Jore`Felsai, Sanghelli Covenant Separatist

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Jore`Felsai, Sanghelli Covenant Separatist

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Post by Urd »

<<> Player Info <>>

IRC Nick: Urd
Real Name (Optional): Ben Osborn
Time Zone: Pacific
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Jore'Felsai
Race: Sanghelli
Age: 45
Height: 7'7"
Weight: 150kg
Appearance:
Eye Color:Yellow
Hair Color: None
Notable Features:

<<> Character Personality <>>

Favorite Food: Sashimi
Likes: Ai's, Swordsmanship, war poems, traditional Samurai culture
Dislikes: The Old Covenant, Sam Shium, Brutes.
Favorite Color: Imperial Red
Fears: A return of the Covenant and their insane ideas, a return of the Flood. Dishonor.


<<>Character Background<>>

History: From the momet he was hatched on Sanghelios, Jore`Felsai had a thirst to be a warrior of honor like his ancestors before him. He trained every single day, honing his battle skills as well as the knowledges that would be expected of a Shangelli of the Covenant Army. His fervor to excel above and beyond that of the rank and file was noticed by High Command and he was fast tracked to a field commission over a set of experienced Grunts. Rather than act like the rest of the inexperienced cobalt colored warriors from his world, he listened when the Grunts spoke to one another, for they did not speak in cowardly hushed tones, but with the ease of experienced and seasoned veterans. They bespoke of the power of human weapons, and how best to avoid them, often trading stories openly in front of him. He never chided them for it, in fact he silently encouraged it and his armor was quickly switched from Cobalt to Crimson as he rose from the rank of Minor to Major. His time with these diminuitive and dull witted, yet heavily experienced underlings helped his meteoric rise in power. When he transfered out to join the Zealot Corps, he bade them a fond farewell and secretly hoped that their next Elite would be as intelligent as he and lead them not into slaughter but into glorious victory for the Covenant.
It was on Reach that he was to face the infamous Demons for the first time, acting as the Junior in an advanced scouting party, he was nearly slain outright by the armor wearing human foes, managing to pretend his own death in order to escape later and relay valuable data he'd overheard the Spartans talk about when they thought there was none but human ears to hear. He gathered weapons from the fallen, loaded on grenades... and slaughtered the UNSC Army platoon that came to relieve the Spartans before making his exit to rejoin his commander who had escaped earlier by knocking over one of the Demons and fleeing as it punched him off of it.

He never found out what happened to those Demons but he'd secretly hoped they'd been glassed along with the rest of the planet when the greater Fleet arrived. He was recalled back to Sanghelios to help train recruits at this point and was unaware of the Fleet's chase of the Pillar of Autumn... or what happened next... but he would learn. Oh he would learn at the feet of a Shangelli who had returned from the Holy Ring with word from an Oracle... disturbing words that made no sense at first... but slowly, as he thought about the various campaigns against the humans... as he thought about the Sam'Shium's flat refusal to allow the honorable foe into the Covenant at all... he came to see the Truth. But he knew the danger of voicing such heresy and urged his teacher and mentor not to openly spread this knowledge, for doing so would surely tempt the wrath of the Prophets and they would surely stay his hand and silence his Voice. He would not heed him and returned to the gas mine... only to die at the hands of the newest Arbiter, the discraced Fleet Master who had let the Holy Ring be destroyed on his watch... destroyed by one of the Demons.

Yes, publicly he was outraged that the Holy Ring had been lost, he never faltered in teaching his students the value of strategy, honor and warriors ethos... but some of his teachings started to border on the heretical until finally he was sent on "vacation" for a bit to clear his head by High Command, and renew his dedication to the Great Journey. He was at a grand monistary when the Jirihane came. He knew they would come, greedy apes that they were. He knew the Prophets spoke false... and now was his chance to lead the charge and save what he could of Sanghelios while the Arbiter and his new Separatist Fleet fought the twin evils of the Prophets and the Flood elsewhere.

He was still fighting the Jirihane invasion when...

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<<>Statistics<>>

Total Experience Points: 1000

Health: 100
Health Roll: (+1 Bonus for every 10 Health)
HP: 6000/6000 hp (Health * 40)(Health * 60)

Dexterity: 200(250)
Flat Foot Dodge: 45 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: 25(+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 25(+1 Bonus for every 10 Dexterity + skill)
Style Points:1000 StP (Dexterity * 4)

Strength: 150(250)
Inventory Slots/Comfortable Carry: 25(+1 Bonus for every 10 Strength)
Base Damage: 125 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 1000 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance:150(200)
Defense (Damage Absorb): 1000 (+1 Bonus for every 10 Endurance *40) (Endurance *50)
Survival Roll: 20 (+1 Bonus for every 10 Endurance)

Intelligence: 290
MP: 1475 MP (Intelligence * 5)
Skill Points: 1160 SkP (Int * 4)

Magic Affinity: 20
Spell Points: 80 SpP (Magic Affinity * 4)
Magic Attack Roll:2 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level:0 (Skill Level / 5)
Psionic Level:0 (Skill Level / 5)

Spirit: 20
Base Magic Damage:0 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 60(160)
Mental/Magic Defense Roll: 16/ (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak:440 (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Roll: 1(+1 Bonus for every 10 Luck)
Luck Points:1 (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) / (Maximum) Skill Points

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

Perception 10
Reaction 10
Acrobatics 10
Atheletics 10
Stealth 10

Roll 20
Swords 20
Pilot Heavy Land Vehicles: 5
Pilot Light Aircraft 5
Computer Use 5
Survival 10
First Aid 10
Military Sciences 15
Writing 5
35 skill points remain

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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Custom (Shangelli)
Traits: Jr Hero, Status Effect Resistance, Enhanced Dodge, Super Strength
-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Class: Commando
*Feat 2 (100 XP) - Gun Nut

*Feat 3 (200 XP) - Enhanced Attack

*Feat 4 (300 XP) - Iron Will

*Feat 5 (400 XP) - Super Strength

*Feat 6 (500 XP) - Improved HP 1

*Feat 7 (600 XP) - Armored

*Feat 8 (700 XP) - Super Speed

*Feat 9 (800 XP) - Improved Defense

*Feat 10 (900XP) - Mind Sheild

*Feat 11(1000XP) - Adaptation


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) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Emerald level Covenant Plasma Sword
CB-OSP:
Side Arm: Covenant Plasma Rifle(Tentative)
Armor: Standard Zealot level Combat Harness (Emerald armor level)
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>
Covenant Energy Sword
Name: Emerald Crystal
Price:
Roll Bonus: +11
Damage Modifier: *11
Augmentation Slots: 1
Crafting DC: 1551
Skill Level Required: 9

Covenant Zealot Level Combat Harness
Emerald Armor
Price: 200000
Physical Soak Bonus: 1820
Magical Soak Bonus: 1820
Crafting DC: 1410
Name: Internal Shielding III
Manufacturer: Armax Arsenal
Price: 500000
DC to Make: 30% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm, either via the area around them or hostile physical trauma. The Armax Arsenal model, a generation beyond the Misriah and WST models, is capable of some small protection to heat and some radiation. It holds an energy field of 10000 HP that regenerates by 4000 hp over the period of 3 rounds. If knocked out completely 5 rounds are required for it to restart itself.
Name: Infolink Telecommunications Package
Manufacturer: Unus Mundus Network, Inc.
Price: 30000
DC to Make: 20% of armor's original DC
Restrictions:
Description: Enables users to receive and transmit messages without generating audible sounds through implanted cochlear and vibration detection devices. Video signals accompanying incoming transmissions are projected via augmented reality into the user's vision, provided an Eye-Know Visual Augmentation is available.

Name: Eye-Know Visual Augmentation
Manufacturer: Sarif Industries
Price: 50000
DC to Make: 40% of original armor's DC
Restrictions:
Description: An armor augmentation that attaches a microcomputer into the collar of the armor and is either connected to a helmet or an eyepiece. This augmentation allows a user to access digital information and communicate and relay information visually. It is controlled by a tiny control held either in the hand or implanted in the armor somewhere.

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<<> Special Notes <>>

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Urd
Posts: 2
Joined: February 24th, 2012, 3:48 pm

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