Boocha the Shaman

Tiberius Semper

The Lord of the Hutts
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Stormstride Clan


Attributes: The Fundamentals
Strength: ■■■■■■■■■
- Raw physical strength.
Dexterity: ■■■■■■■■■■
- Speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina: ■■■■■■■
- Physical hardiness, including resistance to disease and physical trauma and how fast you can recover.
-------​
Charisma: ■■■■■■■■
- How you come across to others socially; How you conduct yourself in public when not actively interacting with others.
Manipulation: ■■■■■■■■
- How easily you bend others to your will, either through persuasion or threats.
Apperance: ■■■■■■■■■
- Your level of attractiveness; may be raised temporarily with clothing or other adornment.
-------​
Perception: ■■■■■■■■■
- Your ability to notice things, to perceive the world around you, through all your senses.
Intelligence: ■■■■■■■
- Memory and raw brain power.
Wits: ■■■■■■■■■■
- Quickness of thinking; measures how easily you make leaps of logic or intuition.
-------​
Force Sensitivity: ■■■■■■■■
- Boocha is an Initiate to the Nightsisters and has just started his first steps along the path of the Twin Gods, although he has been trained as an Earth Shaper Initiate as a favour to his Clan Mother, by Master Shaper Kenth Corruss for a while.

Force Abilities
- The Force had a range of powers that functioned in accordance to fundamental attributes that were cardinal in nature, and categorized by the way in which a user was able to focus on the Force while using an ability. The aspects of the Force were divided into Control, Sense, and Alter by the Jedi Order. Under these three themes were several core abilities, that could be expanded upon and changed, depending on the user. The Nightsisters have taught Boocha the basics of Control, and he is looking to improve his knowledge and power in them
Control:
Altus Sopor: ■■■■■■■■■
- Altus sopor was the traditional term for the ability to increase a user's focus on the Force. Altus sopor was a basic component of the control area of Force techniques, and when developed, could allow a practitioner to merge into the Force so that they would become nearly invisible to others.
Curato Salva: ■■■■■■■■■
- Curato salva was an umbrella title used by the Jedi Order to classify Force abilities related to self-healing.
Detoxify Poison: ■■■■■■■
- Detoxify Poison was a Control-based Force power that allowed a Force-user to detoxify poisons or eject them from their body in a much shorter amount of time than would normally be possible.
Tutaminis: ■■■■■■■■■
- Tutaminis was an umbrella title used by the most Force Using Orders to classify Force abilities related to energy absorption.
Initiate level Spells known:​
Animal Friendship: ■■■■■■■■■
- Animal friendship, also referred to as Beast Control or Beast Trick, was the Force ability to control an animal. Once calmed, the animal could be used by the Force user in various ways, including as a mount or guard beast.
Blood Trail: ■■■■■■■■■
- With this technique, the Nightbrother would use her own blood to mark her target (often a slave) and track them through the blood mark.
Mindspeech: ■■■■■■■■■
- A Nightbrother could use this power to project his image and voice into the head of anyone he wanted.
Speed of the Toocha: ■■■■■■■■■
- A Nightsister technique, where a Nightbrother is imbued with short bursts of blindingly fast speed and energized leaps to cover remarkable distance.

The Shapers of Kro Var wielded the dark side of the Force, and were regarded as being deeply connected to the elements of earth, fire, air, and water. Their abilities included buckling stone, creating walls of wind, and generating spouts of flame.
Earth:
Initiate level Spells known:​
Earthquake: ■■■■■■■■■
- An Earth Shaper could use this power to project quakes and tremors into the ground around him, thus making them lose their balance.
Rock Shield: ■■■■■■■■■
- With this thecnique, an adept of the Earth discipline could momentarily create a barrier of earth that erupts from the ground in front of him, blocking an attack at the expense of blocking his opponents whereabouts.
Tremorsense: ■■■■■■■■■
- With this technique, the Kro Var Initiate would use her own affinity with the earth to sense the subcutaneous tremors that others leave as they step on the ground.
Leia_Beldorion_TERC.jpg

Identity
Name: Boocha Anjiliac Gorga
Rank:
  • Initiate Shaman
  • Initiate Beastwarden



Appearance
Height: 3.0 Imperial Standard Meters
Weight: 500.00 kg (1,102.3lb)
Eyes: Red
Hair: N/A
Skin: Olive Green/Grey

[td]Birthplace: Haruun Kal
Species: Hutt
Age: 204 Galactic Standard Years (Born in 819 ABY)
Gender: Hermaphrodite (Male personality)
Marks: None
Description
- Boocha is an immense slug-like creature with a thick body and a long muscular tail with small arms located on the upper body. His bulbous heads had two enormous reptilian eyes that were sometimes compared to those of a feline and protruded from the surface of their face. Beneath their wide nostrils and upturned nose was a broad lip-less mouth that spread from one earhole to the other. Similar to serpents, to which they were compared, Hutts were able to open their jaws to miraculous widths that allowed them to devour almost anything

Merits:
  • Celestial Attunement:
    Boocha has an innate link to the passage of time and the movement of the celestial bodies. He can estimate the time until sunrise or sunset within a matter of a couple moments, and can follow the phases of the moon in his head. With some training in astrology Boocha can foretell astrological conjunctions without access to charts. Boocha can accomplish any of these feats with a minimum of concentration.
  • Eidetic Memory:
    Boocha can remember what he sees and hear's with perfect detail and clarity. Documents, events and conversations can be committed to memory with only minor concentration. Under stressful conditions, Boocha must find a second of calmness to summon enough concentration to absorb what his senses detect and commit it properly to memory.
  • Iron Will:
    Boocha's mind is as a castle, daring intruders with towers of ego and walls of raw will. Any attempt to affect him with Dominate or otherwise tamper with his mind using the Force is doomed to failure, due to both his force of personality as well as his species natural immunity to Mind-Tricks.
Flaws:
  • Nightmares:
    Boocha suffers horrendous nightmares whenever he sleep. Perhaps they are memories of terrible events in his life, or perhaps he is chronically disposed to such terrible dreams. Whenever Boocha sleeps, Boocha must ward his mind with the Force. Success means he get's a peaceful night’s sleep, whereas failure means he experience a terrible dream and wakes up in a cold sweat. This broken sleep pattern insures that anything requiring focus the following day is far more difficult. Botching this ritual means even though he awakens from the nightmare, Boocha is delusional and trapped in a waking-nightmare.
  • Obsession (Magick):
    There is something you like, love or are utterly fascinated by to the point where you often disregard common sense to cater to this impulsive drive. You will instinctively react positively to anything related to your obsession, even if it is not in your best interests to do so. For example, if you are obsessed with local folklore, you will likely go out of your way to chat with wisewomen and talespinners of various cultures and creeds to hear such tales (or variations of known tales). If you are obsessed with weaponry, your home is filled with collected weapons from polearms to crossbows to broadswords and irritate your friends with constant prattle about the differences between a warhammer and a bec de corbin. This must be roleplayed to its fullest extent, and a truly enormous amount of Willpower must be harnessed to suppress your obsession for a scene.
  • Absent-Minded:
    Boocha is notoriously forgetful and scatterbrained. Not necessarily unintelligent, he does not forget such critical things as Knowledges and Skills, but he does forget other people’s names, titles, where he left his pouch and the last thing he ate, not to mention numerous other things, of course. In order to remember anything more than your own name, home address, age and occupation, Boocha will need to make gather his will to focus and try and remember. If all else fails, Boocha can spend a moment harnessing the Force and accessing his memories to force immediate recollection.


Nightsisters of Dathomir


Talents; A Matter of Innate Ability
Alertness: ■■■■■■■■■
- Alertness is the ability to notice things that are going on in one's general vicinity, with or without actively searching for them.
Athletics: ■■■■■■■■■
- Athletics is the aptitude for physical exertion, be it during relatively formal sports or simply in the course of an active life.
Brawl: ■■■■■■■■■■
- Brawl is the ability to fight unarmed, whether with a specific system of techniques or simply flailing away and relying on one’s experience of where and how to strike a foe.
Dodge: ■■■■■■■■■
- Dodge is the ability to get out of harm’s way, whether in combat or in the face of other sorts of danger.
Empathy: ■■■■■■■■■
- Empathy is the ability to understand others’ emotional states and to present a suitable response—whether the character genuinely sympathizes with others or simply wishes to use them.
Expression: ■■■■■■■■■
- Expression is the ability to communicate clearly and appropriately with words, be they spoken or written.
Intimidation: ■■■■■■■■■
- Intimidation is the ability to make others do what you want, not out of respect or conviction but out of fear of the consequences if they were to disobey.
Leadership: ■■■■■■■■■
- Leadership is the ability to make others carry out your orders.

Skills; A Matter of Instructed Ability
Animal Ken: ■■■■■■■■■
- Animal Ken is an understanding of beasts’ actions and desires, from the feral animals of the forests and mountains to the beasts of burden that toil in the fields and populate stables, barns and sties.
Archery: ■■■■■■■■■
- Archery is the ability to use bows, the most common ranged weapon of the Dathomiri.
Commerce: ■■■■■■■■
- Commerce is the ability to successfully bring goods to market, with all that such intricacies entail.
Crafts (Blacksmithing): ■■■■■■■■■
- Crafts is yet another catch-all ability covering skills at making and fixing things with your hands and evaluating such work by others.
Melee (Shii-Cho): ■■■■■■■■■
- Melee is the ability to fight with hand-to-hand weapons, from sticks and clubs to swords and more exotic weaponry, depending on the details of the character’s training.
Ride: ■■■■■■■■■
- Ride is the ability to travel astride a horse or other riding animal, keeping it under control in varying circumstances.
Stealth: ■■■■■■■■■
- Stealth is the ability to move without alerting others to your presence.
Survival: ■■■■■■■■
- This is the ability to cope with the challenges of harsh environments

Knowledges; A Matter of Learned Ability
Academics: ■■■■■■■
- Academics covers the standard curriculum of the Dathomiri Witches; the trivium of grammar, rhetorical and dialectic speech, the quadrivium of arithmetic, music, history, geometry and astronomy.
Hearth Wisdom: ■■■■■■■
- This is the lore of the common people, as opposed to the learned scholars of the academy.
Investigation: ■■■■■■■■■
- Investigation is the ability to systematically examine one’s environment and analyze the results.
Nightsister Law: ■■■■■■■■■
- Law is the body of knowledge about justice and its applications in practical affairs.
Medicine: ■■■■■■■■
- Medicine is the rare lore of the body and how it functions.
Occult: ■■■■■■■■
- Occult encompasses all the dark lores of supernatural power, most especially those that derive from formal studies, experimentation and treaties (and hence beyond the ken of Hearth Wisdom).
Politics: ■■■■■■■■■
- Politics is the theory and practice of governance; what ancient and modern governors have written and how people respond to authority of various sorts.
Seneschal: ■■■■■■■■
- Seneschal is the ability to administer holdings, from private households to entire kingdoms.
Theology: ■■■■■■■■■
- Theology is the lore of the queen of the sciences, the study of God’s will in all things.
[/TD]
d6UfGdg.jpg
Boocha as a young Hutt training with his training lightsaber​

Assets
Lightwhip:
- Brief Description.
Staffsaber:
- Brief Description.

Ship:
-

Droids:
- N/A

Pets:
-N/A

Money:
- N/A

Possessions
- Small utility belt with the following items inside:
  • Small holster, containing a light blaster pistol
  • Comm Link
  • Four spare blaster power packs
  • Two medpacks
- Handbag containing:
  • Anceint Scrolls
  • Writing materials
  • A datapad

Personality
Boocha is notoriously forgetful and scatterbrained. Not necessarily unintelligent, he does not forget such critical things as Knowledge's and Skills, but he does forget other people’s names, titles, where he left his pouch and the last thing he ate, not to mention numerous other things, of course. Boocha methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Boocha seeks to increase his power over others within the hierarchy of the Witches of Dathomir, with the strongest first and the weakest last. Naturally, Boocha wishes to be first. Boocha holds that strict order is of utmost importance, but he sees it as necessary to further the ends of the deserving (strong ) over the undeserving (weak and worthless). Usually Boocha's own ends are to be promoted above all others, but he respects the will of the group and the power and authority of those above him--unless he believes his superiors are not deserving of that position. As a Nightbrother of the Stormstride Boocha is seldom subject to the secular laws of Dathomir society in general, as he sees those laws as restrictive and unfair because they deny the worthy their proper place. The so-called "White Witches" are a means by which the undeserving are placed and maintained in positions of power, whereas each person should be allotted his place by his leaders according to personal merit. Life is valueless to Boocha; those too weak to defend their possessions and positions don't deserve to have them in the first place.

Boocha will keep his word if he gives it and will never lie, although he may mislead or withhold information. He will attack and kill an unarmed foe and will harm an innocent. He will use torture to extract information, but never for pleasure. He will kill only to advance himself, never for pleasure. As a Shaman and a Beastwarden of the wilds of Dathomir, Boocha is singularly proficient in the usage of poison. He will not help those in need without a reward and he prefers to work with others. He responds well to higher authority, is trustful of organizations, and will always follow the law. He will never betray a family member, comrade, or friend. Boocha respect the concepts of self-discipline and honor.


xNQUwEj.jpg
Training lightsaber combat on Dathomir with a Nightsister
Intents and Goals
-Boocha wishes to learn all there is to be known about the spirits and the nebulous power that they can afford to those who are in tune with them. By growing in power and knowledge, Boocha will be able to one day utilize his knowledge and rituals to find those responsible for the attack on his family and bring vengeance and destruction on them. In addition, Boocha has been intrigued and titillated by those whispers of other dark and elusive organizations who claim to be able to touch the spirits and channel their fury, but through a different path - the way of the darkness, or in their own words: The Dark Side. The Force is a pwoerful tool, and Boocha would love to be able to one day control it for himself, in addition to his growing mastery over the spirits of Dathomir.

Biography:

Birth of the Great Wyrm
- Boocha was born on the lush planet of Haruun Kal. From a young age, he had always felt a connection with the land and contrary to conventional Hutt traits was happy to play around outside in nature. He never took to the scheming and backstabbing that went on through his household and Kajidic and preferred to always find a solution through more direct means, and although he was never good at it, he was still forced to learn the basic intricacies of politics and management and because of his apparent neutrality was appointed as his family household steward. At the age of 80 Boocha's entire household was slaughtered in brutal raid that was engendered by a rival family in the Kajidic, and only Boocha's latent Force Sensitivity and affinity for animals saved his life, as his burned and mutilated body was dragged away by an Akk Dog. These horrendous events scarred him for the next decade, as he became an introvert and a recluse - living alone with only animals as his companions, and after he was found and brought back out - they continued to plague him with horrendous nightmares that constantly hinder his sleep and make his waking hours a terrible thing.

The raiding party was amused and surprised when they found the Hutt wandering across the wilderness and they captured him as a curiosity and a freak - with the intention of returning him back into his Kajidiic and reaping the rewards for returning a lost Hutt. But his Kajidic spurned him as a failure, and refused to deal with the band of slavers. In a rage, the leader of the band tortured him murderously and left him for dead in the jungle, where only the intervention of an old man saved his life.

Master Kenth Corruss was an old Kro Var Shaper who wanted his own minion and saw his potential as a wielder of the same Magick's of the Kro Var. After a few years, and learning all that the Master would teach him (and cognizant that there was far more, but he was being held back purposefully) he murdered his teacher and left only he got lost on the way, and accidentally inputted the coordinates for Dathomir instead of Kro Var. Then he was captured by the White Witchs and was brainwashed by them for some time, until he was brought over to the Nightsisters during a raid.


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Masters

Clan Mother Vyrzhal Kushara
Status: Alive

-Clan Mother Kushara was the one who authorized and lead the raid that bought Boocha his freedom, both from the White Witche's themselves as well as from the shackles of their narrow minded and misguided philosophy. Opening his eyes, and teaching him the lore, legends and Magick of the Nightsisters made her a central figure in Boocha's life



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Tiberius Semper

The Lord of the Hutts
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It's still not 100% complete, so please forgive me

Also - reserved for edit logs and other stuff
 

Pureblood-Sin

SWRP's local Viking
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Aye, he be a fine addition to the Clan. Another spark needed to get us going again.
 
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