This the the first ship my crew and I commandeered in Port Fortune. It is a Airship of an Elven make, capable of flight and water transportation. The main deck sports 10 energy cannons and the side decks sport 5 more on each side. The quarter deck houses a large beam cannon as well. The ship sports energy shields, which are capable of covering the entire ship, as well as feeding into the cannons to protect them directly. A large circular reactor at the front of the ship gives the ship power and energy for weapons and shields, as well as flight. The technology on all of the ship is part magical, thanks to the Elves, so it tends to pull energy from the environment. Despite the damage sustain while taking the ship, Tobias and myself were able to restore the ship to proper function, as well as adding our own modifications. The entire ship is out fitted with a layer of Crystallinite, which lays dormant normally. This can be activated by myself for added protection as well as manipulation by myself. The ship has housing for everyone below deck, as well as a large captain quarters at the back. Here, I have out fitted a large pipe organ, whose sound can be heard across the entire ship, if settings are activated. Other rooms in the ship include a medical bay, large cargo hold, engineer/engine room. The quarter deck houses the main controls and communication center. We also made a small docking station/hanger for the Emerald Shine to be stored in, which is located under the side decks and has a camouflage covering to hide it's presence from the outside.
The second ship I commandeered from Port Fortune, more of a second thought than part of the primary plan. This ship is capable of space flight and air flight. Compared to the Jade Horizon, its smaller in size, able to dock inside of the Horizon's interior, but just so. The ship itself is much faster, able to move past the speed of sound easily. It is equipped with typical energy shields and laser cannons. It is an older model, but it holds up well, despite needing repairs. It has a med bay, small cargo bay, and sleeping quarters, as well as a small communication room just outside the cockpit.
Berk Shamgar Irving
Crew Position: Thief
Weight: 138 lbs.
Eye Color: Black
Hair Color: Black
-Short Sword: Berk's main-hand weapon, an ordinary short sword made of moderate grade metal and sharpened often.
-Dual Pistols: These pistols are either used in off-hand conjunction with the short sword or dual-wielded as a pair. Shot is not infinite, but Berk generally carries backup ammo.
-Black Powder: Black powder is used to create smoke screens, allowing for easier Shadow Movement and impairment of vision for enemies.
-Poisoned Oil: Oil that can be mixed with shot or slathered across a blade to give the weapon poisoning ability.
-Boot Blades: Blades that can be extended from the tip of Berks boots by flexing a certain set of muscles in the leg and foot. Used to stab an unaware victim when hands are otherwise occupied.
-Throwing Knives: Small blades capable of being thrown at opponents, Berk carries a small stash of a dozen, which are hidden on his person. They can be picked up to replenish stock.
-Stealth: Being a thief, Berk has nearly mastered the ability to remain unseen and unheard. This ability only increases during night or in dark/lowlight areas. He can even disappear within direct sight of someone, though against opponents with enhanced vision, that tends to be less effective.
-Shadow Movement: Allows Berk to become a blur of movement, increasing his speed and making him harder to see and keep track of. In shadows, at night, or with black powder, Shadow movement can last for more than a few moments and can be chained together without much drain. In daylight with no cover, Shadow movement can be used in short bursts, either to dodge or close/increase distance, however using it repeatedly drains energy and tends to exhaust the user.
Crew Position: Engineer
Weight: 230 lbs.
Eye Color: Dark Blue
Hair Color: Black
-Pistol: Shoots magnetized shots capable of piercing through moderate grade metals due to their polarity.
-Magnetized Shield: Circular Shield capable of deflecting projectiles away from itself when activated. Shield is large enough to cover all of Tobias's head, chest, and arms when held.
-The War Hammer Strikefire: Tobias's war hammer Strikefire is something he forged himself. It is a large war hammer that tailors to Tobias's size with magical and mechanical improvements. It unleashes heat and flames from the head, allowing for more damage upon impact. It can also has a flamethrower equipped in the top of the head, allowing for blasts of flames to be unleashed from it.
-Mechanical Knowledge: Tobias has a vast knowledge of mechanical and computer workings, giving him the natural ability to work on, fix, and disable such systems. He uses these ability to primarily take care of the ship, but he can also use it to take down security systems and fight robotic/Mechanical enemies.
-Mechanical Alchemy: Tobias has some ability with magically construction machines. He uses this to more easily and swiftly repair the ship as well as in battle summon turrets and small flying gizmos which shoot electrical, flame, or poison based shots at enemies.
Jona Jasper Vahan
Weight: 145 lbs.
Eye Color: Green
Hair Color: Blonde
-Lightsaber: Rare, dual-bladed training saber, yellow in color. One used to train temple guards. Because it is a training saber, it can only cut through medium grade metals or lower, but can still block energy bolts and other Lightsaber blades/sword blades.
Light SIde Force Powers
Force Stun: Uses the force to try and immobilize an opponent for a short time by causing stun to their body.
Force Barrier: Creates a barrier around the user which helps to deflect objects/attacks away from the user. Restricted to small-medium, material, air born projectiles. Can only last through a select few number of attacks, usually 5-7 at max.
Force Armor: Allows the user to coat their body in Force to soften impact of attacks against them. Is easily pierced and doesn’t protect well against energy type attacks.
Force Disruption/Stun Droid: Uses the Force to cause malfunctions in technological and mechanical entities, computers, droids, etc. Restricted to causing minor disruptions and momentary lapses in these, and causing minor damage.
Neutral Force Powers
Force Dash: Allows user to blast forwards for a small amount (few seconds tops) of time in a blur of speed.
Force Jump: Uses Force to help leap upwards, usually a few feet or so higher than a normal human jump.
Force Manipulate: Uses to Force to Push, Pull, Grab, and otherwise move the environment and objects within it. Much like Telekinetic power, although limited in mass and size of objects controlled. Cannot Grab onto opponents directly, although can cause a push or pull force against them in attempt to move them.
Energy Resistance: Covers the user in Force that reflects small energy attacks and sources from the user. If enough energy is present, the field will over load, and vanish.