Farago Sa'uuk

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Farago Sa'uuk

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Post by Sephinume »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>


IRC Nick: Feralis (Rock)

Real Name (Optional): Chib

Time Zone (GMT Modifier): Central
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<<> Character Information <>>



-= Basics =-


Name: Farago Sa’uuk

Race: Cathar (Human/Custom)

Height: 5’11”

Weight: 140-lb

Appearance: Symbolic to that of a snow leopard, Farago’s skin is stark white, almost all covered in very short, fine, white fur. Throughout her fur, however, lie strange, simple patterns that are evenly spread out across her entire form. The markings are inconclusive, and have no bearing other than an identifiable tattoo from which she is easily recognized. Beyond her distinguishable markings, she bears the unmistakable features of a Cathar: somewhat wide, pointed ears, deep, catlike eyes set within a fair, slender face, a slender, flat nose, and at last a long, wiry tail. Farago is young for a Cathar, sporting top physical shape which accompanies her trim and muscular physique.

Eye Color: Yellow

Hair Color: White

Notable Features: Farago’s distinguishable tattoos that she generally doesn’t hide, and her traditional Cathar heritage and physique.


-= Personality =-


Favorite Food: Fish? Who knows… She generally likes to eat anything, even vegetables and greens.

Likes: Tranquility and serenity, Farago likes her alone time. She has no qualms helping people in need, and generally searches for Good Samaritan deeds from time to time.

Dislikes: Farago doesn’t like violence, although she knows that it’s always a possibility. She dislikes not being taken seriously because of her strange heritage, even for Jedi.

Favorite Color: Yellow

Fears: Falling too quickly to her emotions and learning her Master’s and family’s fate.


-= Background =-


History: Little Farago was born unto Jade and Dmitri Ziniundri on the planet of Kabray, located on the elusive Outer Rim. Her parents were politicians that took great pride in their work, claiming ownership of the coveted Kabray Embassy. The Embassy was an extremely dangerous job, as were most working establishments during that time period. Many establishments were settled throughout the forests and mountains of the small planet, but its real main attraction was the Kabray Space Station that orbited the world. This station was held in high regard as an excellent meeting place for diplomats from all over the galaxy. Sith and Jedi travel around the station as well, and despite high tensions, Kabray and its famous Space Station remained neutral. Even though Kabray claimed neutrality, the hidden hand of violent political plays and sabotage littered its surface.

When Farago was born, there was rumor of a potential overturn in power, and a start of a new war. As a result, nervous politicians and diplomats started violently targeting each other in flaunts of power. Trust was eventually destroyed, and the entire Kebray Station fell into a silent chaos as the invisible force of backstabs, sabotage, and disappearances related to politician’s power plays began to occur more and more frequently. Smugglers, bounty-hunters, and small time crime lords began to take over the planet, seizing the opportunity to wreak as much havoc as possible to influence any elections of power in their favor. Kebray slowly became more and more dangerous with each passing day, and it was taking its effect on the natives and locals.

In light of these recent developments, Farago’s parents decided to call upon trustworthy babysitters while they were out working at the station day after day, not wanting to compromise her safety. Unfortunately, the pair was forced to work nearly all day, every day, as they had extensive amounts of debts to pay off to various sources and clients. However, the couple was happy to do it for their precious daughter who meant everything in the world to them. They had made several attempts to have children, as Catharians usually bear children in the form of a litter. After finally succeeding, much to their misfortune, only Farago survived. At one point while walking in the market, Jade and Dmitri were ambushed by mercenaries, seeking form of payment from an unauthorized Black Market trade between the Kebray Embassy and the Malkiors, a violent street gang. The mercenaries’ price for negotiation? The child was to be sold into slavery. At that very moment, a young Catharian woman happened to walk by and simply gave the mercenaries an undisclosed amount of credits. With no words to speak for her actions, the woman simply disappeared into the crowd.

Although Jade and Dmitri never understood what had happened that day, they were eternally grateful to keep their daughter. Little did they know, however, that the woman would be destined to reappear a few years later to save their daughter once more. When Farago was a few short months from four years of age, she had gone through a plethora of sitters and guardians that were payed quite well for their services, but never stayed any longer than a couple of months. They had claimed that Farago demonstrated strange powers and they absolutely refused to be any part of it. Jade and Dmitri were concerned over these expressions, but have never once witnessed such demonstration of power as they came to describe. One after another, it was always the same: levitating objects, precognitive events, broken telepathy, and violent shuddering of the household when Farago was upset. When her parents were utterly exhausted and out of options, the mysterious woman once again reappeared to help. She would watch Farago free of charge, no matter how much Jade insisted that she should be payed.

On the eve of Farago’s fourth birthday, Jade and Dmitri were summoned by the woman to hold an important meeting upon the Kapray Station while somebody else watched Farago. She revealed her name as Sylvar, and she explained in the Catharian tongue, for fear of being listened in on, that she was a member of the Jedi Order. Shocked, Farago’s parents were initially afraid of Sylvar, as they saw Jedi to be a harbinger of doom and war. Sylvar calmly explained her allegations, claiming that she wished take Farago to the Jedi Academy on Dantooine for training. Dmitri immediately refused, but erred on the side of uncertainty when Jade made known her wishes against her daughter staying on this dangerous world. Reluctantly, Dmitri agreed to this course of action, and Sylvar was allowed to take Farago to the Jedi Enclave on Dantooine, much to the little Cathar’s displeasure.

The Masters of the Enclave were somewhat distrusting of the little Farago. Seeing that she was belligerent and foolhardy concerned them, and they initially declined her admission into the Jedi Academy. After a long, drawn out process, Sylvar managed to somewhat convince the council to grant Farago admission under her rule, as a sort of premature Padawan. Ultimately, Sylvar overlooked the Council’s immediate decision and began training her in the Jedi Way, working to calm her mind and soul until she was truly ready to undertake the path of a Padawan. Farago’s beginning trials were not as easy as most; the Council tended to forget her existence from time to time, and was often turned a blind eye from the other Padawans and students of the Enclave. With Master Sylvar’s help, however, Farago underwent a spiritual metamorphosis that helped her press on. She learned discipline to its highest extent, honor to its highest elevation, and tranquility to its highest reaches, much to the Council’s surprise.

Farago was shortly given the title of Padawan, given to Master Sylvar upon her own request. For twenty long, grueling, yet fun-filled and insightful years, little Farago followed Sylvar to the far reaches of the galaxy and grew into a fine, young woman. Once she learned to control it, Farago was adept at using the force. As much as she liked to harness its power, however, she excelled at combat with a vibro blade, and eventually, a full-fledged light saber. When she had built her first light saber, an extremely important achievement in a Padawan’s stage of life, Farago had found out that a traditional handle was too small for her hands to get a good grip on it. Eventually, she stripped the light saber of its parts and completely customized a new one. Its odd design included an abnormally long handle, measuring nearly two feet in length, as well as a slightly modified emitter matrix that increased the blades length a few inches longer than most standard light sabers. This led Farago to genuinely create a brand new, farfetched fighting style for herself, which perplexed the Council, to say the least. Despite her aggressiveness during combat, she almost never activated her saber, preferring to use the long, reinforced plated handle to beat her opponent into submission rather than kill them outright. This also earned high marks from both Master Sylvar, and the Council.

It seemed like Farago led a perfect life, but no such fragile things last for an indefinite amount of time. During her Trial into Jedi Knighthood, her Master issued the command to travel to Dromund Kaas, the self proclaimed Imperial Capital of the Galaxy, to investigate claims of a secret Sith training area. After a few days of collecting information, Farago found the secret training area nestled deep in the jungle, just out of reach of The Dark Temple. Unfortunately, Farago’s curiosity got the better of her as she set an expedition to The Dark Temple before confronting the training camp. She soon found out that the Temple was a living, breathing, evil place, as her mind was assaulted again and again by a will greater than her own. She quickly fled the Temple before her mind could be assailed any further, but her brush with the Dark Side compromised her identity. The Sith confronted Farago outside the Temple’s gate, cornering her between utter annihilation of blades, or the everlasting torment of The Dark Temple. She fought valiantly, forced to strike down the lesser Sith Acolytes until only an apprentice, and a Master remained.

Drained and exhausted, Farago was easily brought to her knees by the ruthless barrage of attacks. Before the final blow was struck, Farago dropped her weapon and screamed, unleashing a horrid torrent of force, almost palpable with malice and fear. The poor Cathar had given in to her emotions as the Dark Side of the force flowed through her, amplified greatly by The Dark Temple’s presence. Farago was afraid, and didn’t want to die… That’s all she remembered as she blacked out; the Dark Side had complete control over her mind and spirit. When she finally awoke, she found herself standing over the tattered, almost unidentifiable remains of both the apprentice and his Master, literally torn to bits by the Force itself. Distraught by her actions, Farago immediately returned to Dantooine to meditate, finding her inner peace once more before confronting the Council, and more importantly, Master Sylvar.

The Jedi Council, pleased by her success, yet displeased by her actions and unfounded exploration of the Dark Temple, as well as undeniably giving into the Dark Side for a brief moment, convened with the Jedi Order on Coruscant on the matter. Grand Master Yoda himself brought the verdict, claiming with great curiosity, “Young, this one is… See, and understand the nature of the Force, she does. A Knight of the Jedi Order, she will become. But listen, she must… Touched by a taste of dark power, you are, and keep in check your feelings and emotions, you must. Be mindful of the present and of the force, and free you shall be.”

And so her graduation into Knighthood was decided, yet there still remained one problem for the young Farago. Master Sylvar completely disappeared, and it was only later that she had learned word of a pending war on her home planet of Kabray itself. Master Sylvar was last seen boarding a vessel to the Kabray Space Station in quite a hurry, and revelation of this news was foreboding at the very least. Something didn’t feel right to Farago, as if sensing something would go terribly wrong on Kabray. Against her better judgment, she boarded her own vessel to her home world in search of Master Sylvar, and possibly her parents… But what she found there on her beloved planet was something far more terrible than she could have possibly imagined…

Notable Accomplishments: The later named and identified Darth Ul’thor, who over sought the training grounds outside The Dark Temple, was reportedly killed by Farago. Farago survived her training and became a fully fledged Jedi Knight.

Training (If any): Mental and emotional stability, usage of the Light side of the Force, and saber combat.

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<<> Statistics <>>
1000 points to distribute

Vital Statistics

Physical

Health: 180
Hit Points: 7200

Dexterity: 200 (120+80 bonus temp)
Style Points: 800

Strength: 200 (100+100 bonus temp)
Inventory Slots: 20
Base Physical Damage: 800
Maximum Carry Weight: 800

Endurance: 50
Defense (Damage Absorb): 200

Mental:

Intelligence: 200
Magic Points: 1000
Skill Points: 800

Magic Affinity: 100
Spell Points: 400
Magic/Psionic Level: 3

Spirit: 100
Base Magic Damage: 1200

Willpower: 100
Magic/Psionic Damage Soak: 400

Luck: 50
Luck Points: 1
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<<> Skills <>>
865/865 Skill Points (Current/Maximum)

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletic Skills
<skill> <level> <points>

Running (0) +20 [0]
Jumping (5) [25]
Balance (10) +10 [65]
Roll (15) +15 [130]
Reaction (15) [130]

Honed Perception Skills
<skill> <level> <points>

Spot (5) [25]
Listen (5) [25]

Minor Skills
<skill> <level> <points>

Hide (5) +10 [25]

Combat Skills
<skill> <level> <points>

Lightsabers (15) +10 [130]

Magic (Psionic) Skills
<skill> <level> <points>

Force Sensitivity (10) [65]

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-

Form Level Up I
Cost: 10 SP
Skill Level Required: 5
Type: Form III: Soresu
Effect: Level 1: +10 Projectile Blocking/Dodging, +10 Melee Blocking

Dual Strike
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.

Form Level Up II
Cost: 15 SP
Skill Level Required: 10
Type: Form III: Soresu
Effect: Level 2: +12 Projectile Blocking/Dodging, +12 Melee Blocking

Cleave
Cost: 30 SP
Skill Level Required: 15
Type: Enabler
Effect: Allows for a single strike which strikes up to 1d3 enemies grouped together.

Form Level Up III
Cost: 30 SP
Skill Level Required: 15
Type: Form III: Soresu
Effect: Level 3: +14 Projectile Blocking/Dodging, +14 Melee Blocking

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls.

Counter Strike
Cost: 15 SP
Skill Level Required: 10, 'Block' Advanced Skill
Type: Enabler
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike

Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.

Force Sense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Allows a character to sense the nature of the Force around him/her. This allows for the detection of other Force-sensitive individuals regardless of alignment at the user's level or lower.

Force Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against psionic/mental powers by adding this skill bonus to your Willpower roll.

Conceal Self
Cost: 10 SP
Required Skill Level: 5
Type: Bonus (+10)
Effect: Makes it easier to find a place to hide
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<<> Abilities <>>

-= Physical (Style Points) =-
___/800 Style Points (Current/Maximum)

I’ll do these later when I’m not sick… Maybe tomorrow.


-= Magical/Psionic (Spell Points) =-
290/400 Spell Points (Current/Maximum)

Level 2: Battlemind - A Jedi technique where one's morale and fighting spirit are augmented through sheer focus and attunement to the Force. Grants a +5 bonus to physical attack/dodging for the next 1d5 rounds. 80 MP

Level 2: Force Barrier - This Force Sensitive technique erects a shield of Force energy around a target, halving all physical damage for 1d5 rounds. 80 MP

Level 2: Saber Boomerang throw - An offensive use of the lightsaber, this Force Sensitive technique allows for long-distance lightsaber combat. The user may throw the lightsaber across great distances to strike at up to x enemies, where x = the user's Force Sensitivity level/5. This attack deals only the user's physical lightsaber damage before returning to the user's hand. 80 MP
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<<> Feats <>>


Feat 1 (Free)-

Extra Attack
Associated Statistic: Dexterity
Effect: In normal combat, your character gains an additional act round per turn. This does not apply to combat in vehicles, or any form of special combat. In order to qualify for this, you MUST have a dex of 130.

Feat 2 (100 XP)-

Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +5 to flat-foot ('Reaction'-based) dodge, +10 to regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)

Feat 3 (200 XP)-

Improved Dodge I
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge Rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

Feat 4 (300 XP)-

Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)

Feat 5 (400 XP)-

Elemental Affinity: Force - Level 1
Force Abilities
Elemental Affinity: Force Level 1 - Sense Force (Can use Force Abilities)

Feat 6 (500 XP)-

Enhanced Attack Maneuver I
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

Feat 7 (600 XP)-

Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

Feat 8 (700 XP)-

Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +10 to run checks
+40 to Dexterity (Temporary)

Feat 9 (800 XP)-

Improved Physical Damage
Associated Statistic: Strength
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 30. The equation changes to (+1 per 10 points of Strength) * 40.
Example: The character has a 60 Strength. This would grant +6. 6*30 = 180. With the Feat, the equation changes to 6*40= 240.

Feat 10 (900XP)-

Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +10 to run checks
+40 to Dexterity (Temporary)

Feat 11(1000XP)-

Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

Feat 12(1200XP)-
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
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<<> Weapons/Items <>>

-= Equipment Slots =-

Weapon:

Modified Lightsaber:
Focus Crystal-
Name: Diamond Crystal (Typical)
Price: 40,000 credits
Damage Modifier: 5.0
Skill Level Requirement: 10

Augment Crystal-
Name: Velmorite Crystal
Price; 20,000 credits
Benefit: +10 to Weapons Proficiency rolls.

CB-OSP:

Side Arm:

Armor:

Pendant:

Ring 1:

Ring 2:

-= Item Slots =-
Slot 1:

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<<> Inventory <>>

Light Saber, medical supplies, and the clothes on her back.

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<<> Special Notes <>>

Extra Training (+65 skill points towards a skill relevant to your characters background)

Improved Sense
Pre-Requisite: Racial or GM assigned
Description: Your senses are more advanced than other races or beings, and give you a +25 to those checks.

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ALL MATHEMATICAL EQUATIONS FOR VITAL STATISTICS


Vital Statistics

Every 10 points in a stat offers a +1 bonus to roll, removing the divided equation.

Physical

Health: 180
Health Roll: 18 (+1 to every 10 Health)
HP: 7200 / 7200 hp (Health * 40)

Dexterity: 200
Flat Foot Dodge: 60 (+2 per 10 Dex points(40) + Reaction skill(15) +5)
Dodge Roll: 80 (+2 to 10 Dex points(40) + Roll Skill(30) +10)
Block: 80 (+2 to 10 Dex points(40)+Weapons Proficiency(25)+5+10)
Physical Attack Roll: 75 (+2 to 10 Dex points(40) + Martial Arts/Weapons Proficiency Skills(25)+10)

Strength: 200
Inventory Slots/Comfortable Carry 20 (+1 slot per 10 points in Strength)
Base Damage: 800 (+1 per 10 points Strength * 40)
Max Carry Weight: 800 (+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: 4000 (Base Damage x Weapon mod.)

Endurance: 50
Defense (Damage Absorb): 400 (+1 point per 10 Endurance *40)
Survival Roll: 5 (Every 10 points of Endurance = +1 to roll)

Mental:

Intelligence: 200
MP: 1000 / 1000 MP (Intelligence * 5)
Skill Points: 800 (Int * 4)

Magic Affinity: 100
Magic Attack Roll: 20 (10 points in Magic = +1 + Arcane Arts or Psionic Mastery(10))
Magic Level: 3 (+1 Magic Level per 5 levels of Arcane Arts + Elemental Affinity: Force(1))

Spirit: 100
Base Magic Damage: 1200 ( 30*([(Spirit +1/10 points) + (Arcane Arts skill level)]* Spell Mod)

Willpower: 100
Mental/Magic Defense Roll: 20 (Every 10 points = +1 +Psionics or Arcane Arts(10))
Magic Damage Soak: 400 (Willpower Bonus +1 per 10 points*40)
(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)

Luck: 50
Luck Roll: 5 d1000+(1 point to 10 points in Luck)
"Your faith is your weakness, human. We bow to no adversary! With the clamor of anvils and the thunder of guns, we rip each day from life's teeth! Our strength will shake the foundations of the world."
Sephinume
Posts: 3
Joined: December 11th, 2011, 5:16 am

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