Arkon Salka by gringo

Species
Mandalorian Human
Career
Commander
Specializations
Instructor; Recruit; Mercenary Soldier; Marshal; Figurehead
System
Age of Rebellion

8
Threshold 27
Current 0
Threshold 23
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

5
3
3
4
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2 □□ -■■
Charm (Pr) 1
Coercion (Will) X 3
Computers (Int) 0
Cool (Pr) X 3
Coordination (Ag) 2 □□ -■■
Deception (Cun) 1
Discipline (Will) X 2
Leadership (Pr) X 4 □□□□ -■
Mechanics (Int) 0
Medicine (Int) X 3
Negotiation (Pr) X 3
Perception (Cun) X 3
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) 0
Resilience (Br) X 2 □□
Skulduggery (Cun) 1
Stealth (Ag) X 3 □□
Streetwise (Cun) 1 -■
Survival (Cun) X 3
Vigilance (Will) X 2
Brawl (Br) X 2
Gunnery (Ag) X 2
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 1
Knowledge: Underworld (Int) X 2 -■
Knowledge: Warfare (Int) X 3
Knowledge: Xenology (Int) X 1

Attacks

Verpine Shatter Rifle
Range
Extreme
Skill
Ranged: Heavy
Knockdown; Accurate 2; Pierce 4
Damage
15
Critical
3
Verpine Shatter Pistol
Range
Medium
Skill
Ranged: Light
Knockdown; Pierce 2; Accurate 1
Damage
8
Critical
3
Kal Dagger
Range
Engaged
Skill
Melee
Cortosis; Sunder; Vicious 2; Pierce 2
Damage
+2
Critical
1
Crushgauntlets
Range
Engaged
Skill
Brawl
Cortosis; Sunder; Vicious 2
Damage
+4
Critical
2
RPS-6
Range
Extreme
Skill
Gunnery
Blast 14, Breach 1, Guided 2, Lim. 7, Superior
Damage
23
Critical
2

20
2630
5450
19/19

Weapons & Armor

Mandalorian Armour
-SES (2 Ath; 2 Brace)
-STS (1 Vig; 1 Perc)
-OCS (MoS; 1 Stealth)
-Multiband Comlink

RPS-6 Rocket Launcher
-Lightweight Frame
-Gyrostabilizer
-Superior

Verpine Shatter Rifle
- Custom Grip (1 Acc.)
- Multi-Optics-Sight
(2 Perception)
- Forearm Grip (PB; 1 Acc.)

Verpine Shatter Pistol
-Custom Grip (1 Acc.)
-Bantha's Eye

Kal Dagger
-Mono-Molecular Edge
(Crit -1; Pierce 2)

Personal Gear

Earbud Comlink
R82 Jump Boots
Utility Belt
Military Belt Pouch x2
Combat Scanner
Medicine Specialist Tool (compact 1, adds auto success to medicine checks)
Cascader
Tailored Armored Jacket
Mk. III Backpack
Ascension Pistol

Req: 8 Stims

Assets & Resources

176 hrs

Crushgauntlets

Military Modular Backpack (1 O2; 1 Storage)


Climbing Gear

Breath Mask
Thermal Cloak
Hologoggles (Stealth)
Insider's Guide
Model 53 Quicktrigger
Reinforced Environment Gear
Telescopic Sight
Shadowsheath

-PES (1 Coord; 1 Ath; 1 Res)

Critical Injuries & Conditions

(dd) Bowled Over

(dd) Scattered Senses

BattleScars:

Left temple from Head Ringer:
Suffered during Operation Blinded Judgement. A headshot that left a mark on his temple as an aneurism caused a permanent stain due to suboptimal healing (and age!).

Talents

Name Rank Book & Page Description
Toughened 7
Grit 10
Physical Training 2 Add □ per rank of Physical Training to Athletics and Resilience checks.
Conditioned 2 Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Outdoorsman 3 The character removes ■ per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with multiple ranks of Outdoorsman).
Confidence 3 May decrease difficulty of Discipline checks to avoid fear by I per rank of Confidence.
Confidence (Impr.) May spend triumph on a fear check to steady the nerves of other allies making the same fear check. If the character does so, each ally within short range who makes the fear check adds automatic success equal to the character’s ranks in Confidence to the results of the check.
Field Commander Take the Field Commander action; make a Average (♦♦) Leadership check A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Field Commander (Impr.) Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 strain and perform I free action instead.
Inspiring Rhetoric The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success one ally within close range recovers one strain. For advantage each one ally benefiting from Inspiring Rhetoric recovers one additional strain.
Inpsiring Rhetoric (Impr.) Each ally affected by Inspiring Rhetoric gains □ on all skill checks for a number of rounds equal to the character’s ranks in Leadership; this does not stack with itself.
Command 4 Add □ per rank of Command when making Leadership checks. Affected targets add □ to Discipline checks for next 24 hours.
Quick Draw Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Master Instructor Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character’s ranks in Discipline for next Discipline check an ally makes.
Natural Marksman Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check
Jump Up Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental.
Tactical Combat Training Melee and Ranged (Heavy) become career skills.
Vehicle Combat Training Gunnery and Piloting (Planetary) become career skills
Basic Combat Training Brawl and Ranged (Light) become career skills.
Encouraging Words After an ally within short range fails a check, may suffer 1 strain to assist that ally’s next check this encounter as an out of turn incidental.
That's How It's Done May suffer 1 strain on successful skill check to add advantage to the same skill check made by a number of allies equally to Willpower within short range during the next round.
Point Blank 4 The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Hunter 1 Add □ per rank of Hunter to all checks when interacting with beast or animals (including combat checks). Add + 10 to Critical Injury results against beasts or animals per rank of Hunter.
Forager Remove up to ■ ■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Expert Tracker 3 Remove ■ per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Hard Headed 2 When staggered or disoriented, perform the Hard Headed action; make a Daunting (ddd) Discipline check to remove status. Difficulty reduced I per rank of Hard Headed
Hard Headed (Impr.) When incapacitated due to strain exceeding threshold, may take a more difficult Hard Headed action to reduce strain to 1 below threshold.
Body Guard 2 Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
Body Guard (Impr.) Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Good Cop 2 May spend 2 adv. from a Charm or Negotiation check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop.
Bad Cop 2 May spend 2 adv. from a Deception or Coercion check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop.
Unrelenting Skeptic When targeted by a Deception check, the character automatically adds failure to the check equal to ranks in Vigilance.
Unrelenting Skeptic (Impr.) When targeted by a Deception check that fails, may spend 1 Destiny Point to add Despair to results.
Durable 2
Streets Smarts 1 Remove ■ per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
Dedication 6
Stimpack Specialization 2
Natural Instructor Once per session, may reroll one Discipline or Leadership check
Resolve 2 When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1
Natural Leader Once per game session, the character may reroll any one Cool or Leadership check.
Second Wind 5 Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Side Step 1 Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step.
Strong Arm Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Sniper Shot 1 Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Lethal Blows 1 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
True Aim 2 Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check.
Deadly Accuracy 1 Ranged - Heavy
Well Travelled Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
Spare Clip The character does not run out of ammo on a Despair. Items with Limited Ammo quality run out of ammo as normal.
Enduring 2 Character gains +1 soak value per rank of Enduring.
Stalker 2 Add □ per rank of Stalker to all Stealth and Coordination checks.
Swift Do not suffer usual penalties for moving through difficult terrain.
Natural Outdoorsman Once per session, may reroll any 1 Resilience or Survival check.
Blooded 1 Add □ per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1
Soft Spot After making a successful attack, may spend I Destiny Point to add damage equal to Cunning to one hit.
Commanding Presence The character removes ■ per rank of Commanding Presence from his Leadership and Cool checks.
Commanding Presence (Impr.) Once per session, may take Commanding Presence action; make an opposed Cool vs. Discipline check to force target to leave the encounter.
Sixth Sense 1 Battlescar The character gains +1 Ranged Defense
Unmatched Authority Once per game session, as an action during an encounter in structured time, the character may spend 1 Destiny Points to gain the following ability for the remainder of the current round and 4 additional rounds: As an out of turn incidental, the character may suffer 2 strain to downgrade the difficulty of an ally’s skill check once.
Firm Resolve (UA) Increase ST by 2 while UA is active
Mass Combat (UA) May spend Strain to modify Mass Combat checks with UA as though it was an ally's check
Increase Effect (UA) May reduce the difficulty of an ally’s skill check instead of downgrading the difficulty.
Destiny (UA) UA costs 1 Destiny point instead of 2
Endurance (UA) Reduce Strain cost to modify an ally's skill check with UA by 1
Increase Effect (UA) May remove ■ from an ally's skill check instead of downgrading the difficulty

Background

He was part of Clan Salka until the purge from Clan Xerton happened.
He learnt old traditional Mandalorian values and was part of Clan Salka's family business, a special training facility. He learnt all the stuff quite a long time ago and worked as an instructor. After he saved Rom from doing something stupid after they figured what happened They roamed around in the galaxy working as bounty hunters and mercs, until eventually some weapon's trading deal he secretly did went bad. He sent Rom to an old friend that turned out to have joined the Alliance by that point and he himself wandered around, trying to disappear as best as he could. His last stop at Jomark was probably too long. Luckily the proximity to the Lantillian Sector and the presence of Clan Xerton, who are still hunting Rom and Arkon, made Rom act and he found him first.

Motivation

Guilt: Arkon is motivated to keep his troops alive due to the guilt he inevitably would feel guilty if they died under his command and is also still driven by nightmares, guilt and shame for the ones who lost their lives under his command before. He spends many waking hours analyzing his choices and orders, as well as the events surrounding them, in an attempt to assuage his anguish for the lives he’s lost.

Duties

1600 - Field Training
In his older days, he was a instructor. He learnt things and learnt how to teach things. Passing on knowledge and teaching the younger ones a trick or two and let them benefit from his experience is his first goal.

Description

183 cm
43 years old
wiry build
short grey hair
green/grey eyes

Other Notes

Instructor (Starting):
· 5: ■ ■ ■ ■ Conditioned | Physical Training | Body Guard | Grit
10: ■ ■ ■ ■ Toughened | Encouraging Words | Conditioned | Stimpack Specialization
15: ■ ■ ■ ■ Physical Training | Master Instructor | Body Guard | Body Guard (Impr.)
20: ■ ■ ■ □ Field Commander (s) | Grit | Stimpack Specialization
25: ■ ■ ■ ■ Field Comm. (Impr.) (s) | Natural Instructor | That's How It's Done | Dedication

Recruit (free):
· 5: ■ ■ ■ ■ Basic Combat Training | Second Wind | Outdoorsman | Tactical Combat Training
10: ■ ■ ■ ■ Second Wind | Vehicle Combat Training | Well Travelled | Toughened
15: ■ ■ ■ ■ Quick Draw (s) | Grit | Toughened | Spare Clip
20: ■ ■ ■ □ Second Wind | Jump Up | Grit
25: □ ■ ■ ■ Dedication | Toughened | Enduring

Mercenary Soldier (40 XP):
· 5: ■ ■ ■ ■ Command | Second Wind |Point Blank | Side Step
10: ■ ■ ■ ■ Second Wind | Confidence | Strong Arm | Point Blank
15: ■ ■ ■ ■ Field Commander | Command | Natural Marksman | Sniper Shot
20: ■ □ □ ■ Field Commander (Impr.) | Lethal Blows
25: ■ ■ ■ ■ Deadly Accuracy | True Aim | Dedication | True Aim

Survivalist (50 XP):
· 5: ■ ■ ■ ■ Forager | Stalker | Outdoorsman | Expert Tracker
10: ■ ■ ■ ■ Outdoorsman | Swift | Hunter | Soft Spot
15: ■ ■ ■ ■ Survivalist | Expert Tracker | Stalker | Natural Outdoorsman
20: ■ □ ■ ■ Survivalist | Expert Tracker | Blooded
25: ■ ■ ■ □ Enduring | Dedication | Grit

Figurehead (50 XP):
· 5: ■ ■ ■ ■ Grit | Resolve | Confidence | Command
10: ■ ■ □ ■ Command | Inspiring Rhetoric | Grit
15: ■ ■ ■ □ Commanding Presence | Grit | Inspiring Rhetoric (Impr.)
20: ■ ■ ■ □ Resolve | Confidence | Confidence (Impr.)
25: □ ■ ■ □ Natural Leader | Dedication

Marshal (60 XP):
· 5: ■ ■ ■ ■ Hard Headed | Grit | Streets Smarts | Toughened
10: ■ ■ ■ ■ Durable | Good Cop | Bad Cop | Quick Draw
15: ■ ■ ■ ■ Hard Headed | Grit | Good Cop | Point Blank
20: ■ ■ ■ ■ Durable | Unrelenting Skeptic | Bad Cop | Point Blank
25: ■ ■ ■ ■ Hard Headed (Impr.) | Unrelenting Skeptic (Impr.) | Dedication | Natural Marksman (s)

Unmatched Authority
10: ■ ■ ■ ■ Duration | Firm Resolve | Duration | Mass Combat
15: ■ ■ ■ ■ Destiny | Endurance | Increase Effect | Increase Effect

OTB Mordûn 25 XP
Operation Pharmacy: 20 XP; 20 Duty; 24 hrs; 1600 Credits
Operation Uy-Turn: 15 XP; 10 Duty; 24 hrs; 1600 Credits
Operation The Hatred Lies Beneath: 20 XP, 15 Duty; 24 hrs; 1600 Credits
Operation Starve the Beast: 20 XP; 35 Duty; 24 hrs; 1600 Credits
Operation Blinded Judgement: 25 XP; 15 Duty; 24 hrs; 1600 Credits
Operation Trabadour: 20 XP; 15 Duty; 24hrs; 1700 Credits
Operation Snowy Refuge: 20 XP; 15 Duty; 24 hrs; 1700 Credits
Operation Masterchef: 25 XP; 15 Duty; 24 hrs; 1700 Credits
Operation Snails Paice: 20 XP; 10 Duty; 24 hrs; 1700 Credits
Operation Thermoplyae: 25 XP; 20 Duty; 24 hrs; 1700 Credits
Operation Pantry Picker: 20 XP; 20 Duty; 24 hrs; 1700 Credits
Operation Tundra Troopers: 20 XP; 20 Duty; 24 hrs; 1800 Credits
Operation Lead Parachute: 20 XP; 10 Duty; 24 hrs; 1800 Credits
Operation Crimson Corsair Pt. III: 20 XP; 10 Duty; 24 hrs; 1800 Credits
Operation Arms Breaker Pt. I: 25 XP; 10 Duty; 24 hrs; 1800 Credits
Operation Rusted Tendrils: 25 XP; 15 Duty; 24 hrs; 1800 Credits
Operation Regicidal Tendencies: 25 XP; 15 Duty; 24 hrs; 1800 Credits
Operation Arms Breaker Pt. II: 25 XP; 15 Duty; 24 hrs; 1800 Credits
Operation Salvage Jacker: 10 XP; 24 hrs; 2500 Credits
Operation Gravy Train: 10 XP, 24 hrs; 500 Credits;
Operation Blindfold: 15 XP; 24 hrs; 500 Credits
Operation Fire and Steel: 20 XP; 24 hrs; 500 Credits

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