it very easily with a touch - in fact, she used to not be able to not do it - but is also capable of doing it at range with concentration and focus. - Mind Trick - Nasiri can use the Force to influence others' thoughts, particularly those who are weak-minded. Her empathic abilities and pheromonal traits augment this. She primarily uses the ability to bend the perceptions of others so they simply don't notice her, but is adept at using it to give her own persuasive skills a boost.
Coupling mind tricks with the basic principles of Force stealth and telekinesis, Nasiri is able to stun an opponent by deadening their senses and inducing them into a catatonic state as well as holding them in place. Beings with a strong will can resist the catatonia, while those of profound physical strength can resist the telekinetic shackles. - Telekinesis - Nasiri's telekinesis has always been her weakest power, save for a few specialized applications. She excels in fine detail work and in using telekinesis to assist her movement, but her brute-force attacks are only average. Nasiri generally uses her telekinetic powers as supplements to her strikes and blocks, generally seeking to off-balance her opponent.
A power perfected by the Ysanna of Onderon and similar to Jensaarai ballistakinesis, projectile guidance enables Nasiri to bend and guide projectiles with extreme accuracy, making her an incredibly precise marksman. Not a particularly taxing ability, she can empty entire magazines and guide the bullets through the Force - though naturally more bullets require more concentration.
Nasiri found it necessary to learn defensive telekinetic techniques, and is thus able to erect a barrier to counter enemy attacks. - Telepathy - Nasiri can transmit and receive thoughts by establishing mental links, as well as use her telepathic powers to broadcast emotions, thoughts, and idea gestalts over an area.
SKILLS:
- Nasiri is a an excellent actress (she carried her one holovid, though it was still a B-movie action flick trying too hard to take itself seriously) and can sing and dance well enough - her dancing is much better than her singing. She uses her entertainment skills to help throw suspicion off herself and pass as a harmless, fluff-headed bimbo. She is a skilled diplomat; the two skill-sets are not unrelated.
- Nasiri is a skilled slicer, with an eidetic memory (perfect recall of things she has seen, heard, felt, etc) and a solid background on commonly-available information. She is familiar with most forms of security, as well as means to bypass them.
- A good dancer, Nasiri is also skilled at armed and unarmed martial arts. She's trained in K'thri, a flashy style that focuses on speed and rapid, fluid attacks with wide sweeping motions accompanying quick jabs and a good deal of fancy footwork. The K'thri is mostly for her own amusement; she's studied Echani for actual work, though the K'thri shows through. She knows the pressure points and physiological vulnerabilities of Hutts and their servitor species (Klatooinians, Humans, Twi'leks, Weequay, Niktos, and Vodrans).
- She can be very quiet when she cares to, able to move near-silently and fade into the background even without her gear to help. Nasiri usually chuffs her shoes on the ground if she's walking up behind someone when not trying to sneak up on them; it doesn't do to accidentally ambush someone in some of her social circles. They tend to get stabby.
- Nasiri learned the basics of Makashi and Ataru from studying instructional holos, as well as learning fencing from an instructor on Naboo after she left Tatooine. She is inexpert with the lightsaber, but her experience in other martial arts (armed and unarmed) helps cover for any lack of proficiency.
- As a Zeltron half-breed, Nasiri has a certain empathic ability (listed in Force powers, above) as well as potent pheromones which enhance her attractiveness and can befuddle the minds of those around her. While not as potent as a full Zeltron's, others (particularly males) find her much more persuasive and attractive than they would otherwise. Nasiri does not have conscious control over her pheromones; she's not a Falleen.
- Nasiri is fluent in Basic, High Basic, Bocce, Huttese, Binary, and Hapan. She is literate in those languages, save Binary - which has no written form.
APPEARANCE
Nasiri is a youthful, beautiful woman who favors her Hapan mother. She has a graceful, slender frame with some interesting contours courtesy her Zeltron ancestry. Nasiri has elfin features, fair skin, almond-shaped eyes of a brilliant cyan shade not found in baseline humans, and waist-length coppery-red hair. She generally wears her hair in complex, fashionable styles, and is quite vain about it. Nasiri is night-blind, something she inherited from her Hapan mother. She has potent pheromones which enhance her attractiveness and make her seem much more pleasant than she already is, especially to males. She has no conscious control over her pheromones, unlike a full-blooded Zeltron. Nasiri has an amazing metabolism, and can put away surprisingly large amounts of food for someone with such a trim figure. Likewise, her double livers make her an impressive drinker. She looks and acts like a party girl.
Nasiri's outfits vary considerably by the occasion, as she has a fairly extensive wardrobe. When she is playing the part of an entertainer or dressing to show off, they tend to be tight, skimpy, and show a lot of skin. Her preferred clothes are somewhat different, though. She prefers a close-fitting short-sleeved top under a waist-length jacket or vest (the more pockets, the better) and a pair of shorts or cargo pants with ankle-high hiking boots for adventuring, though she's apt to go barefoot and dress down in more casual settings. She stole one of Char's shirts for sleeping in, though it's huge on her. Her disregard for fashion over comfort and practicality has caused her protocol droid, N-SE4, no small amount of distress.
PERSONALITY
Nasiri is charming and personable, with a down-to-earth humility that makes her popular among those who work for her. She downplays her own accomplishments, and genuinely cares for those around her. Nasiri is quick to smile and giggle when she's happy, and she's usually happy. She enjoys physical pleasures, though not quite to the point of hedonism, and delights in new and exotic experiences. Nasiri is a natural-born tourist, delighting in exploring new places. She has a certain child-like wonder about her, as her childhood left her wanting for much that others took for granted. Nasiri seems to have formed a very un-Zeltron-like bond with Char, despite their being almost polar opposites. She's also something of a perfectionist, and dislikes looking unprepared or admitting she doesn't know something she thinks she ought to. Nasiri has a very impish sense of humor, and will often irritate someone just for the fun of getting them riled up.
There's more to Nasiri than just sweetness and light, though, as there's something deeply wrong with her. Nasiri can kill without qualm or hesitation, and she's even found herself enjoying it - particularly the emotions that accompany the death agony. Nasiri is very manipulative and self-centered, playing with the minds of those around her to make them agree with her 'for their own good'. She hates the Hutts and other slave-owners with every fiber of her being. It's not about freeing the slaves, it's about hating the slavers. She can't even bring herself to call someone 'Master', even a Jedi instructor.
BIOGRAPHY
Nasiri was born the child of a Hapan woman and a Zeltron man. She remembers little of them, as slavers killed her father and enslaved both Nasiri and her mother when she was a small child. Nasiri never saw her mother after that, as the slavers sold the two of them to different owners. They sold Nasiri to Pheddro the Hutt, who had the girl trained in a series of roles. First she was a maid, then later a dancer and companion when she began to mature, and finally he had her trained as an assassin after Nasiri gravely wounded a client who tried to go too far. Discovering the girl was Force-sensitive, Pheddro had her trained by a rogue Fallanassi in the arts of vanishing into the Force - and hunting others through it. Nasiri never learned her teacher's name, but she absorbed much from him before he one day simply disappeared. She always figured that he'd simply learned enough to escape.
Nasiri escaped her master with the help of two Jedi Knights when she was about eighteen years old, killing Pheddro in the process and beginning a career centered around Hutts hiring her to kill other Hutts. She delighted in it, as to her all of the fat slugs were one and the same. Nasiri lived for the next kill.
One of Nasiri's first jobs was an assassination on Tatooine. She killed Azerand, a Jensaarai Defender, and a Hutt named Drojj when she was nineteen years old. It was one of her first jobs, and she was sloppy - the Jensaarai caught her, and she had to fight her way out. Nasiri barely escaped Tatooine alive, but her patron paid her well. She didn't know that she'd left behind the Jensaarai's son, an angry young man by the name of Char.
Nasiri escaped her master with the help of two Jedi Knights when she was about eighteen years old, killing Pheddro in the process and beginning a career centered around Hutts hiring her to kill other Hutts. She delighted in it, as to her all of the fat slugs were one and the same. Nasiri lived for the next kill.
One of Nasiri's first jobs was an assassination on Tatooine. She killed Azerand, a Jensaarai Defender, and a Hutt named Drojj when she was nineteen years old. It was one of her first jobs, and she was sloppy - the Jensaarai caught her, and she had to fight her way out. Nasiri barely escaped Tatooine alive, but her patron paid her well. She didn't know that she'd left behind the Jensaarai's son, an angry young man by the name of Char.
Nasiri avoided Tatooine afterwards, though she operated in the same general region of Hutt-influenced space. A predator, after all, follows its prey. She didn't live there, though; Nasiri maintained a pleasant little cottage on Naboo, outside her hunting grounds. Though she sometimes branched out into freelance law enforcement and bounty hunting, for the most part she focused on assassinating Hutts and their lackeys. She began to develop a certain reputation, though she was clever enough to not operate under her true identity. Her contracts knew her only as Corusca, and she never met them face-to-face. Nasiri sent her servant droid, Ness-Four, in cases where a face-to-face meeting was necessary. This backfired on her in 530 ABY, as a clever Hutt named Morgo planted a tracer on the droid that Nasiri was unable to detect. Morgo followed Nasiri to her place on Naboo, and cornered her with a group of thugs. Nasiri expected to die, but the Hutt surprised her by offering her a job.
Nasiri agreed, charging Morgo what she thought were exorbitant fees while posing as his slave girl and assassinating his rivals. Morgo, for his part, was something of a kindred spirit - he had spent most of his youth as a slave to a more powerful rival, and he despised his own species as rivals to his own power. He disdained many of the worst activities Hutts indulged in for profit; slaving eliminated his customer base, and narcotics trafficking burned through it. He dealt with arms trafficking, smuggling, and ran a handful of legitimate businesses as well. He drew the majority of his profit from his media empire, producing holodramas and music for popular consumption. Morgo seemed to genuinely care for Nasiri, treating her as a favored pet and willing to indulge her every desire. He encouraged her musical talents and helped her start her career when he discovered she could sing more than passably well, though he certainly made more money than she on her songs.
Nasiri's career in pop music provided her for a cover identity for a job to kill Drejj, Drojj's cousin, a couple of years later. Though she had avoided Tatooine previously, the money was just too good for her to pass up - and she knew Drejj had it out for her. Unbeknownst to her or Morgo, Drejj was the one who put the bounty out: He was trying to flush out the assassin Corusca. Morgo agreed to help for a cut of the bounty, and thus Nasiri got the role of the female lead in a low-budget holodrama shot on the desert world. She hired a bodyguard, picking a big brute of the local muscle named Char. She didn't think she needed the bodyguard, but she wanted to covertly glean information about the local underworld from him. Char was the one who discovered Nasiri's sensitivity to the Force, and he began training her in some of the more rudimentary aspects of its use.
As it turned out, Nasiri did need the bodyguard. Drejj hired a Nikto dark side assassin named Kausar Kal to kill both the Jensaarai and Nasiri. Though the Jensaarai defender thought the Nikto was only after his ward, he killed his opponent despite it almost costing him his life. Touched by her bodyguard's devotion, Nasiri used her own resources to see to his treatment. She played up the role of a lovestruck girl, but surprised herself by discovering she wasn't just acting. She dated Char for a while after his recovery, letting him show her around the desert world and gathering the information she needed from him and other sources. Nasiri enjoyed her time with him, and did not look forward to her time on Tatooine ending.
Still, Nasiri had a job to do. She broke it off with Char after they finished shooting the holovid, but encountered him again when she snuck into Drejj's private quarters. As it turned out, Char had developed a reputation as a powerful bodyguard and the Hutt underestimated the bond between the two. Nasiri fought Char, at first almost playfully but later in earnest as she realized he was genuinely trying to kill her. She recognized him in his armor, but he didn't recognize her with her hood up, mask on, and goggles over her eyes. She was unwilling to kill him, so she knocked him out with a tranquilizer dart before she took out Char's Hutt employer. She hastily wrote out a note to Char, then disappeared into the Tatooine night.
Nasiri agreed, charging Morgo what she thought were exorbitant fees while posing as his slave girl and assassinating his rivals. Morgo, for his part, was something of a kindred spirit - he had spent most of his youth as a slave to a more powerful rival, and he despised his own species as rivals to his own power. He disdained many of the worst activities Hutts indulged in for profit; slaving eliminated his customer base, and narcotics trafficking burned through it. He dealt with arms trafficking, smuggling, and ran a handful of legitimate businesses as well. He drew the majority of his profit from his media empire, producing holodramas and music for popular consumption. Morgo seemed to genuinely care for Nasiri, treating her as a favored pet and willing to indulge her every desire. He encouraged her musical talents and helped her start her career when he discovered she could sing more than passably well, though he certainly made more money than she on her songs.
Nasiri's career in pop music provided her for a cover identity for a job to kill Drejj, Drojj's cousin, a couple of years later. Though she had avoided Tatooine previously, the money was just too good for her to pass up - and she knew Drejj had it out for her. Unbeknownst to her or Morgo, Drejj was the one who put the bounty out: He was trying to flush out the assassin Corusca. Morgo agreed to help for a cut of the bounty, and thus Nasiri got the role of the female lead in a low-budget holodrama shot on the desert world. She hired a bodyguard, picking a big brute of the local muscle named Char. She didn't think she needed the bodyguard, but she wanted to covertly glean information about the local underworld from him. Char was the one who discovered Nasiri's sensitivity to the Force, and he began training her in some of the more rudimentary aspects of its use.
As it turned out, Nasiri did need the bodyguard. Drejj hired a Nikto dark side assassin named Kausar Kal to kill both the Jensaarai and Nasiri. Though the Jensaarai defender thought the Nikto was only after his ward, he killed his opponent despite it almost costing him his life. Touched by her bodyguard's devotion, Nasiri used her own resources to see to his treatment. She played up the role of a lovestruck girl, but surprised herself by discovering she wasn't just acting. She dated Char for a while after his recovery, letting him show her around the desert world and gathering the information she needed from him and other sources. Nasiri enjoyed her time with him, and did not look forward to her time on Tatooine ending.
Still, Nasiri had a job to do. She broke it off with Char after they finished shooting the holovid, but encountered him again when she snuck into Drejj's private quarters. As it turned out, Char had developed a reputation as a powerful bodyguard and the Hutt underestimated the bond between the two. Nasiri fought Char, at first almost playfully but later in earnest as she realized he was genuinely trying to kill her. She recognized him in his armor, but he didn't recognize her with her hood up, mask on, and goggles over her eyes. She was unwilling to kill him, so she knocked him out with a tranquilizer dart before she took out Char's Hutt employer. She hastily wrote out a note to Char, then disappeared into the Tatooine night.
Nasiri left for Naboo, depressed and wanting time to herself in the isolated manor her 'master', Morgo, had given to her in a moment of generosity. She expected to never see Char again, or if she did it would have ended in one or the other dying. Char met her there, armed but not in his armor, and she confessed most of her backstory and her feelings for him before he had a chance to draw his weapon on her. They spoke well into the night, being honest with each other in a way neither one had ever done with another living being. Near dawn, Char surprised her by suggesting that she come with him. Nasiri surprised herself by agreeing, though she was reluctant to give up her one-woman crusade against the Hutts.
GEAR
- Mobquiet Flare-S swoop: A flashy swoop, the Flare-S is one of the fastest - and most dangerous - of all repulsorlift designs. It has a distinctive S-shaped frame that includes heavy reinforcing to allow the swoop to survive the stress of high-speed maneuvers. The Flare-S is built for speed and little else, with an absolute minimum of safety features (a safety harness) and control surfaces. As a result, the swoop is much faster than most vehicles its size, with a maximum speed of 600 km/h. It is, however, difficult to control at that speed.
The Flare-S swoop can achieve a low altitude, about three thousand feet, and it has a compartment behind the handles that can store small items. The Flare-S can accommodate a passenger riding pillion behind the rider.
Nasiri's swoop is glossy black with dark silver highlights and chrome trim. - Cyricept Panthac Mk VI Infiltrator suit: Apparently a simple black catsuit, this is a deceptively advanced and effective suit of armor. The boots incorporate sound-dampening pads, enabling the wearer to move about nearly silently even over gravel and other noisy surfaces. The armor also resists sensor scans thanks to the stygian-triprismatic micro-plates imbedded in the suit's shadowsilk outer layer; together they have the appearance and texture of black leather, but practically disappear in conditions of poor illumination. The suit's collar includes a shadowsilk hood that pulls up over the wearer's head, along with a scarf of the same material. The hood provides practically no protection from attack, but it does help conceal Nasiri's pale skin and bright hair. A helmet of stygian-triprismatic polymer is optional, but Nasiri rarely uses it. Beneath that is a sealed body glove impregnated with a thin layer of armorweave, able to protect the wearer against hard vacuum and contact with toxic materials, as well as providing resistance against most forms of attack. The armor is proof against a few shots from a hold-out blaster, a pelting of light shrapnel, or an attack from an unpowered blade, but nothing heavier and provides next to no protection against concussion-, impact-, stunning-, or bludgeoning-based attacks. The armorweave provides some slight resistance to lightsabers, mostly protection against glancing blows, though a lightsaber blade will burn the wearer even if it doesn't penetrate. The boots and gloves both bear FrictionGrip, a substance designed to stick to surfaces in much the same way as a gecko's pads when a mild electrical current passes through it. They activate when the wearer clenches her fists and then fully straightens her fingers, with the same gesture command to deactivate them. The suit thus enables its wearer to climb vertically or even stick to ceilings, provided the surface is capable of supporting her weight. It doesn't require energy cells, as piezoelectric material in the armor's joints generate sufficient power to operate the FrictionGrip pads.
In addition to the passive camouflage, the Panthac includes an active camouflage system as well. When activated, the suit is able to bend different kinds of waves - including light, sound, and electromagnetic - around itself, making the suit and its wearer essentially invisible. The suit and mask are also able to raise and lower the emitting temperatures to match the environment, making the suit invisible to thermal sensors and preventing the water vapor in the wearer's breath from condensing in cold temperatures. The suit is not totally invisible, however, and when looking directly at it while the active cloak is engaged a particularly perceptive observer might spot an almost phantasmal silhouette. The suit's camouflage is also less useful in precipitation or blowing dust, which might stick to the suit.
The suit has a pair of armored vambraces, though the only protection on the hands is thin gloves with polymer plates on the backs of the hands. The plate on the vambraces is stygian-triprismatic polymer, a material harder and more durable than standard plastoid and difficult to detect with sensor scans; they conceal their internal components except to the most sensitive scanners. The vambraces bear a selection of gadgets useful to a covert infiltrator and assassin, listed below. Both vambraces are fairly slim in design, showing little outward indication of the gadgets they conceal.- Right vambrace: The right contains an integrated blaster, dart launcher with an internal magazine of four darts, and grappling spike launcher. The blaster has the range, accuracy, and power of a normal blaster when in the hands of a proficient wielder. The blaster is accurate out to two hundred feet with a max effective range out to three hundred feet, getting twelve shots from the integrated power pack. It also has a strong stun setting useful out to twenty feet, which Narasi uses more often than the blaster setting. Because the power pack is integrated, it can only be recharged and cannot be pulled out and replaced without tools. The dart launcher can penetrate light armor (including the Panthac Mk VI itself) at close ranges, accurate out to about thirty feet with a max effective range of sixty-five feet, and it can carry a variety of payloads ranging from tranquilizers to mini-cameras to explosive micro-rockets. The grappling spike launcher has a range of sixty-five feet, and the cable with the attached grappler tag is capable of supporting at least three hundred pounds. It feeds from a small reservoir of liquid cable best described as a foamy spidersilk that self-weaves into a strong, tough cable with a tensile strength comparable to high-grade durasteel and particular ductilibility, able to stretch up to four times its length before snapping.
Nasiri owns four injector darts, two explosive darts, two mini camera darts, and a special close-range single-shot aerosol mister. She stores them on her belt, and selects a load-out based on expected missions. The explosive darts are, naturally, not re-usable. Mini cameras have a lifespan of about eight hours, and give a grainy two-dimensional picture with poor sound that nearly any computer could recover provided they got through the simple encryption. They are rechargeable, and can be erased to record again. - Left vambrace: The left contains a computer with an integrated comlink (75 km range overland and out to most standard planetary orbits) that can send and receive video as well as audio signals and can even display a holographic image of the person on the other end of the line. The left vambrace also has a built-in computer with retractable slicing spikes. Though not powered blades, the slicing spikes can be used as a punching dagger. It can penetrate most security systems in moments, as Nasiri has loaded the computer with a wide variety of slicing software. It's a fairly simple computer, though. The computer has about twelve hours of battery life, and recharges in an hour if connected to an adequate power supply.
- Right vambrace: The right contains an integrated blaster, dart launcher with an internal magazine of four darts, and grappling spike launcher. The blaster has the range, accuracy, and power of a normal blaster when in the hands of a proficient wielder. The blaster is accurate out to two hundred feet with a max effective range out to three hundred feet, getting twelve shots from the integrated power pack. It also has a strong stun setting useful out to twenty feet, which Narasi uses more often than the blaster setting. Because the power pack is integrated, it can only be recharged and cannot be pulled out and replaced without tools. The dart launcher can penetrate light armor (including the Panthac Mk VI itself) at close ranges, accurate out to about thirty feet with a max effective range of sixty-five feet, and it can carry a variety of payloads ranging from tranquilizers to mini-cameras to explosive micro-rockets. The grappling spike launcher has a range of sixty-five feet, and the cable with the attached grappler tag is capable of supporting at least three hundred pounds. It feeds from a small reservoir of liquid cable best described as a foamy spidersilk that self-weaves into a strong, tough cable with a tensile strength comparable to high-grade durasteel and particular ductilibility, able to stretch up to four times its length before snapping.
- Neuro-Saav Sensor Specs: A headband with a pair of angled triangular lenses that deploy down over the wearer's eyes when in use and retract back up to the top of her head while not, these augment the wearer's visual capabilities with a broad-spectrum imager. The basic setting is a combination light amplification and infrared sensor with a flash filter; necessary given Nasiri's night-blindness. There are a pair of small cylindrical sensor 'eyes', about an inch long and a centimeter in diameter, located to either side of the wearer's eyes when the goggles are down. When activated, they enable the wearer to see through solid objects using a combination of magnetic resonance and extremely high frequency radio waves. The images are high-resolution, but metal and thick stone block the Sensor Specs. The Sensor Specs can function for about thirty hours on a single energy cell, but running the piercer vision reduces that to about thirty minutes.
- Xana Exotic Arms MSW-9 Molecular Stiletto: Often disguised as a hairpin, Nasiri keeps this weapon concealed on her person at nearly all times. It is an unpowered weapon made from crystalline ceramic, able to penetrate nearly anything thanks to the monofilament edge and the slender design of the weapon. It is so sharp that it cuts painlessly. The blade is hidden within the hairpin, extending with the activation of a control stud.
- SoroSuub CS-12 Stun Master: Also called a contact stunner and sold as a personal protection device, the CS-12 consists of a small cylinder fifteen centimeters long and five centimeters in diameter with a flat disc on the forward end from which protrude thirteen contact probes. If applied to a target, the Stun Master produces an extremely strong nonlethal charge. While tightly regulated, particularly on populous worlds, the Stun Master and other contact stunners are easily smuggled through customs and police inspections on the few worlds where a permit cannot be obtained.
The CS-12 needs an energy cell to function, and is practically worthless as a weapon when unpowered.
Nasiri keeps the Stun Master on her utility belt (below) when in armor, and hidden on her person when in civilian clothes. It, much like her stiletto hairpins and laser ring, is almost always on her person. - Utility belt: Nasiri wears a belt with numerous pouches on it. The belt contains a medpac, a six-inch vibroblade, a tool kit, a sensor pack, a refill canister for her suit's cable launcher, two spare power packs for her blasters, a spare energy cell, a glow rod, a comlink (50-km overland or up to low orbit), and a rebreather.
- BlasTech DL-18 blaster pistols: The DL-18 has served as the galaxy's basic blaster for centuries. It was the foundation of many later BlasTech designs as well as the company's fortunes, and though it has gone through several upgrades over the years the same basic design remains unchanged. Versatile enough to balance multiple requirements, the BlasTech DL-18 and its chief competitor, the Merr-Sonn Model 44, are among the most ubiquitous of these weapons. Typical models such as these are often heavily customized by their owners. The DL-18 is also known as the "Mos Eisley Special" since it is a common sight among the crime lords of that Tatooine city.
Nasiri wears two of these strapped to her thighs while she's kitted out for combat. They are accurate out to two hundred feet, with a max effective range of three hundred and fifty feet. The blasters generate only average power and have some difficulty penetrating armor. They get twenty shots per standard power pack, or one hundred shots from a high-performance rechargeable power pack. Nasiri keeps them loaded with standard power packs, with two more power packs in her belt. - Laser ring: A dainty gold and silver metal ring set with a pea-sized red gemstone, this ring is actually a cleverly-concealed laser weapon. Though it has an extremely limited range of only about six meters, it is lethal within that range if aimed at a vital spot. The ring has but a single shot before it depletes its miniature energy cell, requiring ten minutes in its special power adapter to recharge. The ring is elegant and tastefully designed, and Nasiri almost always wears it on her right ring finger. If she doesn't wear it so openly, she wears it on a thin chain around her neck. Nasiri is sentimentally attached to the ring, though not due to any sane reason; she likes the useful little weapon.
- Jedi Lightsaber: The first lightsaber that Nasiri could really call her own, Char built the weapon and gave it to her before they left Tatooine. The slender curved hilt is only about 14 cm long, while the narrow, tightly-defined, pale violet blade is 85 cm in length. The weapon has a deadman switch that operates on a pressure panel concealed in the casing about where the thumb grasps it. The weapon's operation is based on a telekinetically-activated switch, and it has a training setting in addition to the 600-cm lightwhip setting. It has a krayt pearl cut into three lozenges for focusing crystals, giving it a brilliant, intense pale blue blade that the synthetic Adegan lens tints purple. The dueling emitter gives her lightsaber a much more responsive hand-weight and reaction, reducing the inertial impact of the gyroscopic effect.
- Sith Lightsaber: Stolen from Kausar Kal after Char killed him to protect her, this red-bladed lightsaber with a synthetic crystal worked until Nasiri took it apart and tried to put it back together. It was how she discovered her 'talent' with lightsabers.
- Cybernetics: Nasiri had a number of cybernetics forcefully installed in her when she was a teenager. None of her implants are externally visible, and thanks to the miracles of bacta there are no scars.
- Neural Interface: With this augmentation, Nasiri can remotely access computer systems in a hands-free mode, enabling her to undertake other actions simultaneously as she delegates tasks to autonomous programs. It vastly improves her ability to analyze data quickly, as well as improving her already-formidable intellect and her reasoning capabilities.
- Bacta-Processing Implant: This implant allows Nasiri's body to process bacta quickly. Provided the majority of the tissue remains and the damage to bone is not extensive, the implant enables Nasiri to heal critical injuries in seconds after she receives bacta treatment.
- Implant Communicator: The implant communicator is a marvel of modern electronics. It is a series of tiny receivers that are placed under the skin against the skull and next to the vocal cords. These transceivers pick up subvocalized words and transmit them via a built-in comlink.
The implant communicator has a very short range (1 km) and is particularly vulnerable to ion attacks. It is, however, an excellent way to send and receive clandestine messages. It is very difficult to notice someone using an implant communicator. - Lornan Implant: This implant regulates electrical current within the recipient's body, protecting Nasiri from the deleterious effects of ionic and electrical attack.
- Neural Interface: With this augmentation, Nasiri can remotely access computer systems in a hands-free mode, enabling her to undertake other actions simultaneously as she delegates tasks to autonomous programs. It vastly improves her ability to analyze data quickly, as well as improving her already-formidable intellect and her reasoning capabilities.
SHIP:
Nasiri's ship is a
DROIDS:
Nasiri owns a handful of droids, some gifts from Morgo and some droids she'd bought herself.
- N-SE4: A SE4-series protocol droid that Nasiri usually calls "Nessie" or "Ness-Four". The first droid frame that Morgo placed Corusca in, Nasiri gave it a durable new bronzium casing etched with flowing scrollwork and upgraded much of the simple droid's internals over the stock model. Though the stock SE4-series has a crude translator unit, N-SE4 has an advanced AA-1 Verbobrain and a TranLang III Communicator module. She installed combat protocols into the droid and integrated stun gauntlets into its hands, though it's still a poor fighter.
The droid is fluent in six million forms of communication with a wide knowledge of protocol and formal traditions. N-SE4 is unfailingly polite and quite uptight, speaking with a Core Worlds accent and in the manner of a prim and proper butler. It has no idea that Nasiri is anything but a Holovid starlet, and has developed quite the fashion sense. Nasiri tolerates the droid's growing obsession with fashion largely because she has little real interest in clothes herself, but she knows certain things are expected of someone in her position. The droid shares Nasiri's love of fine and exotic foods - it has a taste analyzer in the right forefinger - and delights in cooking for her and other appreciative gourmands. - LE-24N: A skeletally humanoid LE-series repair droid with administrative functions, Ellie is Enfour's co-pilot and flight engineer. The droid has a bronzium casing etched with flowing scrollwork. The droid has extensive data-files on spacecraft, though it specializes on the Sunrider. Nasiri installed combat protocols in the droid and integrated stun gauntlets into its hands, much like she did with Nessie.
Ellie is a no-nonsense, practical droid. Cheerful and very intelligent, the droid is quite amiable and enjoys working on spacecraft. Ellie is one of Nasiri's oldest droids, as it dates back to well before Nasiri worked for Morgo. Despite being an old droid, it is still up-do-date and well-maintained. - S19-N4: A one meter tall astromech droid with a boxlike chassis that moves about on one large wheel rather than on a trio of legs, each with their own smaller wheels. The LesTech S19-series astromech looks more like a power droid than most other astromechs. It has a wide variety of tools and a high degree of technical knowledge, but it has a tendency to topple over when trying to move too quickly. The S19 excels at making rapid repairs, as it is capable of focusing more intensely than even other droids and can work very quickly with all six of its tool mounts operating at the same time. Enfour has extensive programming devoted towards piloting, though it retains the base model's capabilities.
Enfour is Nasiri's pilot, and spends most of its time plugged into the Sunrider's astromech slot. It detaches when the ship docks to perform the routine maintenance and repairs any ship requires, but otherwise remains plugged in except in the most dire circumstances. The droid is a decent pilot and communicates well with the four droid brains that control the ship's weapons systems. Like the popular R2 astromech line that the S19 was released to compete with, Enfour has a cheerful, amiable personality with a stubborn streak and surprising loyalty. Nasiri has found she enjoys confiding in the little droid - a lack of a vocabulator and a limitless attention span makes for an excellent listener.
ROLE-PLAYS:
- Ship-Bored - Where Nasiri harasses Constance Maier and Halex.
- Turnabout - Where Nasiri springs the crew of the Celestial Phoenix from the brig of the Ravager, freeing the captive Emily Sodhrin in the process.