Star Wars Roleplay: Chaos

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Character The Witchling

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W I T C H
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The young Witchling of Dathomir stands at around 5'6", sporting the porcelain-pale skin typical of her species. Beneath long black hair lies a shy, pretty face, with dark eyes and a near constant pout. Slender and petite, with no tattoos or markings to speak of, she lacks the visage of the fearsome warrior women of her homeland. However, feminine curves and a softly-spoken voice are her defence of choice. Her pale skin serves as a boon to hide her new, true nature from others as a vampire, as many simply dismiss the alabaster young woman as a typical reclusive Dathomirian.

Faegard is typically quiet, unassuming, easily dismissed. Although willing to engage in conversation, the girl is polite and tempered, preferring to wait until she's called on before speaking. A gentle soul, she has a penchant to simply roll over wen confronted with conflict rather than escalating it, although perhaps surprisingly, the girl is quietly stubborn, and while her actions are easily controlled, her mind is significantly less so.


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    NAME: Faegard
    FACTION: The Confederacy
    RANK: ---
    SPECIES: Dathomirian
    HOMEWORLD: Dathomir
    AGE: Twenty-five
    SEX: Female
    HEIGHT: 5'6"
    WEIGHT: 120lbs
    EYE COLOR: Dark
    HAIR COLOR: Long black
    SKIN TONE: Ivory
    FORCE SENSITIVE: Yes
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    M A G I C: Like many daughters of Dathomir, magic runs deep in Faegard's veins, and she's quick to pick up the art and master the spells and rituals she learns

    H A R M L E S S: Faegard exudes helplessness. Carrying the demeanour of a wounded animal, she is quick to be dismissed as a threat, often left to her own devices, even if it would be unwise to do so

    E M P A T H: While she may not quite know what you're thinking, the young witch almost certainly knows what you're feeling
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    U N C O O R D I N A T E D: Some have a knack for dexterity. Sadly, Faegard is not among them, and is better acquainted with the ground than with any kind of weapon or parkour skills

    S T A R T L E D: Dathomirians are known to be fearsome and cruel. But Faegard was raised outside of that culture, and this protected upbringing shows in her penchant to be easily startled

    O V E R W H E L M E D: An empath by birth, the witchling was never taught to harness her powers. As a result, she is easily overwhelmed by them
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    Force Powers:
    Force Cloak - Novice
    Force Empathy - Adept
    Telekinesis - Apprentice

    Ship:
    The Phantasm
  • 01. The Black Bandit
    02. Ship to Ship
 
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THE PHANTASM
  • Intent: To make a personal ship for Faegard to use as a home
    Image Source: Ship Exterior(and background), Galley, Quarters, Medbay
    Canon Link: N/A
    Permissions: None
    Primary Source: Me
  • Manufacturer: Faegard
    Affiliation: Faegard
    Model: N/A
    Production: Unique
    Material:
  • Classification: Personal Ship
    Length: 18m
    Width: 12m
    Height: 7m
    Armament: Average
    Defenses: Average
    Squadron Count: 1
    Maneuverability Rating: Extreme
    Speed Rating: Extreme
    Hyperdrive Class: 0.5​

    • SHADOW - Thanks to its nightshadow coating, the whisperthrust engine, and the in-built cloaking device, the Phantasm is almost undetectable, baffling or avoiding most detection systems
    • SWIFT - With a state of the art hyperdrive and finely-tuned sublights, what Faegard’s ship can’t avoid, she can almost definitely outrun
    • STREAMLINED - When you have a small ship with limited fuel reserves, efficiency is key. Thankfully, that has been taken into account with the Phantasm and she’s able to keep up with the larger vessels in long hauls between fuel stops, thanks to both how the engines are tuned and the solar arrays to compliment her standard fuel tanks

    • SLIGHT - Faegard’s ship has a small silhouette, but the maneuverability and versatility comes at a price. After fuel and supplies, there is no space for cargo or more than one or two passengers
    • NO BITE - The particle shield and basic turrets Faegard’s ship is fitted with are primarily for space debris. While the vessel might survive a tussle with a single fighter, it’s clearly not built combat
    • BASIC - While the ship has a medbay, to accommodate for the small space, it is relatively basic, unable to service overly complicated sickness or injuries, or issues that would require multiple people to tend to
    • LIMITED - Even the Phantasm’s state of the art tech is not infallible. If subjected to disabling tech like an EMP or a grav well projector, her cloaking device could be disabled, leaving her vulnerable. Additionally, all her tech cannot shield her occupants from a force-sensitive pursuer

DESCRIPTION

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Upon returning to Dathomir, it became abundantly clear to Faegard that she would need a ship in order to stay ahead of the Sith. Hardly willing to meet the Sith in combat, her priorities were for a vessel that could get her out of trouble as quickly and quietly as possible, so that’s what was commissioned.

Right from the drawing board, the Phantasm was designed to be quick and quiet. With a state-of-the-art whisperthrust engine, top of the line hyperdrive, and nightshadow coating, the ship truly embodies her namesake. Because of the Phantasm’s small silhouette, all her tech has been finely tuned to be as efficient as possible, to ensure her humble fuel reserves can last just as long as the larger vessels. In addition, her small silhouette and fine-tuning means that she can turn on a dime, able to maneuver with agility few other vessels can match.

Unable to go home to Dathomir, Faegard needed to be able to be at home on her ship. Although it may be small and relatively humble, the Phantasm does support fully-equipped living quarters and a medbay. They may not be extravagant, but they are comfortable, cozy even (Especially when the ship is berthed on a planet and Faegard can curl up by the windows and watch the rain from her bunk). Thanks to her solar arrays to compliment the fuel tanks, the small ship is able to store about a month’s worth of consumables to support a maximum of two occupants (or two months for Faegard if she’s on her own). However, it has no cargo space, meaning she can’t carry much more than the bare necessities.

But a ship of the Phantasm’s caliber has its drawbacks. All the power her small frame can hold goes to the stealth systems and the speed. Her shields and turrets are fitted primarily to protect her hull from space debris, and while her Titanium shell and phrik frame are hardy, she’d be no match for combat-oriented vessels. Additionally, the Phantasm’s medbay has been somewhat stripped down to fit into the small space, meaning it can’t accomodate for more serious sickness or injuries.

Her tech might be state of the art, but the Phantasm isn’t entirely flawless. Like most ships without specific protection, her systems are vulnerable to EMPs and other technology designed to disable. Additionally, there is no tech on board to hide the occupant’s signature in the force, which means that even if the ship itself is hidden, the witch may not be.

The Phantasm isn’t a perfect ship. With no bite, she relies on her stealth systems, speed and agility to get Faegard out of trouble. While it can support the witch, it does not have the fully-decked-out systems larger vessels can boast. Even for all her engineering, she can still only carry a few month’s supplies at most. However, more than any of that, the Phantasm is the one thing that Faegard needs her to be:

A home.
 
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