Faron Dahr by TCarknight

Species
Human
Career
Smuggler
Specializations
Gambler, Gunslinger
System
Edge of the Empire

3
Threshold 14
Current 14
Threshold 15
Current 15
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
2
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 1
Charm (Pr) 1
Coercion (Will) X 0
Computers (Int) X 1
Cool (Pr) X 2
Coordination (Ag) X 0
Deception (Cun) X 2
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 1
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) 0
Streetwise (Cun) X 2
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) X 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Model Q4 Quickfire
Range
Short
Skill
Ranged: Light
Stun Setting; add SB to perception to find on body; May not be reloaded, only reharged
Damage
5
Critical
3
Model 44 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Combat Knife
Range
Engaged
Skill
Melee
Damage
5
Critical
3

0
255
97
4 / 7

Weapons & Armor

Mer-Sonn Q4 Quickfire Blaster
Mer-Sonn Model 44 Blaster Pistol
Combat Knife

Catch Vest (4 Soak against Energy Weapons)

Personal Gear

Comlink (Handheld) (x2)
Chance Cube (x5)
Extra Reload (x2)
Whyren's Reserve Corellian Whiskey (Bottle)
Lockpicking Tools
Spacers Duffel
Stimpack

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Convincing Demeanor (1) -Setback per rank from Deception or Skulduggery
Dodge (1)
Grit (3) +1 Strain Threshold per rank
Quick Draw Once per round, draw or holster item or weapon as an incidental
Quick Strike (2) +Boost per rank with combat check when target hasn't acted yet this encounter
Rapid Reaction (1) Suffer strain up to ranks to add equal number of successes to initiative checks
Second Chances (1) Once per encounter, reroll a number of positive dice equal to ranks
Toughened (1) +2 Wound Threshold per rank

Background

Growing up on the outer rim, Faron Dahr was an atypical farm boy. He was a dreamer like many boys his age, but he actually enjoyed the work on the farm. In addition to the farm, his father was a mechanic for the small settlement they lived near. People from all over would bring him broken items which Faron would help his father repair or trade out for other items. His mother served as the law enforcement for the area, so from time to time Faron would help maintain her weapons, travel around and interact with the settlers as well.

Faron didn't give any of this any thought, because he was enjoying life. That ended, not because of some military action, or an attack by animals but by the power of nature. The largest storm ever recorded hit the area around the farm shortly after Faron's 16th birthday. The tornadoes and lightning decimated the fields and destroyed the family home. All Faron could find (he'd been visiting friends) when he arrived was a few credits. He felt something shatter inside him and he simply walked away after burying all the family he'd had left.

Drifting from place to place, he managed to make a living gambling and performing sleight of hand in city squares. Along the way, he discovered he had another talent, one for handling guns. Seeing all the war and destruction going on around, he realized there might be a better market for those skills and started looking for such work. It didn't take long to find that kind of work either.

Shortly after leaving his home, he found himself in the middle of a fight for power between Olba the Hutt and a couple of other unsavory types. Faron wouldn't have taken a hand in it but for the fact that he was trying to get a simple drink. When Faron took the side of one of Olba's men who was outnumbered four to one and kept him alive it was enough to impress the man and have him get a job for Faron. For the past few months, Faron has been working for Zonro doing various odd jobs including everything from taking prisoners to the mines of Kessel, raiding various people and locations and even pickimade up his mind and put him in ng fights to make a point for Olba. However, most of Faron's duties consisted of guarding people and places. For several months in a row he made a good bit of money with minimal risk. His curiosity began to get the better of him however and he began to question what he was doing and why. It was while he was guarding a shipment from Ryloth that made the decision for him.

For several trips, the shipment had been utilizing ships of Skydove freight. When keeping an ear out, Faron learned that the 'owner' of the ships was Popara, a Hutt surprisingly known for a stance against many of the typical illicit activities of most Hutts (including slavery). When Faron realized that his trip from Ryloth (and last few trips from various other non-human worlds) involved carrying slaves, he made up his mind to get out of it. He knew however that it would put him at odds with a Hutt, and that could be deadly. THe only way out he could think of was to have a different Hutt backing him. He sent a message directly to Popara with the proof that his ships were being used to transport slaves.

When the ship arrived at it's destination, several of Popara's enforcers were there to meet both the sellers and buyers. In the ensuing gunfight, Faron was injured but also was able to let Popara's people know he was the one who had informed them about the situation. In thanks, Popara gave Faron an opportunity to work for him. The jobs weren't quite what Faron hoped though and put him on guard duty to various odd places in boring, uneventful runs (this did give him a chance to brush up on his Pazaak, Sabaac and various card and dice games).

Overall, Faron has been of two different minds about his choice of careers but for now, it's a job and keeps cash rolling in. Something about it lately though has made him feel like he's sinking into darkness with little glimmer of hope for anything better. What the near future holds, he just wonders....

Motivation

Connection (Underworld) - With his recent jobs, Faron has met and had good associations with many different individuals from the underworld. He knows that with the emnity of Olba the Hutt that he needs to keep those associations and make new ones that, while he may not trust them completely, that he can depend on for accurate information.

Belief (Justice) - Some of the things he has seen recently has awoken a sense of justice in Faron. Where before he hadn't cared much about anything recent events have opened his eyes.

Obligations

Duty (Personnel) -

Description

General Physical Description: Tall, athletic build with hair pulled back in a ponytail and steel grey eyes. Wears typical spacer dress and carries a blaster on his right side, butt forward.

Age: 18
Sex: Male
Height: 1.9m
Weight: 130kg
Hair Color: Black
Eye Color: Steel Grey

Personality: For the most part, an outgoing and friendly young man, Faron sometimes lapses into a seriously introverted and grumpy mood. The lapse usually occurs when he has failed at something he believed he could do well. At that point, Feron has to step away and force himself to indulge in social interactions. This tends to shake him out of whatever mood he is in and has him quickly back to his jovial self.

Other Notes

Human Skills -
Mechanics
Charm

Career Skills -
Deception
Perception
Skulduggery
Streetwise

Spec Skills -
Deception
Skulduggery

XP Expenditure:
110 XP - Human Starting
Agility 3 (30)
Cunning 3 (30)
Gambler: Convincing Demeanor (5 XP)
Gambler: Grit (5 XP)
Gambler: Toughened (5 XP)

Gunslinger Spec (20)
Gunslinger: Quickstrike (5 XP)
Gunslinger: Rapid Reaction (5 XP)
Gunslinger: Quick Draw (5 XP)

50 XP - Starting Bonus
Ranged: Light - 2 ranks (15 XP)
Cool - 2 Ranks (15 XP)
Athletics - 1 Rank (10 XP)
Gunslinger: Quickstrike (10 XP)

35 XP - Act I, Chapter I
Streetwise - 1 rank (10 XP)
Computers - 1 Rank (5 XP)
Underworld - 1 Rank (5 XP)
Vigilance - 2 Ranks (15 XP)

25 XP - Act I, Chapter II
Gambler: Second Chances (10 XP)
Gambler: Grit +1 (10 XP)
Gunslinger: Grit +1 (5 XP)

35 XP - Act I, Chapter III
Underworld - 1 Rank (10 XP)
Gunslinger: Dodge (15)
Perception - 1 Rank (10 XP)

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