Arawn by MacMorrigan

Species
Gank/Near-Human
Career
Jedi
Specializations
Padawan, Scavenger
System
Force and Destiny

3
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
3
2
2
1

Skills

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

Attacks

Double-Bladed Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Linked 1, Sunder, Unwieldy 3
Damage
6
Critical
2
Heavy Blaster Rifle
Range
Long
Skill
Gunnery
Damage
10
Critical
3

270
8/ 13

Weapons & Armor

Double-bladed lightsaber with inbuilt heavy blaster rifle (maneuver to switch weapon types), scav-suit with utility arms (suffer 1 strain to take an additional free maneuver)

Personal Gear

Custom cybernetic computer interface (provides 1 rank in Computers), custom monotask remote with repair directives, custom tool kit in modular backpack, data goggles (Knowledge [Lore]), fetish of fear (choose to force an average fear check as out of turn incidental when someone enters engaged range), neuromachine interface (pilot using Coordination), protective amulet (ignore environmental effects, such as fire, acid, and corrosive atmosphere; always act as if in standard gravity and atmosphere, ignore burn quality), The Maalraa (swoop bike), utility belt

Assets & Resources

Mentor, Vox Wotan: Knight and Sentinel of the Jedi Order.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
One Person’s Trash 1 Find items with Perception check, difficulty is half rarity.
Quick Draw 1 Once a round, draw or stow a weapon or accessible item as an incidental.
Sense Danger 1 Once a game, remove 2 setback dice from any 1 check.
Street Smarts 1 Remove 1 setback die from Streetwise or Knowledge (underworld) checks.
Utinni! 1 Remove 1 setback die from checks to salvage items, half required time.
Well Rounded 1 Gunnery and Perception added to career skills.

Force Powers

Force Rating
3
Power
Enhance
Description
When making an Athletics check, roll force dice equal to force rating. Spend dark or light pips on advantages or successes.
Upgrade Effect
Control Power effects Athletics and Coordination.
Power
Farsight
Description
Spend a dark or light pip to ignore blindness or darkness out to medium range until the end of next turn.
Upgrade Effect
Control Spend a dark or light pip to see fine detail on a single object within medium range.
Control When making a Perception check, roll force dice equal to force rating. Spend dark or light pips on advantages or successes.
Power
Manipulate
Description
Spend dark or light pips to cause one engaged vehicle or starship to regain 1 System Strain.
Upgrade Effect
Control When making a Mechanics check, roll force dice equal to force rating. Spend dark or light pips on advantages or successes.
Control Commit a force die to treat one damaged item or weapon as undamaged.

Background

At the age of 4, Arawn was rescued from a band of Gank mercenaries and scientists by Vox Wotan, a Jedi Sentinel active around the time of the Clone Wars. Vox had followed a lead about these Ganks kidnapping force sensitive children, however, why they were engaged in such activity remains a mystery. Arawn was also tattooed with the number “13”, a clue that, as of now, has lead nowhere. Calling Arawn by this number forces a visibly uncomfortable reaction from him.

Although the victim of extensive experimentation and abuse by his captors, Vox could not ignore Arawn’s strong connection to the force, thus taking the boy as his Padawan learner. Since Vox was tasked with a secret mission to track down the source of the new Sith menace, the two spent a great deal of time on worlds such as Dathomir and Moraband (or Korriban). As such, Arawn possess knowledge that is considered “unconventional” for a Padawan of his era. When Order 66 was enacted, Vox and Arawn were in the Unknown Regions, and thus survived. At the time, Arawn was 13.

The two are currently vagabonding around the galaxy doing their best to remain off the Empire’s radar. Although they seldom travel together anymore, they stay in regular contact. Arawn never stays in one place long, preferring to travel between many of the worlds known for containing large amounts of usable salvage, especially those affected by the Clone Wars. It is possible he hopes to find clues to his past.

In a strange twist of fate, Arawn takes special pleasure in “jacking in” to pilot a vehicle through a combination of cybernetics and the force, especially in space. The early torture he was put through, which included cybernetic implantation, has provided him with his greatest joy. He yearns to own his own starship for this reason.

Motivation

Cause, Freedom / Faith, Nothing: Arawn believes that all creatures should have the opportunity to make their own choices, for better or for worse. He actively opposes all who would attempt to oppress others. Furthermore, Arawn has no belief in a higher power, not even the force. He understands the universe as a chaotic, yet objectively provable place.

Morality

50: Independence / Coldness

Description

A tall, stoic young man, Arawn is often described by his friends as “an organic droid”. Although he is socially awkward, and almost never speaks, he is none the less handsome (a fact he is utterly unaware of). Essentially human in appearance, Arawn has ashen skin, deep red hair, yellow, lupine eyes, and he possesses an almost predatory cast to his features. Some might describe him as “spooky”, a fact Arawn capitalizes on to keep others from asking too many questions, or meddling too much in his affairs. His armor, a scav-suit, is heavily modified, and used to amplify his countenance of unapproachability. The helmet (which he rarely removes) is matte black with a single, central red visual sensor, while the two sensor “ears” are fashioned to look more like horns. Most of Arawn’s gear is either grey or black in color, and appears heavily weathered and faded, if not salvaged. He carries his double-bladed lightsaber/heavy blaster much like one would carry a short staff (which it appears to be), and his custom droid/remote “01” is always floating nearby.

Other Notes

Note about Arawn’s species: Arawn, although a near-human, is statistically identical to a Gank, he simply appears to be mostly human. In narrative terms, he was experimented on by Ganks to make him more like a Gank. They had tried this many times before Arawn, however, he seems to have been the only successful attempt.
Note on Force Rating and Lightsaber Possession: This character was built using the “Short Path to Power” and “Weapons of Tradition”, he was also built for Heroic, or Knight level play.
Note about Arawn’s lightsaber: The weapon resembles a Bo-Rifle, although it does not fold, and is wielded in much the same manner. Both ends of the weapon may fire blaster bolts (though only the forward end fires), in addition to creating a lightsaber blade. The inbuilt heavy blaster is custom built, and had its encumbrance reduced to 1 through advantages, it is also gyrostabilized. The lightsaber itself utilizes the walking stick disguise, requiring a formidable Perception of Vigilance check to identify when not ignited or firing. The weapon also has its weapon signature reduced, adding 2 to all checks using scanners to find the weapon. Add 1 setback die to mechanics checks made to repair the weapon.
Note on Arawn’s use of alchemical items: Due to his time spent on Dathomir and Moraband investigating the dark side, Arawn has learned bits of lore outside that which the Jedi would have agreed with.

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