Trai Kanossi

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Trai Kanossi

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Post by silentzephyr »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: SilentZephyr
Real Name (Optional): John
Time Zone (GMT Modifier): GMT -7 (Mountain Standard Time)
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<<> Character Information <>>
-= Basics =-
Name: Trai Kanossi
Race: Sagittarian Near-Human
Height: 5'10"
Weight: 135 lbs
Appearance: Although Sagittarians are remarkably close to their Human brothers, most tend to be far more visually stunning than Humans and Trai is without exception. His lightly toned skin is without blemish, and his handsome facial features would be considered attractive by most Humans. His light blue eyes are highly saturated with vivid color, and they seem to emit a light glow, shimmering occasionally. His dark brown hair is well groomed, the sides and back are faded, while the top is messy and spiked. Trai is of a slender build, but his muscles appear to be a bit toned. Overall, he looks to be in his mid to late teens.
(See: Picture)
Eye Color: Shimmering Blue Irises, Black Pupils
Hair Color: Dark Brown
Notable Features: Glowing/shimmering blue eyes

-= Personality =-
Favorite Food: Fruits
Likes: Science, exploration, mystery, and balance of the Force.
Dislikes: Corruption, evil, Yuuzhan Vong, and people who see/judge in only black and white.
Favorite Color: Royal Blue
Fears: Death of loved ones, the past catching up, and not being able to find a way home.

-= Background =-
  • BRIEF History: Trai was born on the planet Krai'Vval, located near the galactic core of a galaxy called Iodus. At the time, Humans held the most dominant empire in the galaxy, and almost all Humans enjoyed a prosperous and peaceful life.

    For the first 15 years of his life, Trai managed a fairly normal and non-heroic existence. He worked hard on his passion for science and discovery; even among the highly advanced civilizations of Iodus, Trai was considered a genius for his age. Shortly after turning 15, Trai made an important discovery about the universe: an energy field "beyond" the fabric of the physical universe, and conversely a disturbance from the heart of the galaxy.

    In pursuit of knowledge, Trai "borrowed" a family transport and took off for the galactic core. The trip would be a dangerous one as there was a great deal of spatial disturbances in the deep core. After a near death experience (luck or fate or both on his side) and the loss of his family's spacecraft, Trai discovered a massive derelict space station at the center of the galaxy. It was clearly of alien origin and seemed to predate even the earliest histories of all sentient life in Iodus. Although it still had some life support, the station was hardly functional after being abandoned for a hundred millenia. Trai was stranded and needed to find a way out before running out of supplies.

    After setting up his base of operations, he began to explore and document his findings. After several days of searching, he ended up finding some sort of Stargate. At that point, with only another two days worth of supplies, he managed to activate the device but found himself both unable to decipher the ancient symbols or determine to where the pre-set coordinates would lead to. Out of time and options, he found himself forced to enter the gateway, unknowing of where it would lead.

    Approximately six millenia before the rise of the Galactic Empire, Trai would find himself in the Unknown Regions of the Star Wars galaxy. Over the long course of several millenia, Trai built a small empire of his own, and developed his Force potential. He is an anomaly in the Force. In Iodus, the ancient space station seemed to be creating a galaxy-wide Force disrupting field. With the sudden change of location, the energies of the Force quickly surged through Trai's body, causing a major slow down of all normal aging processes.

    Some six millenia after his arrival in the Star Wars galaxy, during a space battle with an Imperial fleet, a wormhole appears at point blank range. With no escape, Trai's cruiser is pulled into the anomaly.

    Thus begins his new adventure...
  • Notable Accomplishments: Built an empire from scratch in the SW galaxy, became a master Force user, discovered traces of ancient civilizations and radical breakthroughs in science and technology.
  • Training (If any): Lightsaber Combat, Knowledge: Physics, Empire-level Leadership/Management (Political Science?), Ground and Space Combat Tactics (Military Science), Force Sensitivity (Alter, Control, Sense at Master level.)
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<<> Statistics <>>
1000 points to distribute

Vital Statistics
Physical
  • Health: 120
    Hit Points: 9600/9600 HP (Health * 80)
  • Dexterity: 130
    Style Points: 520 StP (Dexterity * 4)
  • Strength: 110 +/- 0
    Inventory Slots: 11 (+1 Slots for every 10 Strength)
    Base Physical Damage: 330 (+1 Bonus for every 10 Strength * 30)
    Maximum Carry Weight: 440 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
  • Endurance: 100 +/- 0
    Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance * 40)
Mental:
  • Intelligence: 150
    Magic Points: 750/750 MP (Intelligence * 5)
    Skill Points: 600 SkP (Intelligence * 4)
  • Magic Affinity: 110
    Spell Points: 440 SpP (Magic Affinity * 4)
    Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
  • Spirit: 120
    Base Magic Damage: (((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 *(Magic level/Psionic level/5 ))
  • Willpower: 110
    Magic/Psionic Damage Soak: 440 (+1 Bonus for every 10 Willpower * 40)
  • Luck: 50 +/- 0
    Luck Points: 1 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
0/600 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> <points> <level>
    • Roll 76 = Level 11
    • Running / Flying 25 = Level 5
  • Honed Perception Skills
    <skill> <points> <level>
    • Spot 25 = Level 5
    • Listen 25 = Level 5
  • Minor Skills
    <skill> <points> <level>
    • Concentration 25 = Level 5
  • Combat Skills
    <skill> <points> <level>
    • Weapons Proficiency: Lightsabers 146 = Level 16
  • Magic Skills
    <skill> <points> <level>
    • Force Sensitivity 88 = Level 12
  • Knowledge Skills
    <skill> <points> <level>
    • Knowledge (Physics) 38 = Level 7
    • Knowledge (Political Science) 38 = Level 7
    • Knowledge (Military Science) 38 = Level 7
  • Vehicle Skills
    <skill> <points> <level>
    • Vehicle Operation (Starfighters) 38 = Level 7
  • Survival Skills
    <skill> <points> <level>
  • Crafting Skills
    <skill> <points> <level>
    • Craft (Electronics) 38 = Level 7
-= Advanced Skills =-

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<<> Abilities <>>
-= Physical (Style Points) =-
520 / 520 Style Points (Current/Maximum)


-= Magical/Psionic (Spell Points) =-
440 / 440 Spell Points (Current/Maximum)

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<<> Feats <>>
(* denotes feats possessed at Character Creation)
  • * Feat 1 (Free) - Dodge Mastery
    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 2 (100 XP) - Force Level 1
    The Force is the manipulation of energies found within all matter. Through sensing, altering, and ultimately controlling these energies, people adept in the element can better understand their universe, those around them, or mentally influence their surroundings. After taking this Elemental Affinity, a person is considered to be Force Adept, and may be considered for prestigious studies as a Jedi Knight or the awesome powers of a Sith Lord. Although neither title is a requisite for this affinity, those strong with the force are dependent on some form of training and meditation provided by others to gain further powers. All areas are naturally neutral in this element, which makes the ability to sense Force users or disturbances very simple. In theory, an area is strong or weak in this element depending on what exists in the area: Force users would make an area strong, while Null Space Energy would be weaken the Force in a given area. As the Force revolves around the manipulation of an energy against its natural motion, users of this element are diametrically opposed to Elemental Affinity: Time, which imposes natural motion.
    Sense Force (Can use Force Abilities)
  • * Feat 3 (200 XP) - Improved Dodge I
    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) - Force Level 2
    Life Sense (Can locate a person with concentration and determine their condition)
  • * Feat 5 (400 XP) - Flight
    Effect: Give yourself the ability to fly at twice your current running speed.
  • * Feat 6 (500 XP) - Improved Health I
    Effect: Boosts HP. The modifier of *40 is changed to *60. Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).
  • * Feat 7 (600 XP) - Force Level 3
    Life Detection (Can detect life in an area)
  • * Feat 8 (700 XP) - Improved Flight
    You are experienced in flying without the aid of machinery and it shows. You can fly longer, farther, and faster than others who share the skies with you. You fly at 5x running speed, and receive a +10 bonus to flight checks; and while in the air a +25 temporary dexterity, a +15 temporary strength and a +10 temporary endurance (all temp bonuses are of stat points).
  • * Feat 9 (800 XP) - Improved Health II
    Effect: Boosts HP. The modifier of *60 is changed to *80.
  • * Feat 10 (900XP) - Force Level 4
    Magnify Senses (Receives a +20 to all sensory checks)
  • * Feat 11(1000XP) - Force Level 5
    Precognitive Reaction (Receive a +30 on flat foot dodge and reaction checks)
  • 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 =- -= Item Slots =-
  • Slot 1:
  • Slot 2:
  • Slot 3:
  • Slot 4:
  • Slot 5:
  • Slot 6:
  • Slot 7:
  • Slot 8:
  • Slot 9:
  • Slot 10:
  • Slot 11:
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<<> Inventory <>>

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<<> Special Notes <>>
Side effects from Trai's wormhole trip to DW has caused his connection to the Force to be near completely severed, forcing him to retrain his abilities. For this, I would like to request the trait: Mysterious Power, and utilize Trai's spell points to reserve it if possible.
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silentzephyr
Posts: 1
Joined: November 11th, 2011, 8:30 am

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