Marrston by CmdrPhoenix

Species
Kiffar
Career
Smuggler
Specializations
Gunslinger, Charmer, Force Emergent, Soresu Defender
System
Force and Destiny

7
Threshold 18
Current 0
Threshold 18
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

4
4
2
2
2
3

Skills

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

Attacks

RSKF-44 Heavy Pistol
Range
Medium
Skill
Ranged: Light
Linked 1, Stun Setting, Accurate 1
Damage
8
Critical
3
RSKF-44 Heavy Pistol
Range
Medium
Skill
Ranged: Light
Linked 1, Stun Setting, Accurate 1
Damage
8
Critical
3
Boot Blade
Range
Engaged
Skill
Melee
Damage
+1
Critical
3
Bola / Net
Range
Short
Skill
Ranged: Light
Ensnare 3, Knockdown, Limited Ammo 1
Damage
2
Critical
-
Grapnel-Harpoon Launcher
Range
Medium
Skill
Ranged: Light
Ensnare 3
Damage
3
Critical
5
Justice, Crossguard Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Defensive 1, Sunder
Damage
6
Critical
2

80
505
972
11/19

Weapons & Armor

RSKF-44 Heavy Pistol (Custom) x2
A beautifully made set of paired pistols, covering in scrawling etch-work into the metal parts of the blaster, an engraving in the wood of the weapon, that of a wolf's head. On both sides of the blaster barrel, was the words "Blessed are the Peacemakers."
Mods: Paired
Mods: Superior
Mods: Electronic Sighting System

Merr-Sonn N-57 Armour
This piece of armour was designed specifically for combat engineers, sold on the general market. This provides a decent degree of protection while ensuring an engineer will have the energy packs required to boost external equipment. (3 SOAK, 4 ENC)
Mod: Superior
Mod: Chedak Comlink
Mod: Boot Blade
Mod: Ceremonial Adornment
Mod: Biofeedback System
Mod: Integrated Holsters x3

Bola / Net x3 - A triumph result ensures target is entangled and may not make any maneuvers. Target must use an action and pass a Formidable (5 difficulty) Athletics check to escape. (enc 1)

Grapnel Harpoon Launcher - As an action make an Average (2 difficulty) Ranged (Light) check to secure the hook onto a target. Reel it in or reel self to object as an action. May bring someone along with them while reeling in, requiring an Average (2 difficulty) Athletics check.

Crossguard Lightsaber 3/4 HP (2 ENC)
Ilum Crystal 2 HP
Tholothian Heartwood Hilt (1 HP) - Increase encumbrance by 1. Attacks made add 2 success to the roll. Generating 4 disadvantages or a despair result may cause the weapon to become damaged.

Personal Gear

Mk. III Modular Backpack - This gear designed by Creshaldyne Industries is made to allow safe storage of equipment by survivalists and hunters.
(Upgraded by x6 extra pockets.) [+8 enc]

Utility Belt - This is a belt containing an array of pockets and slots for tools and weapons to be placed in. (+1 Enc)

Surveyor's Bag
These are compact bags which are nevertheless quite roomy, used by explorers as smaller equipment - worn over the shoulder across the body. (+2 ENC)

Imperial Water Canteen - This contained is built from synthetics and housed in a canvas cover available in a variety of colours and patterns. Holds 1.5 litres of liquid and can purify water using an integrated filtration system. (1 ENC)

Field Ration Packs x5

Earbud Comlink - This small comlink is convenient for users that need their hands free or a more inconspicuous form of communication.

Stimpacks x4 - Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application

Breath Mask - These are used by beings to allow breathing in conditions that would usually be asphyxiating. (1 Enc)

Datapad - This is a form of handheld device incorporating a variety of functions, such as holo-messenger, computer, database and so on. (1 ENC)

Holomessenger - This is a small hightech piece of equipment which takes the comlink to a new level. It allows a holographic display to be sent along with the message, and may send a pre-recorded or continuous transmission. They have the range of a long range comlink.

Synthetic Neurotoxin

Assets & Resources

Deed to the Bunker - Deed to the Bunker on Titan, establishing the party as the official owners.

Odyssey Heavy Speeder
(https://swsheets.com/v/ipeturxbf-85-xs-odyssey-h)

Cybernetic Arm MK 5
Ion-Shielded: This cybernetic does not shut down as normal when affected by weapons with the Ion quality.
Tailored: If built for a specific being, this cybernetic does not require a check to be installed in that being.
Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into the gadget; add a Setback Die to checks to determine that the gadget contains a weapon (Limit 1). (Grapnel Harpoon Launcher)
Unobtrusive: Add a Setback Die to determine that the character has the cybernetic installed.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
QUICK STRIKE 1 Gunslinger Add boost per rank of Quick Strike to combat checks to those who have not yet attacked
RAPID REACTION 1 Gunslinger Suffer a number of strain to add an equal number of success to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
QUICK DRAW 1 Gunslinger Once per round, draw or holster a weapon or accessible item as an incidental.
INSPIRING RHETORIC 1 Charmer Take the Inspiring Rhetoric action: make an Average Leadership check. Each success causes 1 ally in close range to recover 1 strain. Spend advantage to cause 1 affected ally to recover 1 additional strain.
IMPROVED INSPIRING RHETORIC 1 Charmer Each ally affected by Inspiring Rhetoric gains boost on all skill checks for a number of rounds equal to ranks in Leadership.
SMOOTH TALKER 1 Charmer When first acquired, choose 1 skill: Charm, Coercion, Deception, or Negotiation, When making checks with that skill, spend (Triumph) to gain additional Success equal to ranks in Smooth Talker. CHOSEN SKILL (Negotiation)
CEREMONIAL ARMOUR 1 ARMOUR Remove two setback from social situations where armour would be inappropriate.
RAPID RECOVERY - BIOFEEDBACK 1 ARMOUR Recover one strain more strain when recovering strain.
IMPROVED QUICK DRAW 1 Gunslinger May use Quick Draw twice per round.
GRIT 2 Gunslinger, Soresu Defender Gain +1 strain threshold.
CALL 'EM 1 Gunslinger Do not add setback to combat checks due to the use of the Aim maneuver.
Uncanny Reactions 2 Force Emergent Add boost per rank of Uncanny Reactions to all Vigilance checks.
Uncanny Senses 2 Force Emergent Add boost per rank of Uncanny Senses to all Perception checks
Toughened 2 Force Emergent, Soresu Defender +2 Wound Threshold
Parry 3 Soresu Defender When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Defensive Stance 2 Soresu Defender Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Reflect 1 Soresu Defender When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Reflect 1 Soresu Defender When reflecting a hit that generated despair or three threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves

Force Powers

Force Rating
1
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend force pip to gain success or advantage (user’s choice) on the check.
Upgrade Effect
Control Enhance can be used with the Resilience skill.
Control Ongoing effect: Commit force die. The user increases his Brawn characteristic by 1 (to a maximum of 6).
Control Enhance can be used with the Brawl skill.

Background

Marrston's parents came from the Prax clan, and while born on Kiffex, his parents set out on a journey of adventure with him. He was raised with traditional Kiffar values and beliefs, but eventually he was orphaned in a freak public transport accident, at the age of nine. Left utterly alone on the planet of Corellia. He was taken in by a gang, with a charismatic dreamer who he grew to consider as a father. They were criminals, stealing to get by, but in the abnormal Robin Hood style, giving some of their cuts to the less fortunate. He was raised with an odd sense of honour and morality, stealing and killing was fine so long as it was the right stealing and killing.
All things do not last though, the gang started to drift from it's original views after many years and descended into more mindless criminality, Marrston sticking with the gang out of loyalty, but slowly losing his belief in the gang's leadership. Eventually, the group fractured and was mostly destroyed, with Marrston finally taking a stand and hitting the trail. He escaped to the fringes, taking odd jobs here and there, but rediscovered his honour. He started looking out after the small folk, trying to do a little good after years of bad.

Motivation

Morality

Description

Marrston stands at a solid six foot two, weighing close to one hundred and ninty pounds. He is around twenty three years old. He is a little rugged, from years of scraping by and running from the law, but still attractive in that unkempt wild way.

Marrston is a very quick individual, with a quick trigger finger and a quick tongue. He is able to talk himself out of most bad situations and if that fails, he can shoot his way out of it just as well. He is of average intelligence, though, and left the more criminal thinking to his old gang, now he focuses on being a better man.

Marrston is a survivor, having done what was necessary to survive. This do or die mentality allows him to push through his fear and make it through most situations, but he stills maintains a strong and honourable moral compass. He has seen too much suffering in his life to ignore it and avoids killing or otherwise harming others unless he feels he has to, assisting others whenever he can.

Other Notes

Marrston Prax, Kiffar Male

Kiffar start with 1 rank in Discipline and the ability of Psychometry: When using the Foresee power while touching an inanimate object or corpse, may see events relating to the object’s past rather than the future. (Acquireable after becoming a force-sensitive)

Agility 4 (70 XP), Presence 3 (30 XP), Total: 100 XP
Free Ranks: Cool 1, Ranged (Light) 1, Vigilance 1, Discipline 1, Streetwise 1, Deception 1, Perception 1

Skills: (120 XP)
> Ranged (Light) 2, 3 (25 XP)
> Negotiation 1, 2 (15 XP)
> Leadership 1, 2, 3 (30 XP)
> Charm 1, 2 (15 XP)
> Cool 2 (10 XP)
> Vigilance 2 (10 XP)
> Lightsaber (Brawn) 1, 2, 3 (30 XP)

Specializations (20 XP)
> Charmer (20 XP)

Talent Trees: (205 XP)
> Quick Strike (5 XP)
> Rapid Reaction (5 XP)
> Inspiring Rhetoric (5 XP)
> Advanced Inspiring Rhetoric (10 XP)
> Quick Draw (5 XP)
> Smooth Talker (5 XP)
> Improved Quick Draw (10 XP)
> Grit x2 (15 XP)
> Call 'Em (15 XP)
> Uncanny Senses x2 (20 xp)
> Uncanny Reactions x2 (25 XP)
> Toughened x2 (15 XP)
> Parry x3 (25 XP)
> Defensive Stance x2 (25 XP)
> Reflect x1 (20 XP)
>Improved Reflect x1 (25 XP)


Force Power: (20 XP)
>Enhance Basic Power (5 XP)
>Control x3 (15 XP)

Missions:
Another Adventure Begins: (Credits: 0), (XP: 35), Additional information; Session 0.5
A New Home: (Credits: 1000), (XP: 30), Additional Information; Session 1, Bunker acquired
*D* Out on the Town: (Credits: 250) (XP: 0) Additional Information; Speeder Acquired, Blaster Contract Acquired
The Dueling Arena: (Credits: 2000) (XP: 60)

XP:
Characteristics > 100 XP
Talents > 205 XP
Skills > 120 XP
Specialization > 20 XP
Total > 505 XP

Return to Top