Post by Salt on Jan 16, 2014 2:55:33 GMT -5
Name: Shyvekul (formerly Ylsa)
Class: Guardian
Age: Unknown (Ylsa believed deceased)
Sex: Female
Height/Weight: 5' 6" (1.6 meters), 130lbs.
Species: Sith
Title: Countess, Archfiend
Appearance:
Shyvekul is covered in folds and straps of close-fitting black leathers, a long black cloak and ankle straps, all of which are somewhat tattered and thrown-together. She has crimson skin (her Sith ancestry) with small cranial ridges along her cheek bones and forehead. She bears jagged, black Sith tattoos along her brow, around her eyes, down her cheeks and along the lengths of her arms. She has long, somewhat matted black hair. She also wears cortosis-manufactured gauntlets with clawed fingertips, and Sith assassin's boots.
Base Stats
Strength: 30(+3) = 33
Speed: 50(+3) = 53
Stamina: 40(+3) = 43
Force Stats
Control: 50
Sense: 40
Alter: 30
Combat Stats
Lightsaber: 40
Unarmed: 20
Melee: 40
Range: 10
Personal Items:
Sith holocrons, various tomes and datacrons of cultural histories and politics, numerous current and outdated astrogation charts, shelves of heirlooms and treasures from dozens of worlds, crates of herbal and other ingredients, alchemical equipment, poisons, knives, meditation orbs, talismans and crystals and nick-nacks: in all, a host of tools and detritus for all manner of seeking, finding, cursing and killing people while augmenting herself.
In addition to her clawed cortosis gauntlets, she arms herself with forearm-mounted lightsaber blades.
Starship:
1. X-70B Phantom
(Remote detonation sensor array locked to her navicomputer, in turn locked to a small implant in her brain: her ship can be destroyed at any time by the one who controls the detonator and is linked to her navicomputer; if the sensors are removed from the vessel, if the sensors are destroyed, or if she bodily goes beyond a particular range from the sensors, a signal is beamed in a high-frequency burst to her implant that will fry her brain's blood vessels with its own hyper-charged electrical synapses.)
2. A small fleet based on Nar Shadaa. (Working with Vakarian to settle this)
Force Powers:
Telekinesis
Force Sense
Force Sight
Type: Sense
Prerequisite: 1 Sense
Description: The ability to perceive one's surroundings using only the Force. Some species such as Miraluka will have this Power automatically.
Force Crush
Type: Alter
Prerequisite: 25 Alter
Description: The Force is used to constrict or crush a foe or object. This power includes abilities like Choke and Kill.
Psychometry
Type: Sense
Prerequisite: 20 Sense
Description: A specialized use of the Force which allows the user to pick up traces of information about an object simply by touching it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. It is often more effective on personal objects which were used frequently.
Hibernation Trance
Type: Control
Prerequisite: 15 Control
Description: The user has the ability to place themselves into a deep meditative state, slowing their metabolism and breathing to a near stand still. While in this trance the user is unmoving, though able to survive on one tenth the air of a normal individual as well surviving anywhere from one week to a month without water depending on the moisture in the user's environment. While using this technique a user might appear to be dead, even to a trained eye.
Master Speed
Type: Control
Prerequisite: 30 Control
Description: The Force grants the user Speed beyond that which would naturally be possible, boosting their Speed stat. The user gains a 5 point bonus to Speed for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Master Speed up to 100.
Immersion
Type: Control + Alter
Prerequisite: 40 Control
Description: The Force can be used to attempt to blend the user in with his surroundings, making him invisible to other characters as well as concealing his presence in the Force. Immersion is pitted against the Sense stats of those around them.
Force Absorb
Type: Control
Prerequisite: 25 Control
Description: Energy from sources such as blaster bolts or lightning can be absorbed by the user and harmlessly dissipated. The user's Control stat will be pitted against the Range or Alter stat of the opponent.
Force Blade
Type: Alter
Prerequisite: 30 Alter + Force Weapon
Description: The Force surrounding a blade after using Force Weapon can be projected at a foe. The effects of Force Weapon wear off after using Force Blade.
Insanity
Type: Sense
Prerequisite: 30 Sense
Description: A wave of intense fear and confusion wash over all foes around the user. In order for Insanity to be successful, the user's Sense stat must be at least double the opponent's.
Plague
Type: Sense
Prerequisite: 40 Sense
Description: An insidious use of the Force, the Dark Side is used to make an opponent feverish, and react as if violently ill. In order for Plague to be successful, the user's Sense stat must be at least 50% greater than the opponent's.
Death Field
Type: Sense + Alter
Prerequisite: 30 Alter
Description: The Dark side is used to rip the life force from all opponents surrounding the attacker and then used to revitalize him. If the lower of the user's Sense and Alter stats is double the higher of the opponent's Sense and Alter stats, the user's Stamina doubles while the opponent's is cut in half.
Skills:
Shii-Cho
Improved Conditioning
Type: Strength + Speed + Stamina
Prerequisite: 20 Strength + 20 Stamina
Description: Grants a permanent +3 bonus to all Base stats, reflecting the user's excellent physical conditioning.
Master Critical Strike
Type: Strength
Prerequisite: 30 Strength
Description: Once during a battle, the user can land a Critical Strike, boosting their Strength stat by 50% for that attack. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Master Critical Strike up to 100.
Two-Handed Master
Type: Melee / Lightsaber (Arm-sabers, two lightsabers, two single-bladed weapons only)
Prerequisite: 25 Melee or Lightsaber
Description: The user has an in depth understanding of how to handle and use two handed blade or staff weapons. Grants a 20% bonus to the Melee and Lightsaber stats when using a double bladed weapon, staff or two single bladed weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Two-Handed Master up to 100.
Weapon Specialist: Melee
Type: Melee (Clawed Gauntlets only)
Prerequisite: 15 Melee
Description: The user has mastered the use of otherwise exotic or unorthodox melee weaponry, such as whips, axes or clubs. Grants a 25% bonus to the Melee stat when using these weapons in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Weapon Specialist: Melee up to 100.
Martial Art: Teräs Käsi
Type: Unarmed + Charisma
Prerequisite: 20 Unarmed + 20 Speed
Description: The user is proficient in the use of the Teräs Käsi or "Steel Hand" martial art. Developed by the Palawa as a means to combat Jedi, Teräs Käsi relied upon speed and agility to anticipate attacks. In addition the form also taught non force users how to close off their minds from the Force. Because of this, using Teräs Käsi grants the user a 20% bonus to Charisma in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Teräs Käsi up to 100.
Jar'Kai
Type: Lightsaber
Prerequisite: 1 Lightsaber
Description: A specialized form of lightsaber combat which teaches the use of two single bladed weapons at once.
Ataru
Type: Lightsaber + Speed + Stamina
Prerequisite: 10 Lightsaber
Description: A wild offensive form that relies heavily on the Force to preform it's complex choreography, Ataru relies on speed and agility to overwhelm an opponent quickly. The frantic offense of this form comes at a price, however, as it is also one of the most exhausting forms to use in combat.
Djem So
Type: Lightsaber + Strength
Prerequisite: 10 Lightsaber
Description: Djem So is a powerful form that utilizes broad, heavy swings to overwhelm an opponents defenses. Borrowing some of the defense of Soresu, Djem So presses the attack where the more defensive Soresu calls for patience.
Shien
Type: Lightsaber + Speed
Prerequisite: 10 Lightsaber
Description: A variant of Djem So, Shien focuses on blaster bolt deflection and engaging several opponents at one time. One of the signatures of a Shien user is the ability to skillfully send blaster bolts back to their source.
Swordsman
Type: Lightsaber
Prerequisite: Guardian lvl 1 + Shii Cho
Description: Grants a plus 3 bonus to all Base stats when Shii-Cho is used in battle. Skill cannot be stacked. Stat caps do not apply to bonuses gained by Swordsmen up to 100.
Bio:
Ylsa was a powerful Sith in her early career, having been born into a “pureblood” Sith racial line. She was swift, agile and excelled at weakening or disorienting her foes in battle – and when that failed, besting them by adaptation, with equal proficiency in strong and fast fighting forms. Another gift was secrecy: she had something of a reputation for sabotaging the other acolytes in her recruitment class – even assassinating one or two of the stronger ones – without leaving any evidence.
The combination of her proclivities, talents and pureblooded ancestry garnered her great interest from her Sith overlords. She was given swift advancement and increasing levels of responsibility. Some thought she had become too much a favored pet. Some grew bitter. Some argued she was propelled beyond what she deserved, and too quickly for her to handle it. Much of the sentiment remained in dark corners and private conversations; while she was under her master, a man with similar tastes as his student in the covert arts, she was relatively untouchable. Once she left her master’s tutelage, however, a few grew bold enough to challenge her openly, and less-than-openly.
Ylsa bested all of her challengers. Her fighting abilities were proficient enough, but the ire of her attackers would have proven her demise if she hadn’t been so good at manipulating the situations to her advantage, striking from the shadows, lying in ambush, forcing friends of attackers to give up their plans on pain of death, and laying traps and poisons in her enemy’s households and her own quarters.
Her career proceeded on an illustrious, enviable course. She took on a handful of apprentices, most of whom lived long enough to bring her honor. Everyone knew she would, in time, become a leader in Sith hierarchy. Either that, or one of her own pupils would kill her for personal glory, as was the way of many Sith.
And then the bright crimson star imploded in a single campaign of treachery. Her old master, in connection with nameless enemies whose identities were protected by his own auspices, lured her into a trap on Sullust. In the end, she was brought before a handful of Sith lords in a ruined tower in the middle of a Dromund Kaas jungle and presented for execution. She gave threats and protests, but no straight answers were given to her. The last thing she saw was her master’s face as he thrust a Sith warblade into her abdomen.
She found herself wakening on Nar Shadaa. A Miralukan woman was nursing her wounds, and told her that she had been in a coma for a month. She told Ylsa that she had not saved her – that, in fact, she was merely an agent of her “dark master,” one Count Felgost. The woman was here to assist her on behalf of Felgost. Ylsa, the woman said, had been kept alive on the condition that she make a choice: to serve Felgost and his shadowy purposes, or to finally die. Again, Ylsa was given no answers to her questions. With no other option but death and silence, she bowed her will to her new master, Count Felgost.
Her mission was to assemble a team of shadow operatives, dark assassins and saboteurs for the Count. Ylsa was provided a small fleet and a base on Nar Shadaa. She was given a custom personal vessel (along with Felgost’s deadly “insurance policy” in her implant), and knowledge of the wider galaxy. Further, she was told that the Miralukan was a skilled witch and hunter of Force-users: the servant had been tasked with providing her additional training in the dark arts of Sith alchemy, magic, Force manipulation, and combat against those trained by the Jedi and Sith alike. Finally, she was given a new identity: Countess Shyvekul, Archfiend of the Demon Fleet.
It has been close to six months since then. Her team is largely assembled and has begun its duties under the nebulous orders of Count Felgost. From their hidden base on Nar Shadaa, Countess Shyvekul the Archfiend and her Demon Fleet spread whispers of fear and the mad ravings of death throughout the galaxy.