Ars Capra by Daelkyr

Species
Gran
Career
Colonist
Specializations
Politico
System
Edge of the Empire

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

Characteristics

2
3
3
1
3
3

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
5
Critical
4
Vibro Knife
Range
Engaged
Skill
Brawl
Pierce 2, Vicious 1
Damage
+1
Critical
2
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3

20
170
367
5

Weapons & Armor

Heavy Clothing
Light Blaster Pistol
BlasTech Model 58 Concealment Holster
Vibro Knife
Heavy Blaster Pistol

Personal Gear

2 x Stimpack
1 x Comlink (handheld)
medpac
Extra reload

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Enhanced Vision 1 Far Horizons p23, racial ability When making ranged combat or Perception checks, Gran remove up to 2 setback dice imposed due to environmental conditions or concealment (but not defense).
Plausible Deniability 1 Core Rulebook p66 Remove 1 setback dice per rank of Plausible Deniability from all Coercion and Deception checks.
Scathing Tirade 1 Core Rulebook p66 Take a Scathing Tirade action; make an Average 2 difficulty dice Coercion check. Each success causes one enemy in close range to suffer 1 strain. Spend advantage points to cause 1 affected enemy to suffer 1 additional strain.
Kill With Kindness 1 Core Rulebook p66 Remove 1 setback dice per rank of Kill with Kindness from all Charm and Leadership checks
Inspiring Rhetoric 1 Core Rulebook p66 Take the Inspiring Rhetoric action; make an Average 2 difficulty dice Leadership check Each success causes 1 ally in close range to recover 1 strain Spend advantage points to cause 1 affected ally to recover 1 additional strain.
Dodge 1 Core Rulebook p66 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check bv that number
Improved Inspiring Rhetoric 1 Core Rulebook p66 Each ally affected by Inspiring Rhetoric gains 1 blue dice on all skill checks for a number of rounds equal to ranks in Leadership.

Background

Was a colonist on a small moon mining facility. One day the Gran colonies demolitions droids were stolen by a group of thieves. With the loss of the droids the colony leaders made no attempt to seek after the thieves and reclaim the droids, instead they began dissolving the mining operations in order to pack up the colony.

At this point Ars naively decided on attempting to track down the droids and save the colony. Not wanting to see the lives of fellow Gran so heavily disrupted. Ars clumsily set out to complete this task with which he had no experience and was lucky enough to find a group of mercenaries passing through. He informed them of the situation and what he intended to do. Talking with the colonies leaders resulted in an agreement that the MERC’s would take Ars with them for his local knowledge to aid in the task. Together they tracked down the thieves and reclaimed the droids. Once the mercenaries had passed on and the colony was functioning again Ars couldn’t settle back into that lifestyle.

Saving the colonies demolitions droids seemed a minor task for a mercenary, each of them had applied ability and skill to the mission. Ars kept recalling how they’d had him provide cover fire with a rifle, the first he'd ever fired only to realize that though untrained his eyesight made it seem natural. The colony leaders inaction replayed in his mind.

The other colonists asked Ars about the droids recovery, he never really gave a full account of the events which became an obsession. Ars now realized he was mad at the colony and its leaders for failing to protect their lot, that they had to rely on mercenaries. Ars could no longer stand to remain within the colony and left to seek out the life of a mercenary.

Motivation

Motivation: Cause - Self Empowerment

When presented with npc’s confronted with some hardship, I do all I can to aid them only if they are willing to be part of the solution. If they are unwilling I will try to persuade them to take personal action, if they fail to discuss the situation and convince me that they are taking action or they make no such effort and remain inactive I’m happy to leave them alone in their hardship.

Obligations

Obligation: “Obsession”

I am easily angered by the inaction of others.

So much so that over the few years working as a MERC Ive walked away from jobs in progress, having been angered to such an extent by the employers inaction (their being solely dependant on me as their MERC). (These past employers could make an appearance in one of our games, maybe demand something of my character).

Description

Other Notes

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