Star Wars Roleplay: Chaos

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Baghest Gaunt || Poltergeist of the Core

Barghest Gaunt
Social Information
Name: Barghest Gaunt
Alias(es): Poltergeist of the Core
Nickname(s): Zee'tah, The Fear
Title(s): N/A
Age: 26 yrs.
Reputation: None, Unknown
Faction(s): N/A
Rank: N/A
Companies: N/A
Place of Birth: Coyn
Place of Residence: N/A, Nomadic
Sexuality: Asexual
Marital Status: Single
Force Sensitivity: Yes
Alignment: Neutral
Religious Beliefs: Bendu

Physical Information
Gender: Male
Race: Coynite
Height: 10'1 ft.
Weight: 210 lbs.
Eyes: Light Blue
Hair: Black w/ White Traces
Complexion: Ashen Pale
Tattoos:
• Barghest only claims one tattoo on his body, performed by vile, primitive tools - stone and wood, driven into his flesh. A special rite from a nameless clan, deep within the Unknown Region; the sacrament involves mixing Croke blood with a special mixture of pulpy herbs to render it incoagulable, before dousing it with the require increments of red, clay-riddled soils to render it the appropriate shades of deep crimson. The final product is of a single etching, located on the upper-right corned of his back, on the skin above the scapula. The vibrant contrast between his pallor an the vivid red is shocking - the symbol entirely foreign, nameless, indescribable; almost eldritch in formation. A strange formation of swirling lines, twisting and contorting around a single dot, a sphere, a circle - call it what you will; an inescapable void of vermillion, like a cardinal black hole.
Piercings:
x
Scars:
x
Birthmarks:
x
Misc. Features:
x
Physique: Extremely tall, like all coyt, but slender, almost starved; though appearing frail, he holds immense strength in his body, reinforced by a carnal ferocity.

Skills & Abilities
Profession(s):
Guide: Each skill trait is described and then rated on a scale of 1 - 10. Depending on the numeral value, it will be determined if the trait is a weakness or a strength, then further described below the paragraph. This takes place of a normal strength/weakness chart in this character sheet.
Key:
Weak:
0 - Abysmal, 1 - Neglected, 2 - Poor, 3 - Substandard, 4 - Learning
Average:
5 - Average
Strong:
6 - Above-average, 7 - Adept, 8 - Excellent, 9 - Experienced, 10 - Mastered
Weapons:
Archaic Guns/Weapons: Basic, primitive weapons, which often can be crafted for survival from surrounding environments, such as bows. Although entirely ineffective for direct combat, they can be utilized by underdeveloped cultures or by those stranded on alien worlds, forced to survive, hunt, and defend themselves. For the sake of simplicity and organization, this category refers to one's efficiency with, and ability to craft, these weapons.

Slugthrowers: A firearm that fires a solid projectile, enveloped in energy. Though far more primitive than blaster weapons, forcing one to plot the trajectory of their bullet, they offer unique advantages despite their cons. Rapid-fire variants are difficult, if not impossible, to fully block with a lightsabre, while other versions can be silenced for stealth. They also offered multiple variants of ammunition, resulting in a large degree of molecularity at the expense of cost.

Light Blasters: Light blasters, largely referring to low-powered and/or one-handed weapons, are common throughout the Galaxy. Utilized by everyone from common folk to military personnel, they are a staple in both galactic warfare and in self-defense, coming in a variety of models, makes, sizes, shapes, and so forth. Despite this, they are often simplistic and reliable, and easy to come across; they also, for the most part, have the benefit of cheap maintenance in comparison to more complex weaponry.

Medium Blasters: For the sake of this character sheet, medium blasters, for the most part, refer to blaster rifles and other two handed, energy-based weaponry, such as the bow caster. With even greater variety than their smaller counterparts, medium blasters are heavily modifiable and available throughout the Galaxy, and, in turn, find a wind degree of use among its citizens. Popularly utilized by military organizations, they come with a massive degree of appearances, ranging from parts used, purpose, and culture. Still, much like their lighter cousins, they are easy to maintain with some exception, and their parts, usually, can be easily come by for a relatively cheap price.

Heavy Blasters: Heavy blasters, as referred to in this sheet, refer to assault cannons, chainguns, and other heavy, specialized equipment that can be utilized to dangerous effect by a trained individual. Expensive and complex, even smaller varieties require extensive knowledge to safely operate and maintain. Ultimately, however, they provide a dominating presence on the battlefield, and give a seemingly insurmountable bonus to their user, allowing them to maintain and reinforce key strategies with the force of a dozen men.

Gen. Firearms: This basic slot refers to the character's ability to learn and use all varieties of firearm-based weaponry, as well as their aptitude to discover on their own.

Missile Weapons: Missile weapons, such as rocket launchers and grenade launchers, utilize heavy and expensive explosive ammunition that, when dispensed at key targets for maximum effect, can deal massive and crippling damage. Largely reserved for packed groups of enemies or armored foes, such as vehicles or structures, they pack a punch capable of breaking through heavily reinforced defenses.

Heavy Weapons: Heavy weapons, for lack of a better term, refer to weaponry placements found in fortified bases, starships, capital ships, and so forth. While these weapons tend to differ wildly, overall the require the same technical maintenance and patience to operate, leaving the operator to learn the control systems individually. They writer should take responsibility to not let the vagueness of this category spiral out of control.*

Melee Weapons: Melee weapons, excluding the legendary lightsabre, blade of Jedi and Sith, much like firearms, carry a wide variety of forms, from basic knives, to exquisite vibro-blade weapons. While these utilize a varying degree of combat forms, from ripostes to more barbaric hacking and slashing, overall they require the same basic prerequisites of strength and agility to utilize. Overall, each should be properly taught and learned, with some exception, in-character; overall, this dictates the character's ability to learn, rather than control.

Lightsabres: Lightsabres, which, appropriately in lore, as well as according to site rules, should be taught to a non-Force-using character via a trained master. Though there are a variety of lightsabre forms out there, from cross-guard lightsabres to whips, each master, depending on their own ability, should manage to teach only their own form onto the character, which will be listed below, next to the character's rank of experience and ability to learn.

Explosives: Explosives, unlike missile weapons, are utilized for sabotage or combat without the use of a catapult or launcher. This is a general management measurement, dictating the character's ability to create, disable, and utilize a wide degree of explosives such as charges or grenades (e.g. thermal detonators, thermal imploders, etc.).

Throwing Weapons: Finally, another class of primitive weapons, dedicated to be propelled by one's own arm strength, rather than by a more advanced weapon. These range from javelins to slings, but ultimately depend on one's ability to discern their path, despite external influences, such as the wind and distance; overall, this determines one's capacity to learn.

Dexterity & Movement:
Dodge: Reaction speed pertaining to the character's ability to dodge attacks. This trait builds off their stamina and utilizes their energy to avoid blows, rather than thwart them, using the enemy's momentum to work under their guard or retreat. The degree of this ability, in use, also largely builds off the opponent's own ability.

Parry: Building off of their strength, they use their own weapon to block blows, hoping to break the opponent's strategy and gain ground, finding an opening for a fatal (or finishing) strike. This large depends on the types of weapons in use, as well as the form of melee combat.

Stamina: This determines a character's ability to maintain their energy, as well as their base energy for physical activity. The lower the stamina, the less they have, causing them to lose breath more quickly, or become fatigued more swiftly during combat. By training, one can hope to build their stamina, but only if done diligently; misuse leads to a shortening of stamina.

Running: This trait pertains to speed, rather than distance, which is dictated by stamina.

Brawling: While damage is determined by strength, and defense by other factors, the brawling trait pertains to both one's own safety and ability to prepare, as well as critical strikes by seeking out and hitting key weak points in the opponent.

Climbing/Jumping: This determine's the character's ability to climb, leading up to sheer cliff faces or long jumps, leading to accelerated growth in traits pertaining to movement, such as dodge. This severely harms mobility if untended to by the character and requires frequent training.

Strength: This determines what weapons the character is able to use along with armor and how they interact with the world. This determines pure physical strength and like all else in the Dexterity category, this can be gained and lost.

Swimming: How good the character is at swimming, from dog-paddling to deep-sea diving. Though in some case, insignificant, if the character were ever to be trapped on Mon Calamari, this would be integral to survival.

Mechanical Operation Skills:
Bacta Tank Operating & Management: While bacta and its associated machinations are both rare and expensive, it requires delicate treatment to utilize appropriately, lest it go to waste. This determines how well bacta, whether in the form of a full storage tank or in smaller, individual kits, can be utilized by the character . . . and the appropriate chance given to loss.

Communications & Channel Encryption: With this trait, the character can utilize a variety of arrays and communication equipment more frequently, even able to properly encrypt and code transmission, to avoid interception. Reversing this technique, one is able to decrypt other signals, allowing them access into things intended for other eyes only.

Droid Operating & Management: From building, to coding, to maintenance, droids require quite a lot of care and knowledge to properly manage. This trait determines the character's knowledge pertaining to artificial life, up unto the point where they might choose to design their own.
Life Support System Operating & Management: Life support systems are used to maintain life in space for long periods of time and require experienced care to maintain, especially in the case of wartime or battle. This determines the character's penchant for maintaining life support systems in a ship, or sabotaging them.

Basic Machinery Operating & Management: From manufacturing plants to power generators, all the subsidiary forms of machinations not detailed are found within this category; this trait determines how well the character can identify and interact with them.

Sensor Array Operating & Management: Sensor arrays are key functions to ships, whose limited viability can often put them at risk to attack or damage in the depths of space. This traits applies to the character's ability to read their signals as well as interact with forms of arrays, etc.

Shield Operating & Management: Shields are used to protect structures and vessels from damage, either from enemy fire or other forms of ballistic and energy attacks (ex: asteroid fields). The power can usually be rearranged to face particularly intense fields of fire and, as such, are very flexible; however, they are also highly radioactive, fragile, and complicated to manage, requiring special skills to operate.

Computer & Software Operating & Management: In such a technologically dependent and vast Galaxy, computers and software play an integral role in both maintaining and undermining the given systems of things. By training one's self in the languages of these planes, one could both reinforce their systems and secure their safety, as well as destroy the enemy before violent conflict ever reaches necessity.

Vehicle Operation Skills:
Astrogation: Astrogation is essentially space navigation, using a variety of built-in charts and maps, as well as an outstanding knowledge of space-bound rules of operation, which overall increases the effectiveness and survivability of space travel.

Battle Station Operation & Management: While, like a hive, a battle station is composed of numerous, self-sufficient parts that compose a whole, directing these monstrous bases takes a lot of knowledge of both the chains of command, as well as technical functions. This trait ties into numerous others, but largely focuses on an understanding of machinations that compose the behemoth battle stations, allowing further interaction.

Capital Ship Operation & Management: While smaller than battle stations, capital ships make up for this in offensive capability and mobility, as well as a larger demand as a command vessel, fixating on communication to pierce enemy defenses or strengthen blockades against enemy attacks. This trait determines the utilization of the ship by a character, using it to maximum effect. This extends to flag ships as well.

Corvette Operation & Management: Corvettes are smaller vessels, though still far larger than any single-man starship, capable of housing disastrous firepower which can devastate smaller vessels without sacrificing much for speed. Due to this, they demand particular staples of command that must be specially developed to master.

Frigate Operation & Management: Versatile ships, used to perform key functions in a fleet, frigates require experienced captains to hold their own against the harshness of space.

Gunship Operation & Management: Gunships can be both devastating attack vessels or simply transport ships, both of which, due to their modularity and overall bulk, require skilled hands to utilize, to make sure all within return safely. Heavily armored and usually brimming with firepower, they are a force to be reckoned with, while in the right hands.

Jet/Jump Pack Operation & Management: Back-mounted propulsion systems used for mobility. Expensive and rare, they require a particularly deft individual to manage, topped with intense training. One case of misuse makes all the difference between life and a bloody pulp splattered on the ground.

Nautical Vessel Operation & Management: Though rarely seen, waterbound vessels do require a bit of knowledge to operate, though their similarity to starships make them far easier to learn, especially as an early way to train children in their operations.

Powersuit Operation & Management: Even rarer than the Jump Pack, powersuits still have made various appearances in the Galaxy, from Space Troopers to Dark Troopers, they enhance the physical traits of the user, but are incredibly difficult to wield.

Repulsorlift Vehicle Operation & Management: Almost every ground vehicle operates off a repulsorlift, allowing them to hover across the ground. Though simple and inexpensive, they require some knowledge to operate safely.

Starfighter Operation & Management: This trait affects the character's piloting skill as well as overall individual management of private craft. Having a droid negates some of this, though not all.

Walker Operation & Management: Walkers are the coolest, just throwing that out there. More versatile then wheel-mounted vehicles while boosting the additional benefits of height and support lacking among repulsorlift craft, they are the superior ground force of the battlefield.

Survival Skills:
Beast Handling: The ability to tame, train, and manage beasts as well as survive wild encounters in the wilderness. The greater the ranking in this trait, the more in-depth one's knowledge of the vast array of beasts across the Galaxy in addition to their ability to interact with them safely.

Beast Riding: With the ability to involve oneself in beasts, it is a whole other area of expertise to use them as a mount. With each unique physiology, it requires adept and in-depth understanding of the creature's biology and psychological nature to control adeptly.

Demolition: Tying into a deep understanding of galactic architecture, Demolition determine's the character's ability to destroy structures by targeting structural weaknesses.

Farming: For every space cowboy, theoretically, there are about twenty farmers. While most remain NPCs for obvious reasons, in time, it is always useful to apply one's understanding of agriculture to use; being stranded alone on a distant world requires a smart use of one's resources to remain fed.

First Aid: From splinters to slugs piercing the flesh, everyone on the field of fighting needs to be tended to several times in their life as a warrior. In the life of a mercenary, this tends to be more often than not, and being able to tend to oneself is an undeniable benefit.

Metallurgy: A large part of crafting depends on one's understanding of forging metals, as well as their scientific properties and proper purification. A decent understanding of metallurgy will allow the character to create stronger, sturdier armor and weapons.

Social Skills:
Bargaining: To talk you into selling your pants for cheaper.

Commanding: To tell you to give him your pants.

Conning: To cheat your pants away from you.

Forgery: To make a fake pair of pants.

Gambling: To bet his pants against yours.

Investigation: To tell where your pants have been.

Sneak: To make sure you don't notice him stealing your pants.

Intimidation: To scare your pants off.

Seduction: To talk you out of your pants.

Flattery: To convince you that you look better without pants.

Willpower: To decide he doesn't need your pants.

Charisma: Overall ability at earning your pants.

Knowledge:
Agriculture: Like farming but understanding how it works, including determining produce, acknowledging the weather, location, soil, farming machinery, crop rotation, and so forth.

Species: Determines the knowledge of species, advancing out from his homeworld into the wide reaches of the Galaxy. Helps understand foreign physiology and habits.

Art: From identifying styles and artists, to creating for themselves, this trait determines the character's artistic eye and ability.

Biochemistry: An in-depth understanding of internal chemical and physicochemical reactions within a creature's biology are integral to the life of an assassin, whose knowledge in herbology will lead them to create the perfect poisons.

Bureaucracy: An understanding of politics will allow a character to play the galactic game of thrones with far more success. Though, often learned through experience, bureaucratic backgrounds or teachings will help increase this trait, increasing social skills in other areas as well.

Business: A good understanding of business will help one's skill at bartering, as well as allowing adept interactions with both other businesses and in creating their own. Keeping in mind regulations, and ways to get around them, are key for establishing a flourishing business, or turning it into a powerful monopoly.

Cooking: It's one thing to make something edible, another to make it desirable. The cooking trait is mainly for the sake of interaction, but understanding how to better oneself in the culinary arts is a surefire way to make people like you.

Cultures: The culture knowledge trait determines one's understanding of multiple cultures and customs throughout the Galaxy, from small interaction to religious beliefs. It will help one's social skills as well as determining their ability to interact with foreign aliens throughout their adventure.

Mixology: Mixology determines one's ability to mix drinks and perhaps slip something else into the mixture. The higher their ability, the greater their capability in being the life of the party, and the chance they might knock out a target without ever needing to draw their gun.

Ecology: An extensive knowledge of ecosystems ties into ecological support systems on board ships, as well as their extensive knowledge of foreign species and cultures. This allows them to better interact and support other characters, as well as predict, and determine, their encounters on alien worlds.

Economics: Along with business, knowledge in economics allows the character to build their fortunes outside of mercenary work.

Languages: Self-evident, the language trait determines the character's ability in linguistics, from utilization to learning, allowing far greater interaction through speech across the Galaxy.

Known Languages:

Literature: Literature overall increases a character's ability at speech, learning, and interaction, as well as offering additional interaction options based upon literary works, both recreational, such as books, or political, such as treaties.

History: An understanding of history leads to both a greater grasp of modern issues and far greater chance of survivability in greater, more political interaction. By far the easiest trait to increase, and one of the most useful.

Military: The military knowledge trait bleeds into tactics, but also summons an understanding of military organization, etiquette, and courtesy. The greater one's military knowledge, the greater their chances of developing into a suitable commander.

Planetary Systems: Integral for navigation, knowledge of planetary systems simplifies the process of travel, and relies heavily on a deep understanding of alien species and cultures.

Tactics: From both squad roles, to commanding fleets, to surviving alone, tactics are integral to combat; without them, it would be simply barbaric, with mutual destruction almost assured. To both outsmart the opponent and maintain one's safety, tactics are to be studied continuously and practiced with vigor.

Technology: A great understanding of technology leads to superior development, tinkering, engineering, and repair; important for anyone in the Galaxy, save for the primitive governments that exist within its distant corners.

Vehicles: Knowing what's a good choice to drive, as well as a deeper understanding of its capabilities, both encourage a vehicles potential and longevity.


Summary:
Strengths:
Weaknesses:
Credit:
Skill Chart (I highly recommend you check it out!*)
 

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