Star Wars Roleplay: Chaos

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Character The Man in White

THE MAN IN WHITE


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NAME: The Man in White ( Zabka Bis'clavret )

FACTION: None (Formerly Jedi Order, Reconstruction Era, The Resistors of Darkness in The Gulag Plague)

RANK: Rankless

SPECIES: Balosar

AGE: Over Four Hundred

SEX: Male

HEIGHT: Tall

WEIGHT: 230 lbs

EYES: Blue

HAIR: Dark Brown

SKIN: Somewhat tan

FORCE SENSITIVE: Jedi Master



STRENGTHS

Pistoleer: Expert in all things Pistol Related, give him one pistol and he could could kill a few platoons. Give him two and he'll take out a friggin' Column. Even up against Lightsabers his pistol skills are incredibly dangerous, as he is well adept at shooting through even the staunchest Lightsaber Guards, even with standard Blasters, and infuses his weapons with the Force to parry blades directly with his pistols, opening them up to shots.

Mage: An expert in Light Sided magic and ritual, as only such could have subdued Darth Phyre and transformed her into Syd

Force Light: His use of Force Light is unusually strong, capable of driving back even the darkest spirit

Force Acrobat: His gun fu would not work without this. He knows Body Enhancement powers to an expert degree

Ax Crazy: Expert in the use of Vibro Axes. Nobody's getting a reservation at the Dorsia with this guy around. Also knows his way around Katanas and throwing weapons.

Defender: His knowledge of purely Defensive, and Support Force Powers is also extensive

Ace: Master Pilot

Antennapalps: Normally retracted and hidden from view by his hair, his antennapalps allow him to pick up the slightest subsonic frequencies, even across great distances, giving him a sense of physical intuition. If he were ever in a situation where his Force Sense was dulled, he could still rely on his ability to sense vibrations caused by his opponent's movements.

Resistant to Toxins: Balosars are extremely resistant to toxins and most poisons. Trying to poison him would be very difficult, as he would have to ingest massive doses of the strongest kinds of poisons to be even slightly affected by them. (This includes an immunity to the harmful effects of drugs, particularly death sticks, although Balosar are still vulnerable to addiction.)


WEAKNESSES

Offensive Force Powers: Does not seem to use Force Push, or any offensive powers not related to the Light

Telekinesis Weakness: He seems to have great trouble using Telekinesis in general

Haunted: The horrors of past conflicts have driven him to a lonely place in his mind, often making him withdrawn and difficult to relate to or work with, barring notable exceptions like his son, Starlin. He suffers from Post Traumatic Stress, and his connection to the Force can cause him to vividly relive all of his worst memories. This interferes with his Force Use on occasion.

Traditional dueling: He is not without skill in Niman but suffers from a duelist deficiency in all other areas of Lightsaber combat. His Lightsaber knowledge seems more a formality than anything. He prefers firearms.

Not a good idea to fly: He may be a master pilot, but years of trauma have taken their toll, and he is at risk of suffering an anxiety attack if forced suddenly into a dog fight without ample mental preparation.

Wagon Faller: Has used drugs to escape depression in the past. If things get really bad emotionally he is at risk of relapsing into this.

Sonics: Highly Vulnerable to sonics when Antenna are extended


APPEARANCE:

A tall, handsome fellow often dressed in white, or occasionally black clothes

BIOGRAPHY:

Once a humble Jedi Knight in the era before the Gulag Virus, Zabka Bis'clavret was recruited from the now defunct Preston Pistoleer Academy after he kept unconsciously using the Force to make his shots. Becoming a respected Jedi often called in to bring down especially powerful Sith or Dark Jedi, Zabka eventually began to train a gifted Force User named T'sid Surt'r, destined to become one of his single worst, most Personal enemies.

Though they became great friends during the course of her training, with them both personally bringing Darth Themis to her initial defeat and imprisonment, Surt'r was slowly, tragically driven mad by the bond she had to Laertia Io that defied space and even time. When Surt'r used Magic to indulge in Forbidden Time Travel experiments in an attempt to contact the person she was madly in love with, he was sent to put an end to her works by the Council.

Though he genuinely pleaded with T'sid, she refused to see reason, and a terrible duel that lasted three days ensued, ending with him blowing her up with an explosive crossbow bolts out of pure desperation, an act which would haunt him the rest of his life. When the Gulag Era came and the whole Galaxy and the order with it was decimated, Heretical cultists had gathered her remains, forcing the darkness into her mangled flesh and bone and having her reborn as Darth Phyre, who went on to terrorize the entire Galaxy during the Gulag Era with her Cult of the Brain Demon.

Avowed to stop her, he was one of the few to survive repeat engagements with Darth Phyre and was the only one who ever sent Phyre running for her life at one point, but it came to the point where he could no longer wage his Guerilla war against her without support and slowly gathered followers, assembling what eventually became known as a renegade Jedi Organization called the Resistors of Darkness, whose sole purpose was to combat Dark Side cults.

Teaming with the mysterious Jedi Moya De Lifte, and her own Jedi Order, both waged a brutal, protracted campaign against Phyre and her cult, with De Lifte and her order dying in the process, but allowing him to press the attack and weaken her organization enough to when he was finally able to capture and re mold her into a crude reproduction of the woman he had once fought alongside, and used her to help him destroy the remnants of her own cult, as well as others. When the Council, finding out who she had once been, demanded she be imprisoned indefinitely, he complied, both out of a twisted desire to punish her for all she had put him and the Galaxy through as well as having decided she was just too dangerous, even reprogrammed, to keep using.

The act of imprisoning her though, still managed to traumatize him and he deeply regretted the act to his surprise afterward. With Syd imprisoned, and much of the work he had done completed, he allowed himself to collapse into a Psychological Exhaustion that culminated in a nervous breakdown he never truly recovered from, and left the organization he had founded to wander the Galaxy aimlessly as a shell shocked, fast talking spacer drug user who had given up the Force, though he was forever wary of being tracked down by his enemies and lived this way for centuries until he ran into the only woman he had ever felt anything in such a way for, Jen Rand, a slaver at the time they met.


Charming his way out of the Slave collar and eventually convincing her to give up slaving after his whirlwind seduction ended with her pregnancy, both attempted to live together for a while, but the bad habits he had picked up from his breakdown dogged him, and made their relationship difficult as she knew he was hiding a terribly high amount of secrets, and his refusal to completely open up about those secrets caused Jen to relapse more than once into drugs herself to deal with the stress of caring for a man who couldn't bring himself to reveal too much, even though part of him wanted to. But his own fears and Trauma simply wouldn't let him.

Two major things contributed to his initial departure from Starlin and Jen's life. One was one of his old enemies tracking him down in his apartment while Jen and Starlin were away, which led to a brutal fight that ended with his attacker dead after he used a pistol for the first time in decades to kill. This was passed off as a robbery attempt by him. The second was when he witnessed Starlin unconsciously use Telekinesis.

When he experienced these, all the horrible memories he had tried to run away from came surging back with a vengeance. Fearing he would lead more of his enemies to them, with the risk of them being killed in the crossfire, the pressure of being a Father growing to be too much, and fearing he would fail with Starlin like he had failed with T'sid, he opted to simply leave, and finish hunting down all his remaining enemies from the Gulag Era.

Casting a spell over both that would blind his enemies from tracking them, and also make them incredibly hesitant to attack if they were found, he departed, and has spent these years either fighting or in hiding. But when word at last reached him about who had become Starlin's Master, as well as The Black Knight's crimes, He has at last opted to put himself back on the chessboard and in the open, to confront his past fully, as well as all the terrible mistakes he made with his family...

PERSONALITY

Withdrawn, and often closed off emotionally, he suffers often from severe anxiety Attacks he can barely control and it interferes with his Force Use. Knowledgeable to a bookish degree, he has the potential for incredible ruthlessness if his bloody acts during the Gulag Plague are any indication. Though he tries to be polite, he has little patience for fools or the cruel, the latter of which will near instantly draw his ire, and probably end with an especially nasty sort getting ventilated by his Blasters. Otherwise, he is very slow to anger. He is a firm proponent of the Light and doesn't believe in vengeance, but severe stress can often make him relapse into bad habits or mild drug use. Nevertheless, in the right situation he is horrifically deadly to any who face him--even Darth Phyre would not have engaged him without precaution, and considering how lethal Phyre was at the height of her power, that is saying something.

SHIP:

Payload (First Order Tie Bomber)

KILLS:


BOUNTIES COLLECTED:


ROLE-PLAYS:



EQUIPMENT AND ABILITIES


Resistor's Shroud (Armorweave Atrisian Nehru Suit)

Standard Ventilators (Twin DC-17 Commando Blasters)

Electric Ventilators (Twin Electric Blasters)

Sonic Ventilators (Twin Geonosian Sonic Blasters)

Ion Ventilators (Twin Ion Relic Pistols)

Clerics Fingers (Twin 9mm Machine Pistols)

Eagle Talons (Twin 50. Pistols)

Shining Edge (Jedi Katana)

Sword of The Resistors (Green Bladed Dueling Lightsaber)


FORCE


Force Sense. (****P*********K***********M)

Sense Life and Danger in a moderate 70 meter Radius. As skill grows, Character becomes finely attuned to precise prediction of projectile paths

Initiate: Sense Life and threats vaguely but sense projectiles better, allowing for better evasion

Padawan: Sense Life and Danger in a more defined way, and Projectiles much better, allowing for not only better evasion, but deflection

Knight: Sense Life and Danger on a well defined basis, and Projectiles much more keenly, allowing for very good evasion and deflection

Master: Sense Life and Danger in an extremely defined manner, and Projectiles on an incredible level of precision, allowing for Fantastic Dodging and evading

Force Weapon (****P*********K***********M*************G)

Channels the Force through weapons with minimal Concentration to resist Force Lightning and Lightsabers

Initiate: Weapons are rendered unbreakable to all but the most powerful Lightsabers for 007 minutes. Grind very weak lightning blasts

Padawan: Grind weak lightning blasts

Knight: Grind strong lightning blasts

Master: Grind very strong lightning blasts

Grandmaster: Grind extremely strong lightning blasts. Can now fully resist even enchanted Lightsabers or Alchemized weapons for 14 Minutes


Force Body. (****P*********K-----------M)

Drain ones one vitality to fuel Force Powers. Character is more easily injured, and tires quicker, but Force powers Drastically increase in strength

Initiate: Drain three fourths vitality to make Force Powers twice as strong

Padawan: Drain two fourths vitality to make Force Powers three times stronger

Knight: Drain one fourth of vitality to make Force Powers four times stronger

Master: Drain half of one fourth vitality to make Force Powers not only four times stronger, but twice as easy to focus

Energy Resistance. (****P*********K***********M*************G)

Shields whole groups and self in an energy field that can resist blasters and Lightsabers

Initiate: Resist Low powered blasters and glancing Lightsaber blows for 007 minutes

Padawan: Resist Average Powered Blasters and up to three full Lightsaber Blows for 007 minutes

Knight: Resist High Powered Blasters and up to four full Lightsaber blows

Master: Resist Very High powered blasters and up to Five full Lightsaber blows

Grandmaster: Resist Extreme Strength blasters and up to 007 full blows from Lightsabers

Tutaminis. (****P*********K***********M-------------G)

Absorb Energy and redirect it to elsewhere or use it on one's own self to increase the effects ranged energy weapons do. NOTE: If using weapons already at an extreme damage rating, increases range or ammo capacity, depending on which is weaker

Initiate: Redirect Low levels of energy. Blasters in any damage category except extreme raise by one rating in Damage

Padawan: Redirect moderate levels of energy to power up or power down systems. Blasters in any Damage category except Extreme and Very High raise by two ratings

Knight: Redirect High Levels of Energy to power up or power down Complex systems. Blasters in any damage Category except Extreme, Very High, and High raise by three ratings

Master: Redirect Very High levels of energy to do heavy damage to large systems. Blasters in any damage category except Extreme, Very High, High, and Average, raise by four ratings

Grandmaster: Redirect Extreme amounts of energy for immense damage to complex systems, Blasters in Very low damage category raise by five ratings, range or ammo capacity on all other blasters doubled

Force Barrier. (****P---------K-----------M)

Shields whole groups in an energy field that can resist Slugthrowers and Vibroweapons

Initiate: Resist Low Caliber Slugthrower Rounds and Vibroweapons with Level One Vibration Cells for 007 minutes

Padawan: Resist Average rounds and Level 2 vibration cells in Vibroweapons

Knight: Resist high caliber rounds and Vibroweapons with level 3 vibration cells

Master: Resist Very High caliber rounds and Alchemized Sword edges

Force Bubble (****P*********K***********M*************G)

Shields very large groups in a bubble of Force Energy capable of resisting Artillery, and Force Attacks, but must remain stationary. Requires constant strain and focus, and takes a toll to keep up

Initiate: Capable of resisting relatively light bombardment and weak Force Attacks

Padawan: Capable of resisting mild Bombardment and mild Force Attacks

Knight: Capable of resisting Heavy Bombardment, and Heavy Force Attacks

Master: Capable of resisting Very Heavy Bombardment and Very Powerful Force Attacks

Grandmaster: Capable of resisting extreme bombardment and extremely powerful Force Attacks

Force Jump (****P*********K-----------M-------------G)

Enhance the body to jump physically and vertically at very great lengths

Initiate: Jump Physically and Vertically for slight ly above average lengths

Padawan: Jump limits increased to moderately above average lengths. Can now pinball off surfaces

Knight: Jump limits increased to High Lengths. Can use jumping better in combat

Master: Jump limits increased to Very High Lengths. Can use Jumps very well in combat

Grandmaster: Extreme Jump Limits. Can use Jumps expertly in battle

Force Speed. (****P*********K***********M*************G)

Use the Force to massively increase physical speed and reaction time. Easiest power to channel

Initiate: Speed and reaction increased slightly above normal

Padawan: Speed and reaction much higher than normal. Easily dodge basic attacks

Knight: Gains bullet-time effect. Drastic increase in speed and reaction. From outside perspective, the character is a blur, From Character's perspective, most opponents are sluggish

Master: Character moves so fast Bullet time Effect increases

Grandmaster: Character moves so fast they can wall run, and almost seem to Flash-Step in combat

Battle Meditation. (****P---------K-----------M-------------G)

Meditate to increase the Psychological resilience, stamina, and Speed and Reflexes of allies, while attempting to lower the same in enemies. This variant is small scale and can be used in combat at the cost of great focus

Initiate: Slightly increase Psychological resilience, stamina, and Speed and Reflexes in allies, lower the same in enemies. Heavy Focus cost in active combat--no other Force Power could be channeled

Padawan: Moderately increase Psychological resilience, stamina, and Speed and Reflexes, lower the same in enemies if successful

Knight: Heavily increase Psychological resilience, stamina, and Speed and Reflexes in allies, lower the same amount in enemies if successful

Master: Very heavily increase Psychological resilience, stamina, and Speed and Reflexes in allies, lower the same in enemies if successful

Grandmaster: Extremely increase Psychological resilience, stamina, and Speed and Reflexes in allies, lower the same in enemies if successful

Force Valor

Rank 1

Increase Physical Strength, and impart a regenerative effect to allies for a short time

Rank 1: slight increase in strength and healing rate for 007 minutes

Rank 2 Moderate Increase in strength and healing rate

Rank 3: Heavy increase in strength and healing rate

Rank 4: Very heavy increase in strength and healing rate

Force Light

Rank 4

Unusually powerful Variant of Force Light, capable of doing severe damage to Dark Adepts and Sithspawn, as well as driving back and damaging Dark Spirits.

Rank 1: Drive back weak Dark Siders, Sith Spawn, and Spirits

Rank 2: Drive back strong Dark Siders, Sith Spawn, and Spirits

Rank 3: Drive back very strong dark Siders, Sith Spawn, and Spirits

Rank 4: Drive back extremely strong Sith, Dark Siders, and Spirits

Revitalize

Rank 1

Revive someone knocked out, giving them a slight boost in energy

Rank 1: Revive one person

Rank 2: Revive three persons

Rank 3: Revive five persons

Rank 4: Revive 007 persons

Force Heal

Rank 1

Cause rapid regeneration of wounds over a very large radius. Large amounts of focus required. Must remain stationary

Rank 1: Radius of fifteen meters

Rank 2: Radius of 30 meters

Rank 3: Radius of 45 meters

Rank 4: Radius of 60 meters

MAGIC

Spell of Light Barrier. (****P*********K***********M)

Create barriers over surfaces for a short time that the Dark Side has great difficulty penetrating

Initiate: Resist weak Dark Side Attacks for 007 minutes

Padawan: Resist strong Dark Side Attacks

Knight: Resist very strong Dark Side Attacks

Master: Resist extremely strong Dark Side Attacks

Bow of Light Spell. (****P*********K***********M*************G)

Summon a bow and arrow of pure Light side energy, the arrow splitting into clusters of 007, capable of doing severe Stun effects to all Dark Adepts and Sithspawn, but no real damage. Three minutes cool down

Initiate: One Arrow can be fired

Padawan: Two Arrows can be fired

Knight: Three arrows can be fired

Master: Five arrows can be fired

Grandmaster: 007 arrows can be fired

Spell of Poison Removal. (****P*********K***********M*************G)

Spell that can reduce and eventually eliminate the effects of all but the absolute deadliest of poison

Initiate: Reduce and eliminate very weak poison

Padawan: Reduce and eliminate weak poison

Knight: Reduce and eliminate strong Poison

Master: Reduce and eliminate very strong poison

Grandmaster: Reduce and eliminate extremely strong poison.

Spell of Flame Bane. (****P*********K***********M*************G)

Spell that dampens the effects of flames and flame sorcery

Initiate: Dampen very weak flames and flame sorcery

Padawan: Dampen weak flames and flame sorcery

Knight: Dampen strong flames and flame sorcery

Master: Dampen very strong flames and flame sorcery

Grandmaster: Dampen extremely strong flames and flame sorcery

Spell of Silence (****P*********K***********M)

Cast a spell that eliminates all noise character makes

Initiate: Noiseless for 10 minutes

Padawan: Noiseless for fifteen minutes

Knight: Noiseless for 17 minutes

Master: Noiseless for 21 minutes


Spell of Alchemy Negation. (****P*********K***********M*************G)

This spell is designed as a projectile that, if it connects, can temporarily suppress the protective quality of Alchemized Materials

Initiate: Suppress the effects of very weak Alchemized Materials

Padawan: Suppress weak Alchemized Materials

Knight: Suppress strong Alchemized Materials

Master: Suppress very strong Alchemized Materials

Grandmaster: Suppress Extremely strong Alchemized Materials

Spell of Positional Judgement (****P*********K***********M)

This Spell creates an Electric Judgment trap capable of heavily stunning nearly any organic

Initiate: Lay one trap

Padawan: Lay three traps

Knight: Lay five traps

Master: Lay 007 traps

Spell of Rewind.

This Spell is used to repair damaged materials. No ranks given

Ritual: Judgement Storm

This ritual creates a thunderstorm of electric judgement over a wide area, capable of heavily stunning all organics

Ritual: Temporal Storm

This ritual causes all projectiles fired by the enemy to slow down in a wide radius

Ritual: Light Enhance

This ritual Enhances effects of the Light Powers of all Light Adepts over a wide radius

Ritual: Astral Projection

Allows Character to temporarily leave body to scout, but leaves body highly Vulnerable

Ritual: Affinity

This ritual causes all Light Adepts to recover Force Strength Faster over a wide radius

MELEE

Axes (****P*********K***********M*************G)

Katanas (****P*********K-----------M-------------G)

Throwing Weapons (P-----K-----------M)

Knives (****P---------K-------------M)

LIGHTSABER

Single bladed Lightsaber (****P*********K-----------M)

Form 1 (****P---------K-----------M)

Form 6 (****P*********K-----------M)

RANGED

Pistols (****P*********K***********M*************G)

Misc.

Starfighters: 10/10

Personal Starships (007/10)
 
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