So hey everyone! I'm coming back to PL with some old characters and most definitely new ones! Including this first new one! The others will come later when I, uh, think of them
#PLAPP
PERSONIFICATION LIFE
CHARACTER APPLICATION
PERSONAL CHARACTERISTICS
Character Name: Maghrl’laundersando’tamil’reumaur, Maghrl for short
Character Gender: Male
Species (nation personification, human, alien, etc): Squib
Age: 26 standard years
Appearance: Maghrl is a squib, a species of short, furred hagglers from the outer rim who specialize in scrap and salvage, their natural inclination and skill being to discover valuable things in what others see as junk. Their fur helps this, being extra sensitive and even able to discern detail from their environment by rubbing against it. Maghrl himself has vibrant purple fur and bright blue eyes, that are always inquisitive and curious. He's just over a meter tall, meaning he'd only be about stomach height to most humans. His ears are large, and swivel to keep track of sounds almost constantly. While its hard to see, he does have a small tail, curled similar to a shiba inu and similarly fluffy. His clothing is obvious Jedi robes and tunic, though his have been added to and modified to include a myriad of pockets, bags, pouches, and et cetera. His habit of collecting means he wants as much space on his person as possible to carry objects. Besides that his belt always has his two lightsabers, along with various tools so if he finds something he wants to tinker with he always can.
URL to Character Picture, if any: Maghrl
Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.) Learn more about the Force, as it was previously predicted to only exist in his home galaxy yet it works just as well where he ended up.
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.)
-Build robots
-Collect things that interest him
-Barter(which is pretty much a physical need for him)
-Learn about this new place
-Hopefully sometime reestablish contact with the Order so they know what happened with him
-Increase his connection to the Force
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
-Speaks Squibban and has a Moderate understanding of Galactic Basic(English)
-Meditation
-Bartering and Haggling
-Survival Skills
-Basic cooking and housekeeping skills(basically he knows how to take care of himself)
-Combat Discipline (not using a gun, just how to handle himself in combat)
-Extra Sense – Fur (Squibs have fur that is used as a sixth sense organ, to discern more intimate details of objects, even detect forgery)
-Force Sensitivity/Raw Force talent and what comes with it
-Knowledge of Jedi History/Galactic History
-Knowledge of Jedi Philosophy
-Basic Swordsmanship and etiquette
-Basic diplomacy and persuasion
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Weapon Finesse – Lightsaber 3
Ability 2 and Points Spent: Robotics/Mechanics 2
Ability 3 and Points Spent: Force Training 2
Ability 4 and Points Spent:
OPTIONAL SUPERNATURAL CHARACTERISTICS
-His powers in general derive from the Force. In some areas its stronger, others weaker, but is a force present in the background of most living things. However, he does have his own natural store of energy to draw upon, and acts as a conduit for the force. Doing anything outside of his normal set of powers is incredibly strenuous on his body and could kill him, or doing anything for too long or too intensive. Another aspect of this is that he primarily is a light side user of the force, going with the flow rather than forcing it. Should he try to force things too much, he's susceptible to corruption from the dark side, which has a decaying affect on bodies.
Ability 1: Telekinesis
Power Level: 3
Strengths: able to pick up objects at a distance, and move them around. This can be either large objects or many small objects. This includes throwing them, pushing objects, general applications of force using the Force instead of normal limbs. He can also do this to attempt levitation or improve his jump distance or height, but it requires more power than otherwise would be used.
Weaknesses: Focus is required, and it drains from his energy. Attempting to pick up too much could burn him out or even injure him for a while. Attempting to levitate himself burns him out even faster.
Restrictions: Weight, More difficult to pick up living things due to their movement, against the psychically inclined its even harder.
Ability 2: Precognition
Power Level: 2
Strengths: During battle it lets him often see the attacks coming at him before they reach, helping him block. It also lets him with enough focus and application of energy to have minor visions, though unlikely of anything of consequence unless he really focuses. He also sometimes gets prophetic dreams
Weaknesses: Doesn't improve his reflexes, even if he sees it coming he'd have normal(for a jedi) reaction time. He doesn't have perfect foresight, and at most its a few seconds. Its good for blocking incoming ranged fire with his sabers. Any changes in action likely will render them useless, especially against highly unpredictable opponents. Vague and hard to understand without proper training. Dreams are of a similar nature, vague and difficult to interpret.
Restrictions: usually only a few seconds, requires much more power expenditure to get further in time.
Ability 3: Mind Trick
Power Level: 1
Strengths: Can trick weak willed individuals into believing what he wants to be true, is actually true. This ranges from the users identity, if they even existed, to the loyalty of the one being tricked. Useful and can be used to improve his persuasion by using application of the force.
Weaknesses: incredibly far fetched stories can cause cognitive dissonance and weaken the effects. Against psionics or those with strong wills (such as Hutts) its almost useless and obvious he's using his power, which understandably would annoy or piss off the recipient.
Restrictions: Can only be used to back up his own argument, or convince people of simple things. He's not powerful enough to do more than that.
Ability 4: Force Healing
Power Level: 1
Strengths: He can heal minor wounds and broken bones, but first would need to set them. He mostly performs this on himself in battle to keep himself moving and strong, knitting together damage to his body as he receives it.
Weaknesses: Like other powers it drains him, more so than other applications of power. Healing himself is the most easily performed aspect of this ability, as helping others is more intensive and difficult for him.
Restrictions: To heal others it requires direct contact, especially to the wounded area. He can't regrow limbs, only fix damage to what's there still.
MAGICAL OR SPECIAL ITEMS
List:
Light sabers: One made himself and anotherrecovered from the Old Temple during his required meditations there in the transference from apprentice to knight.
BACKGROUND
Education or Training: Educated and Trained by the Jedi Order in a variety of topics: Galactic history, basics of piloting starships, diplomacy, meditation, philosophy, the Force, swordsmanship all the things you could expect a Jedi knight's education and training to entail.
Character Background/Biography:
Maghrl was born on the Squib planet of Skor II in the Outer Rim, a virtual unknown almost backwater of a world at the time(It was one of the planets that had remained loyal to the old republic to the last, and retreated from galactic politics during the Empire to return with the establishment of the New Republic). It was a planet of scavengers and what most would consider trash collectors. They have an intense rivalry based on both philosophy and occupation with the nearby Ugors, who also collect junk and scrap it. All squibs are part of two intergalactic institutions, the Squib Polyanarchy and the Squib Merchandising Consortium. Together they are basically how the Squib species exerts itself on an intergalactic stage, the Polyanarchy ruling the planet and Consortium conducting their business. Squibs were born traders, their size and cute looks usually making other species easy to convince to give things for less or buy things for more. Barter is such an important thing to Squibs its almost a physical need, and a religion for them. They even have holidays just to celebrate bartering.
Going back to Maghrl, he was born on the outskirts of the capital to a happy family. Being on the outskirts of the city, most of it was made of junkyards and scrapyards, the most common job being to sort through it all. Maghrl, like all squib, loved that sort of environment to search through and collect oddities. For Maghrl, this included the broken pieces of an old lightsaber and crystal, likely a relic from before the war that had ended up in the trash along with much of the Order's computers, bits, and various other bits from the Temple. Besides that discovery, his life was quite boring and mundane, doing just about what you'd expect for a growing Squib to do, up until roughly his tenth birthday.
On that day Skor II got a special visitor, a Jedi Knight recruiting for the New Order created after the fall of the Empire. Force sensitivity among Squibkind wasn't hugely common, but the order needed adherents to repair the damage following the destruction of the old one. Maghrl was discovered, partly because he literally ran to the Jedi (He'd read about and long admired what he knew about the goals of the old Order) and showed him the broken lightsaber he'd found long ago. For some reason he thought that would be proof enough for them to take him, and believed that for years until he spoke to that knight years later. It was a good thing he had latent force talent then, or he'd have been sorely disappointed.
He's spent the next about 15 years under the New Order's tutelage, after his parents gave them permission to take him in and nurture the talent he had, leading to Maghrl reaching the rank of knight by his 25th birthday. He, like most new knights are relatively weak in power, but continue their studies and focus to increase and tap into that latent personality more and more as time goes on. The rank means the order trusts him to be his own operative and representative for the order if needed, and to send him out to do tasks for them, right now primarily to visit the various Jedi ruins around the Galaxy to find things useful to them recreating the order.
When it comes to personality, Maghrl is very much like his squib brethren: Inquisitive, curious, weird sense of value, loyal to a fault, and always loving to barter. His formative years on Skor II then with the temple have left him a kind, empathetic being and curious about people and history. He also loves especially to tinker with robotics and mechanical things, always carrying his tools with him to do so. He attaches much higher value to those things than anything else. Though don't let him barter in a place where you own things, he'd probably try offering you things you already owned as objects to barter with. He's a bit silly like that, so don't take it too seriously. He has a hard time sitting still, which is one reason he sometimes struggles connecting with what the Jedi call the “Living Force”.
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like) This but with the floors and surfaces covered in robotics and mechanical parts and random tidbits of junk, or containers and packs with random things he has collected
Link to RP examples: (this MUST be a DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don't have examples, make your biography good.)
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name: Maghrl
Brief Description: A squib jedi knight, obsessed with robotics, junk, and mechanical creations. He's fast, a bit hyperactive, but very friendly, loyal, and trustworthy. However he will try to barter for just about everything he desires, even if its a person's left boot.
PERSONIFICATION LIFE
CHARACTER APPLICATION
PERSONAL CHARACTERISTICS
Character Name: Maghrl’laundersando’tamil’reumaur, Maghrl for short
Character Gender: Male
Species (nation personification, human, alien, etc): Squib
Age: 26 standard years
Appearance: Maghrl is a squib, a species of short, furred hagglers from the outer rim who specialize in scrap and salvage, their natural inclination and skill being to discover valuable things in what others see as junk. Their fur helps this, being extra sensitive and even able to discern detail from their environment by rubbing against it. Maghrl himself has vibrant purple fur and bright blue eyes, that are always inquisitive and curious. He's just over a meter tall, meaning he'd only be about stomach height to most humans. His ears are large, and swivel to keep track of sounds almost constantly. While its hard to see, he does have a small tail, curled similar to a shiba inu and similarly fluffy. His clothing is obvious Jedi robes and tunic, though his have been added to and modified to include a myriad of pockets, bags, pouches, and et cetera. His habit of collecting means he wants as much space on his person as possible to carry objects. Besides that his belt always has his two lightsabers, along with various tools so if he finds something he wants to tinker with he always can.
URL to Character Picture, if any: Maghrl
Primary Objective: (What is your character's main goal? This should be the thing that drives their part of the plot.) Learn more about the Force, as it was previously predicted to only exist in his home galaxy yet it works just as well where he ended up.
Secondary Objectives: (What other goals does your character intend to achieve? These should drive subplots.)
-Build robots
-Collect things that interest him
-Barter(which is pretty much a physical need for him)
-Learn about this new place
-Hopefully sometime reestablish contact with the Order so they know what happened with him
-Increase his connection to the Force
MUNDANE SKILLS
These do NOT require points. These are the average, daily things your character can do. Examples are "drive a car", "speak a normal Foreign Language", "play a guitar", "write poetry". Some mundane skills come from your bio and are freebie. A soldier knows very basic training (shoot a gun, basic drill). Medic, martial arts or sniper would be a Specialized Skill or Talent.
List Mundane skills here:
-Speaks Squibban and has a Moderate understanding of Galactic Basic(English)
-Meditation
-Bartering and Haggling
-Survival Skills
-Basic cooking and housekeeping skills(basically he knows how to take care of himself)
-Combat Discipline (not using a gun, just how to handle himself in combat)
-Extra Sense – Fur (Squibs have fur that is used as a sixth sense organ, to discern more intimate details of objects, even detect forgery)
-Force Sensitivity/Raw Force talent and what comes with it
-Knowledge of Jedi History/Galactic History
-Knowledge of Jedi Philosophy
-Basic Swordsmanship and etiquette
-Basic diplomacy and persuasion
SPECIALIZED SKILLS AND TALENTS
These are specialized skills that set you apart from the average person. You have 7 points to spend here. Examples are swordsmanship, sniper, coercion, piloting etc.
Ability 1 and Points Spent: Weapon Finesse – Lightsaber 3
Ability 2 and Points Spent: Robotics/Mechanics 2
Ability 3 and Points Spent: Force Training 2
Ability 4 and Points Spent:
OPTIONAL SUPERNATURAL CHARACTERISTICS
-His powers in general derive from the Force. In some areas its stronger, others weaker, but is a force present in the background of most living things. However, he does have his own natural store of energy to draw upon, and acts as a conduit for the force. Doing anything outside of his normal set of powers is incredibly strenuous on his body and could kill him, or doing anything for too long or too intensive. Another aspect of this is that he primarily is a light side user of the force, going with the flow rather than forcing it. Should he try to force things too much, he's susceptible to corruption from the dark side, which has a decaying affect on bodies.
Ability 1: Telekinesis
Power Level: 3
Strengths: able to pick up objects at a distance, and move them around. This can be either large objects or many small objects. This includes throwing them, pushing objects, general applications of force using the Force instead of normal limbs. He can also do this to attempt levitation or improve his jump distance or height, but it requires more power than otherwise would be used.
Weaknesses: Focus is required, and it drains from his energy. Attempting to pick up too much could burn him out or even injure him for a while. Attempting to levitate himself burns him out even faster.
Restrictions: Weight, More difficult to pick up living things due to their movement, against the psychically inclined its even harder.
Ability 2: Precognition
Power Level: 2
Strengths: During battle it lets him often see the attacks coming at him before they reach, helping him block. It also lets him with enough focus and application of energy to have minor visions, though unlikely of anything of consequence unless he really focuses. He also sometimes gets prophetic dreams
Weaknesses: Doesn't improve his reflexes, even if he sees it coming he'd have normal(for a jedi) reaction time. He doesn't have perfect foresight, and at most its a few seconds. Its good for blocking incoming ranged fire with his sabers. Any changes in action likely will render them useless, especially against highly unpredictable opponents. Vague and hard to understand without proper training. Dreams are of a similar nature, vague and difficult to interpret.
Restrictions: usually only a few seconds, requires much more power expenditure to get further in time.
Ability 3: Mind Trick
Power Level: 1
Strengths: Can trick weak willed individuals into believing what he wants to be true, is actually true. This ranges from the users identity, if they even existed, to the loyalty of the one being tricked. Useful and can be used to improve his persuasion by using application of the force.
Weaknesses: incredibly far fetched stories can cause cognitive dissonance and weaken the effects. Against psionics or those with strong wills (such as Hutts) its almost useless and obvious he's using his power, which understandably would annoy or piss off the recipient.
Restrictions: Can only be used to back up his own argument, or convince people of simple things. He's not powerful enough to do more than that.
Ability 4: Force Healing
Power Level: 1
Strengths: He can heal minor wounds and broken bones, but first would need to set them. He mostly performs this on himself in battle to keep himself moving and strong, knitting together damage to his body as he receives it.
Weaknesses: Like other powers it drains him, more so than other applications of power. Healing himself is the most easily performed aspect of this ability, as helping others is more intensive and difficult for him.
Restrictions: To heal others it requires direct contact, especially to the wounded area. He can't regrow limbs, only fix damage to what's there still.
MAGICAL OR SPECIAL ITEMS
List:
Light sabers: One made himself and anotherrecovered from the Old Temple during his required meditations there in the transference from apprentice to knight.
BACKGROUND
Education or Training: Educated and Trained by the Jedi Order in a variety of topics: Galactic history, basics of piloting starships, diplomacy, meditation, philosophy, the Force, swordsmanship all the things you could expect a Jedi knight's education and training to entail.
Character Background/Biography:
Maghrl was born on the Squib planet of Skor II in the Outer Rim, a virtual unknown almost backwater of a world at the time(It was one of the planets that had remained loyal to the old republic to the last, and retreated from galactic politics during the Empire to return with the establishment of the New Republic). It was a planet of scavengers and what most would consider trash collectors. They have an intense rivalry based on both philosophy and occupation with the nearby Ugors, who also collect junk and scrap it. All squibs are part of two intergalactic institutions, the Squib Polyanarchy and the Squib Merchandising Consortium. Together they are basically how the Squib species exerts itself on an intergalactic stage, the Polyanarchy ruling the planet and Consortium conducting their business. Squibs were born traders, their size and cute looks usually making other species easy to convince to give things for less or buy things for more. Barter is such an important thing to Squibs its almost a physical need, and a religion for them. They even have holidays just to celebrate bartering.
Going back to Maghrl, he was born on the outskirts of the capital to a happy family. Being on the outskirts of the city, most of it was made of junkyards and scrapyards, the most common job being to sort through it all. Maghrl, like all squib, loved that sort of environment to search through and collect oddities. For Maghrl, this included the broken pieces of an old lightsaber and crystal, likely a relic from before the war that had ended up in the trash along with much of the Order's computers, bits, and various other bits from the Temple. Besides that discovery, his life was quite boring and mundane, doing just about what you'd expect for a growing Squib to do, up until roughly his tenth birthday.
On that day Skor II got a special visitor, a Jedi Knight recruiting for the New Order created after the fall of the Empire. Force sensitivity among Squibkind wasn't hugely common, but the order needed adherents to repair the damage following the destruction of the old one. Maghrl was discovered, partly because he literally ran to the Jedi (He'd read about and long admired what he knew about the goals of the old Order) and showed him the broken lightsaber he'd found long ago. For some reason he thought that would be proof enough for them to take him, and believed that for years until he spoke to that knight years later. It was a good thing he had latent force talent then, or he'd have been sorely disappointed.
He's spent the next about 15 years under the New Order's tutelage, after his parents gave them permission to take him in and nurture the talent he had, leading to Maghrl reaching the rank of knight by his 25th birthday. He, like most new knights are relatively weak in power, but continue their studies and focus to increase and tap into that latent personality more and more as time goes on. The rank means the order trusts him to be his own operative and representative for the order if needed, and to send him out to do tasks for them, right now primarily to visit the various Jedi ruins around the Galaxy to find things useful to them recreating the order.
When it comes to personality, Maghrl is very much like his squib brethren: Inquisitive, curious, weird sense of value, loyal to a fault, and always loving to barter. His formative years on Skor II then with the temple have left him a kind, empathetic being and curious about people and history. He also loves especially to tinker with robotics and mechanical things, always carrying his tools with him to do so. He attaches much higher value to those things than anything else. Though don't let him barter in a place where you own things, he'd probably try offering you things you already owned as objects to barter with. He's a bit silly like that, so don't take it too seriously. He has a hard time sitting still, which is one reason he sometimes struggles connecting with what the Jedi call the “Living Force”.
OTHER GAME MECHANICS
URL to Apartment Picture: (What's the inside of their apartment look like) This but with the floors and surfaces covered in robotics and mechanical parts and random tidbits of junk, or containers and packs with random things he has collected
Link to RP examples: (this MUST be a DIRECT LINK to your IC post in an RP, NOT a link to the RP thread itself. If you don't have examples, make your biography good.)
IMPORTANT:
One paragraph that sums up your character. This paragraph is what we'll use on your player tab on the first page of the thread. This MUST be brief. Your tab will contain a link to your application so people will have full details
Character Name: Maghrl
Brief Description: A squib jedi knight, obsessed with robotics, junk, and mechanical creations. He's fast, a bit hyperactive, but very friendly, loyal, and trustworthy. However he will try to barter for just about everything he desires, even if its a person's left boot.
Please tell me if I've messed up anything on the app, I'm not used to the new ones yet!