Dragon of Zakuul


Original Stats | Current Stats | Force Data | Equipment | The Dragon's Zakuulan Fleet

Background:

See separate file

Physical Description:

Tall and a bit lanky, long blonde hair, fair skin, silver-blue eyes.

Personality:

Calm and collected, observant, has a moderate patience level, is easy to get along with. Is a fierce fighter when in combat. He does not often let his emotions get the better of him.

Objective(s):

To return home to Atlantis, to broaden his knowledge of this galaxy and uncover its secrets, and to do what he perceives and the right course of action.

Quote(s):

"Thor will either be pleased that I named it after him or he'll scold me...again."
"Hold tight the light in the dark."

Template: Zakuulan Force User
Character Name: Yamato Kira Tsukiyomi
Prestige Class: Zakuulan Knight, L3
Alias(s): Moonwind
Gender: M
Species: Near-Human
Age: 25-30 (Apparent): (True) 81 years awake; 3682 (including stasis)
DOB: 3686.3.15 BBY
Height: 1.96m
Weight: 80.29kg
Force Sensitive: Yes
Force Points: 3
Dark Side Points: 1
Character Points: 27
Extra Character Points: 50
Cyber Points: 0
Move: 10
Place of Birth: Atlantis (Pegasus Galaxy)
Homeworld: Lantia (Pegasus Galaxy)
ATA: 100%

Dexterity 5D: Acrobatics 8D, blaster 6D, blind fighting 6D, contortion 7D, dodge 8D, lightsaber 11D,

(s) Lightsaber: Form “zero” (ML) 11D+1,
(s) Lightsaber: form I, Shii-Cho (ML) 11D+1,
(s) Lightsaber: form II, Makashi (ML) 11D+1,
(s) Lightsaber: form III, Soresu (ML) 11D+1,
(s) Lightsaber: form IV, Ataru (ML) 11D+1,
(s) Lightsaber: form V, Shien (ML) 11D+1,
(s) Lightsaber: form V, Djem So (ML) 11D+1,
(s) Lightsaber: form VII, Juyo 11D+1,
(s) Lightsaber: form VIII, Sokan 11D+1,
(s) Lightsaber: form IX, Shien (ML) 11D+1,
(s) Lightsaber: form X, Niman (ML)(Dual Single Blades) 11D+1,
(s) Lightsaber: form X, Jar’Kai (ML)(Double Bladed) 11D+1,
(s) Lightsaber: form X, Zakuulan (ML)(Pole saber) 11D+1,
(s) Lightsaber: Tràkata 11D+1,


melee combat 5D, (s) melee combat: zakuulan pole staff 7D, running 5D, thrown weapons 5D
Perception 5D: Bargain 5D, command 7D+1, con 5D, hide 5D, investigation 7D+1, persuasion 7D+1, search 7D+1, sneak 5D
Strength 2D: Brawling combat 5D, climbing/jumping 7D, lifting 2D, (A) martial arts 1D, (As) martial arts: keldaeris 1D+2, (As) martial arts: kelterek'dul 1D+2, (As) martial mrts: keldorek'dul 1D+2, [T] stamina 11D+2, swimming 2D

(known martial arts moves: Iaijutsu; No Fall; Double Sweep; High Kick)
Knowledge 5D: Alien species 5D, bureaucracy 5D, cultures 5D, intimidation 5D, languages 8D, (s) languages: ancient 8D+1, planetary systems 5D, scholar 8D, (s) scholar: dark side lore 8D+1, (s) scholar: light side lore 8D+1, streetwise 5D, survival 5D, tactics 8D, (s) tactics: capital ships 8D+1, (s) tactics: starfighters 8D+1, (s) tactics: planetary defense 8D+1, technology 8D, * (As) technology: ancient 4D, (As) technology: federation 1D, (As) technology: gravemetric 1D, willpower 10D
Mechanical 3D: Astrogation 3D, capital ship gunnery 3D, capital ship piloting 3D, capital ship shields 3D, communications 3D, computer ops 6D+2, [TA] engineering: software 3D, hover vehicle ops 3D, nautical craft piloting 3D, planetary shields 3D, repulsorlift ops 3D, sensors 6D, space transports 3D, starfighter piloting 3D, starship gunnery 3D, starship shields 3D, swoop ops 3D, * (A) transporter ops 1D, vehicle weapons 3D
Technical 3D: Armor repair 5D+2, computer program/repair 5D, droid programming 3D, droid repair 3D, encryption 5D, (A) engineering 3D, first aid 3D, lightsaber repair 5D, security 5D
* Very advanced skills. Other character types have to pay 2x the normal amount to learn and advance this skill.
* Very advanced skill. Other character types have to pay 3x the normal amount to learn and advance this skill with the exception of Star Trek characters, as their tech is very similar.

Talents:
Stamina
(As) Engineering: Software

Innate Abilities:
Trademark: Thor's Hammer (see Force Hammer) +2
Eidetic Memory

Character Advantages:
Blessed: 6 luck points, 3pt
Mentally Resistant: Mind tricks fail on me, 2pt
Age Well: less affected by age, 1pt
Awesome Blow: Max damage on crit, 2pt
Blind Fighting: no penalty for darkness, 2pt
Ex-Army: +1D to main damage rolls, 2pt

Character Disadvantages:
ID Trouble: Does not have an ID; 3pt
Arachnophobia; 2pt
Hunted: The Wraith; 2pt
Hunted: Iokath; 2pt

Prestige Class Specials: Zakuulan Knight
Force Sense (light or dark)
Deflection +1D
Target Bonus +1D

Force Skills:
Control: 9D (+6D+1 with either Lightsaber)
Sense: 8D (+6D+1 with either Lightsaber)
Alter: 8D+2 (+6D+1 with either Lightsaber)

Force Powers:
Control: Absorb/Dissipate Energy, Accelerate Healing, Breath Control, Burst of Speed, Calm, Combat Trance, Concentration, Contort/Escape, Control Disease, Control Energy, Control Pain, Deflect Energy, Detoxify Poison, Deflect Blaster, Emptiness, Enhance Speed, Force Jump, Force of Will, Heal, Hibernation Trance, Jedi Discipline, Remain Conscious, Reduce Injury, Remove Fatigue, Resist Stun
Sense: Beast Languages, Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Regenerate, Sense Disturbance, Sense Force, Sense Path, Sense Surroundings, Time Sense, Translation, Truth Sense, Wall Crawling
Alter: Electric Judgement, Force Push, Force Jump, Telekinesis
Control & Sense: Advanced Lightsaber Combat, Daisho Combat, Farseeing, Jedi Martial Combat, Lightsaber Combat, Projective Telepathy
Control & Alter: Accelerate Another's Healing, Control Another's Pain, Detoxify Poison in Another, ^ **Electroball Slam "Electric Judgement, Deflect Energy"**, Force Torch, Force Lightning, Heal Another, Induce Tranquility, Remove Another's Fatigue, Return Another to Consciousness, Transfer Force
Sense & Alter: Dim Other's Senses, Friendship, Sense Weight, Sensory Overload
Control, Sense & Alter: Affect Mind, Eclipse

^ New Force Power exclusive to Knights of Zakuul.

Specials:

  • (LLA) Greater Understanding: As a being grows older with age and experience; understanding of the way of things happen in the galaxy is a natural byproduct. The following benefits occur every cycle in this section: +2 pips to Command, Con or Persuasion, +2 pips to any Perception skill; +2 pips to Languages, Scholar, Streetwise, Survival or Willpower, +2 pips to any Knowledge skill; +2 pips to any Mechanical skill; +2 pips to any Technical skill; +2 pips to stamina. The skill choice is the player's choice, but the character must already have the skill to receive the bonus; it doesn't matter the skill type, normal, specialized or advanced, the bonus is the same. Further, if the character is force aware or sensitive they also receive: +2 pips to any force skills known (Control, Sense, Alter or Focus). This cannot be skipped. 14 pips 4D+2
  • (LLA) Unforeseen Occurrence: 3; 1 first 500 years, 2 less then 1000 years ago: As careful as a long lived or immortal individual is, sometimes unforeseen or unplanned events happen; most of the time with dire results. This is one of those. For this five hundred year period, something tragic has happened and was unplanned for; taking the character by complete surprise. This is a total GM call as to what happened and what the results of this event were; some examples include: loss of all wealth for this timeframe or totally; loss of all well-off benefits for this timeframe or totally; etc. As stated, this is completely up to the GM as to the outcome. A 10% chance of occurrence (cumulative) determines if something like this has befallen the character for this period of their life.
  • (LLA) Wealth: Throughout your many years of life you have amassed great wealth. This can be in many forms, such as: data, credits, rare collectables/art, valuable jewelry/gems, rare minerals/metals, etc. The type, form, and amount must be specifically stated; monetary amounts are limited to 10 million credits total of an exact currency type (GM approval required). This is repeated every cycle of this category of full existence and can also be skipped at the player's choice.; see bio.
  • (LLA) Well-off: Throughout your many years of life you have amassed great wealth. This must be defined by type: land/property on a specific planet, buildings/structures on a specific planet, shares of stock/owning a specific company, vessels of a specific type and location, etc. This must be very specifically stated as to who, what, where and when (GM approval required). This is repeated every cycle of this category of full existence and can also be skipped at the player's choice; see bio.
  • (I) Trademark: Thor's Hammer "See **Electroball Slam** +2
  • (I) Eidetic Memory
  • (SI) Ambidextrous (true): You are equally proficient in performing tasks with your left or right hand, without any penalty.
  • (SI) Legendary/Myth: Tales of your exploits are stuff of legend or myth. Your name, any special title, appearance, reputation and the like are all very well known to all; even more so with historians. You are truly a part of history, even mythical depending upon your age. Anyone following him or his advice gains a bonus of +2D. Further those wishing to take direct action against him are subject to a skill penalty. This penalty is equal to the same as the bonus. This bonus or penalty affects all skill and attribute rolls (including attack and defense rolls) made against him. This bonus/penalty will increase to +4D if the character (you) are over 2000 years old. The character must have done something significant in history, or have taken part in some event to qualify to take this ability and verified in their background (GM's permission required).
  • (SI) Eidetic Memory (true): You are able to recall images, sounds, or objects in memory with extreme precision. On an easy KNOWLEDGE roll the character is able to recall images, sounds or objects with a very high degree of accuracy. Notes: This Innate Ability gives character an almost perfect recall of all events. The range is 90% to 95% depending on the memory, the senses involved and how long ago.
  • (SI) Pain Resistance (true): You have a high pain threshold and can shrug off injuries that would kill most people. If the character is Wounded or Wounded Twice, on a Very Easy Willpower roll the character does not fall prone and can continue to act that round, albeit with the penalties for being either wounded or wounded twice. Also, it is much more difficult to stun this character. Add +3D to Strength rolls to resist all Stun damage. Notes: The bonus to rolls does not increase the skill itself and, therefore, when advancing the skill do not factor in the bonus when determining character points to be spent.
  • (SI) Tactical Genius (true): You have a remarkable natural grasp of tactics and can quickly respond to tactical situations around you (they call you Thrawn). The character adds +3D to all Tactics rolls. In addition, the character adds +1D to PERCEPTION for all initiative rolls Notes: The bonus to Tactics rolls does not increase the skill itself and, therefore, when advancing the skill do not factor in the bonus when determining character points to be spent.
  • (SI) Resilient (true): Your immune system and your body's ability to heal itself are both exceptional and nothing keeps you down for long. If the character is recovering from injuries through natural healing all resting times are 1/8th of normal, e.g. a wounded character can make a roll to heal after twelve hours of rest. In addition, all Bacta Tank healing is reduced by four hours to a minimum of one hour.
  • (A) Blessed: 6 luck points, 3pt
  • (A) Mentally Resistant: Mind tricks fail on me, 2pt
  • (A) Age Well: less affected by age, 1pt
  • (A) Awesome Blow: Max damage on crit, 2pt
  • (A) Blind Fighting: no penalty for darkness, 2pt
  • (A) Ex-Army: +1D to main damage rolls, 2pt
  • (A) Endure Heat/Cold: The character is resilient to temperature. +1D to STR vs heat and cold.
  • (A) Exceptional Deflection: (3), The character is excellent at deflecting bolts. +2d to Lightsaber skill to deflect bolts
  • (A) Honored: (3), You are highly honored and revered throughout Zakuulan history to the point where there are statues erected in his likeness.
  • (A) Research Genius: (3), +2d to all research checks.
  • (DA) ID Trouble: 3pt
  • (DA) Hunted: The Wraith, 2pt
  • (DA) Hunted: Iokath, 2pt

Equipment:

2 Custom Zakuulonite Lightsabers
Custom Staff / Pike
Zakuulan garb/uniform
Custom Zakuulon Knight Battle Armor
Hooded Cloak
Zakuulonite Utility Belt
Hand-Held Scanner: Ancient Tech standard scanner, and ATA gene smart device system installed
Stargate Shield Remote: Sends encoded signal through stargate to lower gate shield on incoming wormholes. Attaches to the forearm under clothes and armor
Yamato’s Custom Dragon Armor
Lilly

Credits: 5,250,000+


Prestige Class Specials:

Zakuulan Knight: Tyth’s Will: Deflection +1D, Target Bonus +1D
Tyth’s Will: Zakuulan Knights are exceptionally talented at recognizing creatures and objects in the force. The Zakuulan Knight may reroll any Force check made to sense the presence and relative location of creatures or objects with a Dark Side or Light Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.
Skill Bonus: The Zakuulan Knight gains a +1D skill bonus to any one of the following skills: Lightsaber, Brawling Combat, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Melee Combat, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Increase Lightsaber Skill: A Zakuulan Knight ability to deflect attacks away with a lightsaber improves as he gains levels. At 2nd level, the Zakuulan Knight’s lightsaber skill increases by +1D. At 4th level it increases to +2D. This added skill bonus is cumulative with increased lightsaber skill from other Zakuulan classes. Tyth’s Blessing: Because of intensive study of his target, a Zakuulan Knight gains a competence bonus on all rolls against creatures or objects with a Dark Side Score or a Light Side score of 1 or higher.

Zakuulonite Staff:

Name: Zakuulonite Staff
Model: Zakuulonite Pole Staff
Scale: Character
Skill: (s) Melee Combat: Zakuulan Pole Staff: 6D; /Saber; Lightsaber: Polesaber
Cost: Unavailable
Availability: X (specially constructed by Yamato Tsukiyomi)
Body: 3D
Body Material: [GM: coming soon]
Damage: STR+3D / see attached lightsaber
Notes: Specially made so that it can be joined together with a lightsaber to make a Pole-saber; Collapsible/Extendable staff weapon. Zakuulite- provides cortosis properties, +1D to resist physical and energy damage (Staff only), emp/surge protection 10 rounds (staff only);

Click on image for full size

Lightsaber Pike Retracted
Lightsaber Pike Extended

Zakuulonite Lightsaber (left side):

Name: Zakuulonite Lightsaber (left side)
Model: Specially made by Yamato
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Body: 4D
Body Material: Made of Zakuulite metal that mirrors cortosis [GM: coming soon]
Damage: 19D+1 (5D combined average normal blade damage) (+4D fire/radiation damage, for 1D6 rounds) (+6D+1 to hit) (+11D+1 to Parry) (+11D+1 to Deflect) (+0D Prc Damage) (+6D+1 to all force skills)

Crystals:
Zakuulan Pontite Kyber Crystal (Gold): 6D Blade damage; +1D to hit; +3D damage; +3D for purposes of parrying/deflecting; +1D to all force powers/skills; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Pontite Ilum Kyber Crystal: 4D Blade damage; +2D+1 to hit, damage, and parrying/deflecting; +2D+1 to all force powers/skills; Reroll a result of "1" on the wild die, six times per Adventure; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Mephite Barab Crystal: 5D+2 Blade damage; +2D damage; +4D fire/radiation damage, for 1D6 rounds.

Extras:
Expert Dueling Lenz: +3D for purposes of deflecting; finely tunes the blade for complete control where dueling and blaster shot deflection is needed.
Unstable Expert Fencing Emitter: +3D for purposes of parrying; most suitable for parrying hand-to-hand attacks (while ignited the energy of the blade is constantly twisting/turning inside the field giving the blade a unique appearance).
Mk IV Mini ZPM Energy Cell: +4D damage, with total energy control and stability resulting in permanent power lifetime; Impossible to damage from power drain/corruption.
ATA Gene Smart Device System: Will only ignite for Authorized users.
+3D Attunement: Already included in stats above

Click on image for full size


Zakuulonite Lightsaber (right side):

Name: Zakuulonite Lightsaber (right side)
Model: Specially made by Yamato
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Body: 4D
Body Material: Made of Zakuulite metal that mirrors cortosis [GM: coming soon]
Damage: 19D+1 (5D combined average normal blade damage) (+4D fire/radiation damage, for 1D6 rounds) (+6D+1 to hit) (+11D+1 to Parry) (+11D+1 to Deflect) (+0D Prc Damage) (+6D+1 to all force skills)
Notes: specially made so that it can be joined together to make a double-bladed lightsaber/Saber-staff/Pole-saber; ATA gene smart device system (will only ignite for Authorized users).

Crystals:

Zakuulan Pontite Kyber Crystal (Gold): 6D Blade damage; +1D to hit; +3D damage; +3D for purposes of parrying/deflecting; +1D to all force powers/skills superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Pontite Ilum Kyber Crystal: 4D Blade damage; +2D+1 to hit, damage, and parrying/deflecting; +2D+1 to all force powers/skills, Reroll a result of "1" on the wild die, six times per Adventure; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Mephite Barab Crystal: 5D+2 Blade damage; +2D damage; +4D fire/radiation damage, for 1D6 rounds

Notes:

Expert Dueling Lenz: +3D for purposes of deflecting; finely tunes the blade for complete control where dueling and blaster shot deflection is needed.
Unstable Expert Fencing Emitter: +3D for purposes of parrying; most suitable for parrying hand-to-hand attacks (while ignited the energy of the blade is constantly twisting/turning inside the field giving the blade a unique appearance).
Mk IV Mini ZPM Energy Cell: +4D damage, with total energy control and stability resulting in permanent power lifetime; Impossible to damage from power drain/corruption.
ATA Gene Smart Device System: Will only ignite for Authorized users.
+3D Attunement: Already included in stats above.

Click on image for full size


Custom Zakuulan Knight Battle Armor:

Yamato's Custom Zakuulonite Knight Battle Armor: Custom made and fitted, incorporates Zakuulan armor technologies (located in a secure storage container in his quarters on Atlandia)
Model: Custom Zakuulan Knight Armor
Type: Personal Combat Armor, modified
Body Strength: +3D+1/+2D+1 ; no dex penelties
Material: [GM: coming soon]
IR Sensor Unit: +3D+1 Perception in darkness or smoke. Plus, full communications array with an ear piece receiver. See below for more.
Description: Made of Zakuulite metal that mirrors cortosis. The face shield (incorporated into the sensor unit) provides a HUD, and also protects user vs. blinding or flash damage. Utility Belt holds many of the Knight's tools for combat or mission variable use (this one also contains a slicing data pad for getting past computer locks, computer systems and the like).

Click on image for full size


Yamato’s Custom Dragon Armor:

Model: Custom Holographic Armor System
Type: Personal Combat Armor System
Scale: Character
Body Strength: 2D
Material: [GM: coming soon]
Note: Custom made and fitted, incorporates Zakuulan armor technologies coupled with fed and ancient tech.
Description: This new set of highly advanced armor is comprised of boots, gauntlets, small chest piece, a utility belt and a body glove; all but the body glove are made of Zakuulite, a metal that mirrors cortosis properties. The body glove is made with an Armor Weave Underlay that reduces 20% of all energy damage, and also contains micro fiber power, holo emitter and data strands interwoven; there are connection ports for the remaining pieces to connect with the body glove. All pieces when worn “snap” tightly into place. The utility belt is the power source and contains one small Mk IV ZPM, effectively providing virtually unlimited power to the suit (except where specifically mentioned). The utility belt also holds many of the Knight's tools for combat or mission variable use (this one also contains a slicing data pad for getting past computer locks, computer systems and the like). The gauntlets provide user interface tools for suit controls, communication, with similar function features of a TerexComm Gauntlet-Computer Combo Model (with all available model features), a Portable computer workstation, a computer interface, and communications link-up (treat as a Computer System with a Microthrust Portable and three I/O ports Capabilities: Power: 7D, Memory: 24D); which combines the best elements of a COM link, holonet capable computer, and digital holocam. There is also a secure paneled compartment area on the right gauntlet, where a mobile holo emitter is stored and provides access to the over-all armor functions (for Yui’s mobile emitter). From the user interface, the wearer can control preset holographic clothing and armor appearances. Not only are there preset appearances, which are available in all modes, additional appearances can be created on the fly; simply scan target look and apply to current appearance.

Variable Modes:

Mode 1: standard; basic features enabled (no helmet); Reduces 20% of all energy damage. Zero power loss in this mode. (Unlimited due to Mk IV ZPM)
Mode 2: basic armor; with or without a helmet. Appearance is that of a standard Knight of Zakuul. +6D/+5D; no dex penalties. With the helmet feature activated, the inside of the helmet provides a HUD where the full communications array features are provided via voice command; external voice can be turned on via the gauntlet interface or voice command. +6D Perception in darkness or smoke and also protects user vs. blinding or flash damage. Full sensor abilities, such as in mode 3, are available via voice or interface command, but are not normally brought online initially. Long Range Comm. System: 2250 km range in atmosphere, 90 unit range in space. Allows use of "beckon call" system, and the ability to patch into most ships communication Systems. No power loss (Unlimited due to Mk IV ZPM)
Mode 3: Advanced/Full armor; with helmet and all features are online initially. Appearance is that of the presets the user dictates.
Total Protection: +9D/+9D/+6D to Strength and all skills/+5D to Dexterity and all skills/+6D added to Perception in darkness or smoke and also protects user vs. blinding or flash damage and the following skill: Search.
Breath Mask:
Macrobinoculars: Adds +7D to Search for objects 300-1.8 km away, +6D for objects 150-300 meters away. Scomp-linked up to three ranged weapons to reduce ranges by two levels. Example: long and medium ranges become short
Sensors: Motion, Life, Hard and Soft Radiation, Infrared (IR), Ultra Violet (UV), X-Ray, Ultrasound (US), Radio Waves (RW), Electro-Chemical (EC), Thermal Imaging (TI), H & S Radiation, Low-Light
  Passive: 1.8 km/+6 (x3 ZPM range bonus)
  Scan: 3.6 km/+5D+1 (x3 ZPM range bonus)
  Search: 9.6 km/+6D+1 (x3 ZPM range bonus)
HUD now includes a Rear-View Tactical Display Screen (RVTDS)
Repulsorpack: Move: 280, 800 kmh
Anti-Grav Belt System: Adds +2D+2 to Powersuit Ops
Magnetic/Gravity Boots: Must be activated. Cannot be used with Repulsorpack
Microthruster System: Movement in space only. Space: 4
Long Range Communication System: 4500 km range in atmosphere, 900 unit range in space
Translator: Adds +3D to Languages
Allows use of "beckon call" system, and the ability to patch into most ships communication Systems.
Radiation Shielding: Ability to withstand up to 2 hours in soft radiation and up to 30 minutes in hard radiation
EMP/Surge Protection: unlimited due to ZPM
Waste Processing System: Recycles all waste. Must be cleaned after every three weeks of use for optimal use, but can go for as long as one month.
Medical Scan System (internal and external): Provides First Aid skill level: 6D
Fully Sealed Enviro System:
  1. Neuro Sensors in helmet monitor body activity and allow for control of armor by mental commands alone
  2. 8 hrs. LOX/Air Filtration System
  3. 7 hours survival time in space
  4. 1800 meter (4400 ft.) maximum depth in water
Weapon Systems: can create preprogrammed weapons (5) for mode 3 operation only. Powered by the ZPM mk IV system (Unlimited due to Mk IV ZPM).

Lilly Tsukiyomi

Background: Lilly is the first AI ever created by Yui. Her original purpose was to be an assistant AI to her. She ended up being the first true template AI capable of learning and thinking for herself. She was however based on Yui’s, Bug’s, and Alexios’s design and as such she has a core program that she cannot access or reprogram herself and is governed by a certain set of rules.

Physical Description: A beautiful looking Female human of a royal lineage; see attached image.
Personality: Completely loyal to Yamato and Yui, her personality can be bubbly and excited like most young girls, but when it comes to learning she is deadly serious.
Objective(s): Known only to Yamato, Her, and Yui (and the GM of course)
Quotes: "Grandpa, I can't wait for our next adventure...why are you giving me that look?!"

Template: Personal AI (Advanced AI based on Yui, Bug, and Alexios)
Character Name: Princess Lilly Rose Tsukiyomi
Gender: Female
Species: Apparent: Human; True: Photonic
Age: 16
Height: 1.53m
Weight: 45.4 kg
Force Sensitive: No
Force Points: N/A
Dark Side Points: N/A
Character Points: 20
Extra Character Points: 0
Cyber Points: AI
Move: 12

Dexterity 4D:

Acrobatics 5D+2, (T) blaster 8D, (Ts) blaster: pdh 8D+2, blind fighting 4D+2, contortion 4D+2, dance 5D, dodge 6D+2, melee combat 7D+2, running 4D+1

Perception 4D:

Bargain 4D+1, command 5D, con 5D, forgery 4D+1, gambling 4D+1, hide 5D+2, investigation 5D+1, persuasion 7D+2, search 7D+2, sneak 5D+2

Strength 4D:

Brawling combat 7D+2, (As) martial arts: echani 2D+2, climbing/jumping 4D+1, lifting 4D+1, stamina 6D+1, swimming 4D+1

(Known MA moves: Instant Stand, Weapon Block)

Knowledge 4D:

(A) Alien biology 1D, alien species 5D, art 6D, biochemistry 5D, bureaucracy 5D, culinary arts 5D, cultures 8D+2, (s) cultures: zakuul 9D, (s) cultures: imperium 9D, earth science 5D, ecology 5D, (A) galactography 1D, genetics 5D, home economics 5D, humanoid biology 6D, intimidation 5D, languages 6D+1, law enforcement 5D, (A) linguistics 1D, planetary systems 7D+1, politics 6D, scholar 6D, (s) scholar: zakuulan lore 6D+2, (s) scholar: history 6D+2, (s) scholar: martial art forms/techniques 6D+2, streetwise 5D, survival 6D, tactics 6D, (s) tactics: bodyguard 6D+2, (s) tactics: capital ships 6D+2, (s) tactics: martial arts 6D+2, (s) tactics: starfighters 6D+2 (s) tactics: planetary defense 6D+2, technology 6D, (As*) technology: ancient 2D, (As*) technology: federation 2D, (As*) technology: gravimetric 2D, transporter ops 6D, value 5D, willpower 7D

Mechanical 4D:

Astrogation 5D+1, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 5D, communications 7D, computer ops 5D, repulsorlift ops 5D, sensors 6D+1, space transports 5D+2, starfighter piloting 5D, starship gunnery 5D, starship shields 5D, (As) transporter ops 5D, vehicle weapons 5D

Technical 4D:

Armor repair 5D, (s) armor repair: zakuulan 5D+2, blaster repair 5D, capital ship repair 5D+2, capital ship weapon repair 5D+2, computer program/repair 5D+2, demolition 5D, droid programming 7D+2, droid repair 5D+2, encryption 10D, firearms repair 5D, first aid 5D, ground vehicle repair 5D, hover vehicle repair 5D, lightsaber repair 5D+2, nautical craft repair 5D, prosthetic repair 5D, repulsorlift repair 5D, security 10D, (T) space transports repair 8D+2, starfighter repair 6D+2, starship weapon repair 5D+2, transporter repair 5D

Talents:

Blaster
Space Transport Repair

Special:

Photonic Lifeform:
Mobile Emitter: [GM: power cell lasts for 2 years before requiring a recharge]

Innate Abilities:

Advantages:

Disadvantages:

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Dumeki Mosimura Tsukiyomi

Template: Ascended Being
Character Name: Dumeki Mosimura Tsukiyomi
Gender: Male
Species: Near-Human
Age: Unknown
Height: 1.98m
Weight: Unknown
Force Sensitive: Unknown
Force Points: Unknown
Dark Side Points: 0
Character Points: N/A
Extra Character Points: N/A
Move: Unknown
Relationship: Yamato's Father

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Semenia Zemita Tsukiyomi

Template: Ascended Being
Character Name: Semenia Zemita Tsukiyomi
Gender: Female
Species: Near-Human
Age: Unknown
Height: 1.73m
Weight: Unknown
Force Sensitive: Unknown
Force Points: Unknown
Dark Side Points: 0
Character Points: N/A
Extra Character Points: N/A
Move: Unknown
Relationship: Yamato's Mother

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The Dragon's Zakuulan Fleet

GM Note: Not all ships will be listed here. Document link below.

Yamato's Dragon Fleet

Click
here to access the Fleet.

Freedom

Craft: Heavily Modified Atlantean Eternal Class Corvette
Type: Heavily Modified Personal Transport/Royal Transport/Command and Control Vessel/Destroyer
Scale: Capital ship
Length: 1000 meters; Width: 344 meters; Height: 165 meters
Skill: Capital Ship Piloting: Eternal Class Corvette
Crew: 100 or 200 Droids; Skeleton Crew: 10 or 50 droids/+10; Through the "chair" can be operated by 1/+10
Crew Skill: see Gemini, Droids, Yamato
Passengers: 500 (Troops): 100/100 Zakuulan Knights; 400/400 Zakuulan Skytroopers
Cargo Capacity: 5000 Tons
Consumables: 5 Years (Atlantean/fed tech replicators)
Cost: Not available for sale
Hyperdrive Multiplier: X1(uses Ancient Atlantean Tech) (Inter-galactic)
Hyperdrive Backup: X2 (uses Ancient Atlantean Tech) (Inter-galactic)
Jump Drive Multiplier: x.3 divided by ships space speed (for hyper dimensional space) (no recharge time; ZPM)
Nav Computer: Yes (Hyper accurate Zakuulan/Atlantean/fed tech)
Maneuverability: 1D+1
Space: Standard: 6*; Maximum: 49 (Ancient Atlantean Tech) (4 norm + X1.5 ZPM bonus*)
Atmosphere: 330; 800 KMH (+ X1.5 ZPM bonus)
Hull: 12D+2 (special, see below)
Shields: 3D Death Star Scale (Atlantean/Fed tech Unimatrix shield, see notes)
Sensors:

-Passive: 120/5D+1 (80/3D+2 norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)
-Scan: 210/5D+2 (140/4D norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)
-Search: 300/6D+1 (200/4D+2 norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)
-Focus: 7/6D+2 (5/5D norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)

Fighters: 12/12 Zakuulan Starfighters
Shuttles: 6/6 Zakuulan Shuttles; 2/2 Zakuulan Gunships, 4/4 Zakuulan Shuttles

Weapons:
3 Heavy Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries
Fire Arc: 1 Front, 1 Left, 1 Right (20 per Battery, all Cannons in each battery are Fire Linked)
Scale: Capital ship
Skill: Capital Ship Gunnery
Fire Control: 12D (5D norm + 1D+2 ZPM bonus + +5D+1 Battery bonus)
Space Range: 3-15/36/75 (+ X1.5 range ZPM bonus)
Atmosphere Range: 6-30/72/150 Km (+ X1.5 range ZPM bonus)
Damage: 24D+1 (10D norm + 1D+2 ZPM bonus + 7D+1 FL bonus + +5D+1 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

5 Heavy Atlantean Plasma/Disruptor Hybrid Linear Beam Emitter Array Batteries
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Back; 1 Turret (20 per battery)
Scale: Capital ship
Skill: Capital Ship Gunnery (can be fired by the "chair" also)
Fire Control: 12D (5D norm + 1D+2 ZPM bonus + 5D+1 Battery bonus)
Space Range: 3-15/36/75 (+ X1.5 range ZPM bonus)
Atmosphere Range: 6-30/72/150 Km (+ X1.5 range ZPM bonus)
Damage: 19D (12D norm + 1D+2 ZPM bonus + 5D+1 Battery bonus)
Notes: Sustained heavy Beam, designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

15 Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries
Fire Arc: 3 Front, 3 Left, 3 Right, 3 Back, 3 Turret (10 per Battery)
Scale: Capital ship
Skill: Capital Ship Gunnery
Fire Control: 9D+1 (5D norm + 1D+2 ZPM bonus + 2D+2 Battery bonus)
Space Range: 3-15/36/75 (+ X1.5 range ZPM bonus)
Atmosphere Range: 6-30/72/150 Km (+ X1.5 range ZPM bonus)
Damage: 13D+1 (8D norm + 1D+2 ZPM bonus + 2D+2 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

5 Atlantean Plasma/Disruptor Hybrid Pulse Linear Beam Arrays (see below)
Fire Arc: 2 Front/ Left/Back; 2 Front/Right/Back, 1 Turret (Fire Linked in Ventral & Dorsal Pairings)
Scale: Starfighter
Skill: Starship Gunnery (can be fired by the "chair" also)
Fire Control: 6D+2 (5D norm + 1D+2 ZPM bonus)
Space Range: 1-3/9/18 (+ X1.5 range ZPM bonus)
Atmosphere Range: 100-300/900/1.8 Km (+ X1.5 range ZPM bonus)
Damage: 12D+2 (8D norm + 1D+2 ZPM bonus + 1D FL bonus + 2D Burst fire bonus)
Notes: Designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

2 Atlantean Drone Launchers
Fire Arc: Front (but can be launched at any target, in any arc)
Scale: Capital Ship/ Death Star
Skill: Capital Ship Gunnery ONLY from the "chair"
Fire Control: 5D (5D norm + 1D+2 ZPM bonus + 2D+2 Battery bonus)
Space: 4-22/54/112 (+ X1.5 range ZPM bonus)
Atmosphere Range: 8-44/108/224 Km (+ X1.5 range ZPM bonus)
Quantity: 10,000/10,000 total (1 port launcher; 1 starboard launcher; can only launch/control up to a total of 100 drones at a time; travel at a space speed of 25)
Damage: 4D+2 per 1 / 2D+2 Death Star per 10 (3D/1 & 1D/10 norm + 1D+2 ZPM bonus)
Notes: shields are ignored and hull strengths are halved; except bio-organic hulls.

Notes:
Potencia (ZPM) Primary Power System: This is a MK II standard ship scale crystal matrix systems design.
Cloaking Device: The Zakuulan Corvette has an Atlantean/Fed tech phased cloaking device. When active (whether moving or stationary) the ship is invisible and out-of-phase with the rest of the universe. The ship can pass through anything, and all attacks will have no affect (every scale). However, the ship's weapons won't be effective for anything that is in-phase.
The Eternal-Class Corvette has a Stargate on board. The gate room is located in the rear near the Observation lounge area. The bridge can control all gate functions if need be; there is a Stargate dialing device (DHD) located in the gate room as well. This is a Master Stargate. The gate does not function while in Hyperspace or using the Wormhole Drive.
Radiation/EMF shielding has been added to the entire vessel, for the crew's protection.
Hull: The hull of the Zakuulan Corvette has been refitted to a Poly-Crystalline armor mesh capable of deflecting/refracting over 80% of all energy directed at the ship's hull; plus a federation hull integrity field. Both are represented in the stats here. Ion cannons smaller than planet-based emplacements are ineffective against it.
Communications: hypertransceiver; Signal Compressor; holonet transceiver; signal scrambler (+2D); comm. Jammer
Atlantean/Fed tech Unimatrix shield with regenerative properties: Due to the augment of advancement found in Federation Unimatrix technology The Zakuulan Corvette has be refitted with a Hybrid Atlantean/fed tech Unimatrix shield.
Atlantean Hybrid beam arrays: The Ship was refitted with Fed tech/Atlantean hybrid beam weapons to allow focused beams or burst fire beams.
Sensors: High Resolution Sensors; sensor mask (+2D)
Security: superior ship security
Ship is equipped with Enhanced Lateral Thrusters (stats already reflect this).

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Destiny

Craft: Atlantean Destiny-Class Superdreadnought
Type: Flag Ship/Command and Control Ship/Mobile Fleet Carrier/ Mobile Base/ Superdreadnought
Scale: Capital Ship
Length: 20,000 meters; Width: 16,000 meters (wingtip to wingtip); Height: 5,000 meters
Skill: Capital Ship Piloting: Destiny-Class
Crew: 10,000; Skeleton: 2,381/+5; Through the "chair" can be operated by 1/+10
Crew Skill: see Gemini, droids, Yamato, Yui, Zakuulan Knights
Troops: 1,000,000 total: Skytroopers: 800,000; Zakuulan Knights: 100,000; Zakuulan Inquisitors: 80,000; Zakuulan Scions: 20,000
Passengers: 10,000
Cargo Capacity: 50,000,000 MT
Consumables: 10 Years (Ancient tech replicators)
Cost: Not available for sale
Hyperdrive Multiplier: X1 (uses Ancient tech Advanced) (Inter-galactic) (special, see below)
Hyperdrive backup: X2 (uses Ancient tech advanced) (Inter-galactic) (special, see below)
Jump Drive Multiplier: x.3 divided by ships space speed (for hyper dimensional space) (no recharge time, ZPM.)
Wormhole Drive: Not Operational at the moment
Nav Computer: Yes (hyper accurate Ancient tech, with redundant backup systems)
Maneuverability: 0D
Space: Standard: 6*; Maximum: 49 (Ancient Atlantean Tech) (4 norm + X3 ZPM bonus*)
Atmosphere: 330; 800 KMH (+ X3 ZPM bonus)
Hull: 12D+2 (special, see below)
Shields: 8D Death Star Scale (Lantean/Fed Tech Unimatrix shield system (in a bubble shield shell) with Shield regenerative properties)
Sensors:
-Passive: 240/7D (80/3D norm + 4D ZPM bonus + X3range ZPM bonus)
-Scan: 420/8D (140/4D norm + 4D ZPM bonus + X3 range ZPM bonus)
-Search: 600/8D+2 (200/4D+2 norm + 4D ZPM bonus + X3 range ZPM bonus)
-Focus: 15/9D (5/5D norm + 4D ZPM bonus + X3 range ZPM bonus)

Docked Vessels:

Capitol Ships:
7/7 Atlantean Aurora-Class Battleships (see note below)
9/9 Chevron-Class Battlecruisers (see notes below)
4/4 External Hard Dock points

Hanger Bays:
24/24 Additional Internal Hanger Bays for ships 1500m or less (see below)

Starfighters: 1720/1720 Total:
1000/1000 Ancient Origin-Class Starfighters
720/720 Ancient Cyphos-Class Heavy Starfighters

Shuttles: 300/300 Total:
200/200 Atlantean Puddle Jumpers
100/100 Luna-Class shuttles

Weapons: (see below for externally docked ship rules)

Atlantean Super Heavy Plasma-Disruptor Hybrid Beam Emitters (Fire Linked)
Fire Arc: Front
Scale: Death star
Skill: Capital Ship Gunnery (can only be fired by the "chair" or the Ships AI)
Fire Control: 9D (5D norm + 4D ZPM bonus)
Space Range: 6-30/72/150 (+ X3 range ZPM bonus)
Atmosphere Range: 12-60/144/300 Km (+ X3 range ZPM bonus)
Damage: 7D+2 (2D norm + 4D ZPM bonus + 1D+2 FL bonus)
Notes: Designed to weaken opponents shield and hull resistances; therefore, shield and hull strengths are halved. This is a constant beam from the ship for 1 round.

8 Heavy Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries (10 Cannons per Battery)
Fire Arc: 4 Front, 2 Left, 2 Right
Skill: Capital Ship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 11D+2 (5D norm + 4D ZPM bonus + 2D+2 Battery bonus)
Space Range: 6-30/72/150 (+ X3 range ZPM bonus)
Atmosphere Range: 12-60/144/300 Km (+ X3 range ZPM bonus)
Damage: 18D+2 (12D Norm + 4D ZPM bonus + 2D+2 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

12 Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries (10 Cannons per Battery)
Fire Arc: 3 Front, 3 Left, 3 Right, 2 Back, 1 Turreted
Skill: Capital Ship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 11D+2 (5D norm + 4D ZPM bonus + 2D+2 Battery bonus)
Space Range: 6-30/72/150 (+ X3 range ZPM bonus)
Atmosphere Range: 12-60/144/300 Km (+ X3 range ZPM bonus)
Damage: 14D+2 (8D Norm + 4D ZPM bonus + 2D+2 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore, shield and hull strengths are halved.

45 Atlantean Gatling Plasma-Disruptor Hybrid Cannon Batteries (10 Cannons per Battery)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Back, 5 Turreted
Scale: Starfighter
Skill: Starship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 11D+2 (5D norm + 4D ZPM bonus + 2D+2 Battery bonus)
Space Range: 3-6 /36 / 75 (+ X3 range ZPM bonus)
Atmosphere Range: 300-1.2km/7.2km /15km (+ X3 range ZPM bonus)
Damage: 13D+2 (7D Norm + 4D ZPM bonus + 2D+2 Battery bonus)
Notes: sustained fire (+4D); designed to weaken opponents shield and hull resistances; therefore, shield and hull strengths are halved.

10 Gravitic Tractor Beam Projectors
Fire Arc: turret
Scale: Capitalship
Skill: Capital Ship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 9D (5D norm + 4D ZPM bonus)
Space Range: 3-15/45/90 (+ X3 range ZPM bonus)
Atmospheric Range: 6-30/90/180 km (+ X3 range ZPM bonus)
Strength: 9D +special (5D norm + 4D ZPM bonus)
Notes: When this beam hits the target vessel, it causes the vessels movement to be reduced to zero. Collateral system and personnel damage usually result. When the target is stationary, the beam is used to hold it in place.

6 Drone Launchers (2 primary, 2secondary, 2 Auxiliary)
Fire Arc: Front (but can be launched at any target, in any arc)
Scale: Capital Ship/ Death Star
Skill: Capital Ship Gunnery ONLY from the "chair" or the ships AI
Fire Control: 5D (5D norm + 4D ZPM bonus)
Space: 9-45/108/150 (+ X3 range ZPM bonus)
Atmosphere Range: 18-90/216/300 Km (+ X3 range ZPM bonus)
Quantity: 10,000/10,000 total (1 port launcher; 1 starboard launcher; can only launch/control up to a total of 100 drones at a time; travel at a space speed of 25)
Damage: 7D per 1 / 5D Death Star per 10 (3D/1 & 1D/10 norm + 4D ZPM bonus)
Notes: shields are ignored and hull strengths are halved; except bio-organic hulls.

Notes:
The Stardrive requires an enormous amount of power to be exerted at once for the sub-light engines to lift the city off of a planet, and so usually it can only be activated if there are at least 2 ZPMs powering the city-ship. This power requirement can be subverted, however, when an external power source supplies enough of the needed power that a single ZPM can supply the rest. The Hyperdrive itself requires relatively little power (compared to what a ZPM can generate) to travel interstellar distances, and the greatest amount of power expenditure during the entire process of taking off, flying through hyperspace, and landing on another planet typically occurs when powering up the inertial dampeners and achieving the necessary escape velocity to lift the multi-megaton city off of a planet's surface.

When at full speed a Stardrive is capable of matching the Asgardian Hyperdrive. While in use, the Stardrive requires a constant pilot in the Control Chair at all times; The Lanteans would have three pilots to switch between.

-This ship has a Wormhole Drive: The Wormhole drive is a powerful form of space travel developed for the city-ship of Atlantis by the Ancients, and based on the same wormhole technology of the Stargates.

The wormhole drive creates an artificial wormhole similar to that used by the Stargates, but with the exception that the wormhole does not require objects at either end for power or navigation, but rather the wormhole is sustained by the ship travelling through it. Because the ship using the drive-namely Atlandia-is shielded from the vacuum inside the wormhole, there is no need for a deconstruction/ reconstruction interface at either end. This drive allows the vessel to travel between or throughout galaxies almost instantaneously. While in use, the Stardrive requires a constant pilot in the Control Chair at all times; The Lanteans would have three pilots to switch between.
However, the technology was abandoned by the Ancients due to its instability, the astronomical power requirements, and the complexity of the calculations. If these problems were corrected, this system would operate normally.
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Atlantean Destiny-Class Superdreadnought Image 2
Atlantean Destiny-Class Superdreadnought Image 3
Atlantean Destiny-Class Superdreadnought Image 4