Character Name

Xaramis by MegaGeek2468

Makashi Duellist
Force and Destiny

Threshold 11
Current 0
Threshold 14
Current 0
Ranged 0
Melee 1

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


Ancient Sword
Defensive 1


Weapons & Armor

Ancient Sword
Heavy Clothing

Personal Gear

Sabacc Deck
2x Stimpacks

Assets & Resources

Critical Injuries & Conditions


Name Book & Page Description
Beguiling Pheromones FC p.20 Take 2 Str to upgrade ability of Charm, Negotiation or Deception check against target at short range once
Resist Disarm F&D p.82 Take 2 Str to avoid being disarmed/having weapon damaged or destroyed
Makashi Technique F&D p.82 May use Presence for Lightsaber checks
Parry 3 F&D p.82 Spend 3 Str to reduce damage by 5
Intense Presence F&D p.82 Spend 1 DP to recover Str equal to Pr

Force Powers

Force Rating
The Force user may guide, shape and twist thoughts and feelings
Upgrade Effect
Base power May spend 1 FP to inflict 1 strain to a living target at Engaged range.
Magnitude 1 May spend 1 FP to increase number of targets afflicted by number equal to ranks in Magnitude.
Control When making a Coercion, Charm, Deception, Leadership or Negotiation check, may include Influence power check.


To say that young Xaramis, of the noble Falleen house of Herbray, was a restless youth would be an understatement. Born a month before his time, he always seemed a frail and fragile child, slight of build and often sickly in his early life. Not, of course, that this stopped him from discovering new aspects of life at any chance he could - be it exploring the surroundings of his family's ancestral palace, uncovering hidden places in Falleen's unspoilt wilderness, or discovering the pleasures of the life of a wealthy noble. Xaramis had barely come of age when he had gained a reputation on the one hand as a charming, witty young being of some repute with the women of the estate and its adjoining town, and on the other as a scheming, conniving trickster, who took every opportunity to mock and jibe those he felt to be beneath him.

His parents loved Xaramis dearly, but he was not easy to care for. In addition to his restlessness, he was a second son, and third of five children - no responsibility and little attention was placed upon him, that might have anchored or supported him. Dissolute and difficult, he expected an inheritance while doing little beyond frittering away the family's wealth in debauchery and parties.

He focused on little that he learnt, save for obscure information on ancient legends - the classical heroes of old, ancient myths like the Jedi, occupied a great deal of his time - and his lessons in duelling with his sabre, though the extent to which that was down to simple self-preservation was a matter for great debate. Nonetheless, he was barely past the Falleen age of maturity when his parents told him that the time had come for him to undertake the rite of passage for his people, and travel the galaxy. A natural wanderer, he jumped at the chance.

However, he soon discovered that being alone in the galaxy meant being truly alone out there. His parents had granted him an ancient family blade, a suit of clothes and a credit chip; beyond that he had to fend for himself until they judged him suitable to return home. Months of inactivity led to it being wasted on alcohol, narcotics and women, while only his silver tongue and steel rapier was enough to keep him from being killed on more than one occasion. Eventually, a combination of an idle curiosity in archaeology and a more than idle curiosity in a Zeltron archaeology student led him to sign on to an expedition to the moon of Nerit. The girl left him on the dockside, and he has thus spent the past few months up to his ears in dust, mud and relics. But for the first time in a while, he has properly found a passion.


Adventure - Xaramis lives for the thrill of discovery and nothing else. Be it charming the past of a fascinating being out of a closed demeanour, charting a new hyperspace lane, or discovering what lies deep in an ancient cave network, he is always looking for the next source of excitement and adventure.


Morality - 66

Enthusiasm - Other beings can be deeply cynical, but to Xaramis everything is an adventure to be enjoyed as far as possible.

Arrogance - It is rare for Xaramis not to get his own way: his noble birth, confident manner and other skills mean that he has become used to being obeyed, and expects others to do as he says.


At 5'4", Xaramis is at the peak of average height for a Falleen, and despite his relative stature he does not let it stop him achieving what he wants - though thick heels in his boots don't hurt either.

Xaramis' green scaled skin and black hair are fairly average for a Falleen. Like all of his species, he is considered very aesthetically pleasing to other beings.

While he usually wears fine clothing, months of hard work at the dig site mean that he is currently wearing practical, hard-wearing work clothes.

Other Notes

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