Roquan by Wintersplit

Species
Arkanian Offshoot
Career
Seeker
Specializations
Executioner
System
Force and Destiny

6
Threshold 16
Current 0
Threshold 18
Current 5
Ranged 0
Melee

Placeholder Image

Characteristics

3
4
2
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 1
Coordination (Ag) 0
Deception (Cun) 1
Discipline (Will) X 5
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0

Attacks

Heartwood Blaster
Range
Medium
Skill
Ranged: Heavy
When wielding a heartwood blaster, a character may suffer strain up to their Force rating as a maneuver. If they do, they add an equal number of automatic advantage results to the next combat check they make that turn. 1 HP. 3 ENC.
Damage
6
Critical
5
Czerka Model 38 Rifle
Range
Extreme
Skill
Ranged: Heavy
Telescopic optical sight: reduce difficulty of long or extreme checks by 1. Sarlacc bayonet: + 1 to melee attacks (+1 encumbrance). Accurate 2, pierce 3. Encumb 5(+1 for tooth)
Damage
8
Critical
3

30
908
507
11/16

Weapons & Armor

Telescopic Optical Sight (attached to gun)
Price 250
Rarity 1
Reduce difficulty of long or extreme combat checks by 1.

Sorosuub bantha’s eye laser sight (attached to gun)
1 hp required
(Add automatic advantage result on successful combat checks with light or heavy ranged weapon.)
(Laser could give position away to enemies)

Czerka model 38 slug thrower
Ranged heavy
Encum: 5
HP used: 3/4
Accurate 2, pierce 3
Crit 3
(Add advantage with successful checks)
(Reduce extreme or long checks by 1)
5 rounds per mag
Current mag: 5/5
Reserve mags: (2 in belt pouch)
Sarlacc tooth (1enc.)

Reflective body glove(currently on)
Soak 3 ( lowers 1 with each successful hit).
Can wear armor over but stats don’t stack).

6 pockets and backpack
Mark3 modular backpack +8 encum(2+ 1 per pocket)

2 stimpak
Comlink
Ceremonial blade (on person)
Damage +2
Crit 3
Defense 1
Enc 2

Shell heard ‘round the world
Envirosuit
1 incind grenade (on person)

Personal Gear

Gorax said of the lightsword picture handed to him “those are things of legends, children’s stories.”



Secret com link from P9
****Kill guisa jend in capitol. Have her address. Tell her I’m a glitterhyll spice merchant looking for buyer, sent from rylothian cartel. Loves palpatine, praise him to gain an audience. Send proof when done for an ascension gun. Gave him a couple boxes of glitterhyll.****
Address in upper part of drevstarn heights (ritzy). Been in Bothan capitol before so he knows a sneaky way there.

Assets & Resources

Wound threshold 15 (+1 for datkside)
Strain threshold 19 (-1 for darkside)
Current genetic strain used: 0
Force dice set: none
Force die available: 4/4
Critical: N/A
Stimpak heal: 5/5
Encumb: heartwood b. (3), czerka (5) =8
Control is on ship. Encum 3
Body glove at 3/3 hits (3 hits left)
Loaded: 5/5
Slot 1: no mag
Slot 2: no mag
2 Stimpacks
Modular backpack with pockets

Red kyber Crystal (unstable) —located in slight box on Blitzereph. obtained on Ilum. Only ted and tora have seen, Mookie knows about it. Hidden on the Sereph in a plant. Burned Ted’s hand. Tora thinks its a kyber crystal but is a little unfamiliar with them. Roquan blamed Tora leaving on her being scared of the crystal and running.

Bronto Dog from "Jimmy Sausage" stand.

Critical Injuries & Conditions

Executioner talent tree
Hermit talent tree
Bind
Alter
Sense

Talents

Name Rank Book & Page Description
Genetically Engineered 1 May choose to suffer one strain to receive boost to single brawn or agility based check made on turn.1/2/4/8/16 strain. To reset formula during an encounter, find safe spot and roll a resilience check.
Quick Strike 1 Add boost per rank of quick strike to combat checks against targets that have not acted yet this encounter.
Toughened 1 Executioner Gain 2 wound threshold.
Grit 1 Executioner Gain 1 strain threshold
Hunter’s Quarry 1 As an action, make a hard survival check to upgrade the ability of all attacks made against an enemy within long range until the end of the character’s next turn.
Force Power: Sense 1 F&D Spend light/dark to sense All living things within engaged range or sense emotional state of engaged being
Sense Control 1 Commit force die: Once per round, when an opponent attacks user, upgrade the opponent’s difficulty pool once.
Sense Duration 1 Sense’s ongoing effects may be triggered one additional time per round.
Sense Strength 1 When using sense’s ongoing effects, upgrade the pool twice, instead of once.
Sense Control 1 Commit force die:Once per round, when the force user makes a combat check, he upgrades the ability of that check once.
Improved hunter’s quarry 1 Suffer two strain: May use hunter’s quarry as a maneuver instead of action.
Precise Aim 1 Maneuver: Once per round, may preform this. Suffer strain equal to rank in this, then reduce targets range and melee defense by that number.
Marked fir death 1 Maneuver: commit 1 force die. Add 2 advantage to combat checks against target while die is committed. Cannot use again unless season ends or target is incapacitated.
Essential kill 1 When using a non-gunnery combat check, the character may add a force die no greater than his force rating to the check. The character may spend 1 light/dark to add advantage, or 3 light/dark to add a triumph (character choice) to the result.
Bind force tree 1 Spend 1 light/dark to immobilize target within short (+1 pip for up to extreme )range until end of my next turn. If dark pip is used, target also suffers 1 wound per pip spent on check (ignoring soak). +2 pips can affect 2 npc. +1 pip for disorient 1 for 1 round. Spend +1 pip to activate control: target affected by bind takes action—> suffer strain equal to user’s willpower. Spend 1 pip to move target 1 range band closer or farther. See chart for master.
Soothing tone 1 Hermit
Grit (hermit) 1 Hermit
Conditioned 1 Hermit
Improved animal bond 1 Hermit
Natural outdoorsman 1 Hermit Once per session, May re-roll any 1 resilience or survival check.
Force rating (3rd) 1 Hermit
Grit (hermit) 1 Hermit
Force Rating (4th) 1 Hermit
Strain up(x2 1 Bout 5xp strain threshold talents from executioner and hermit
Terrifying Kill 1 Executioner Only works with bind if I do an opposed check that leads to a critical roll. The character may spend one Destiny Point to perform a Terrifying Kill maneuver immediately after conducting a successful attack where the target is incapacitated or suffers a Critical Injury (the character must still be able to perform maneuvers, and may not perform more than two maneuvers in a turn). The character rolls Force dice no greater than [their] Force rating, and may spend a Force point to inflict 1 strain on any characters within short range of that target (and may do so multiple times). A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session.
Bind Mastery 1 Bind Mastery Upgrade: When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed Discipline versus Discipline check as part of the pool. To activate this upgrade, they must generate enough Force points to activate the power and must succeed at the opposed check. If no Dark points were used to generate Force points, the target is also staggered until the end of the user's next turn. If the user succeeds and used any Dark points to generate Force points on this check, the target immediately suffers a Critical Injury with a +10 to the roll per Force point spent on the check.
Lethal blows 1 Executioner Add +10 per rank of lethal blows to any Critical injury rolls inflicted on opponents.

Force Powers

Force Rating
4
Power
Alter
Description
Upgrade Effect
Base Force Power Alter terrain and living things around the character.
Range (2) Spend (2) light/dark to increase power's range by a number of range bands equal to number of range upgrades purchased (long)
Control (1) This power can affect firm natural terrain, such as packed earth, stone, or ice.
Control (2) Spend 2 white or dark pips to make small patch of terrain within affected area impassible.
Control (3) Spend 2 white or dark pips to upgrade difficulty of all checks made by opponents while in the power's area of effect once.
Power
Bind
Description
Spend 1 light/dark to immobilize target within short (+1 pip for up to extreme )range until end of my next turn. If dark pip is used, target also suffers 1 wound per pip spent on check (ignoring soak). +2 pips can affect 2 npc. +1 pip for disorient 1 for 1 round. Spend +1 pip to activate control: target affected by bind takes action—> suffer strain equal to user’s willpower. Spend 1 pip to move target 1 range band closer or farther. See chart for master.
Upgrade Effect
Control (1) Spend (1) light/dark to move target one range band closer or farther away.
Control (1) Spend (1), whenever target affected by Bind takes an action, that target suffers strain equal to Willpower.
Force Power Bind an NPC or Player
Range (3) Spend (1) light/dark to affect NPC within extreme range.
Magnitude (3) Spend (2) light/dark to affect up to 3 targets.
Strength (1) Spend (1) light/dark to disorient target for 1 round.

Background

Born with a name he could not remember, the boy belonged to a race known as the Arkadians, though his parents were both part of the down-trodden sub-race known as the “Offset”. Only 8 years into his life both had passed, slain on a whim by a pair of stormtroopers. He wandered Nevarro a street urchin. Pale Face, that’s what they called him.
He carried such resentment toward all of those faceless white soldiers, hoping to inflict as much pain on them that they had caused him. One night, thoughts became actions. He went too far, and the trooper was in no mood for leniency. The boy was seconds away from the end when a mandalorian rushed in and snatched him from death’s clutch.
He was taken in as the man’s foundling, teaching him the ways of honor and how to hunt and fight. In 26 BBY, the age of 16, he adopted the Mandalorian Creed, and swore never to let a living thing gaze upon his pale face. It was at this time he chose the name “Roquan”, which translates in his native language to “Vindication”.
In 19 BBY, his hubris got the best of him. A woman led him into an ambush and further betrayed him by pulling off his helmet as he faced his adversaries. Out of his rage an alien force pulsed out of his hands, quickly devastating his enemies. Ashamed of his broken creed, and afraid of his foreign power, he deposed himself from the Mandalorian Order and exiled himself to the outer rim planet of Maryx Minor.
It was there, nearly a decade later, that he felt that strange sensation that he emited earlier. It was unmistakable. Through his years of training and solitude, he became exceptional at perception and was able to find the dark source of this power. He was a tall man, shrouded in black with deep, almost painful, mechanical breathing. He held his right hand up, closed-fist, taking the life from a whole family at once. Disturbed and enraged, Roquan focused his aim on the masked man, despite being extremely out of range, even for a skilled marksman such as himself. After only a moment the dark figure quickly turned to face him. He fired his shot, only to see the blast stopped and held in mid air only feet from it’s target. It left the pale face very unsettled, because it had taken him hours to pinpoint the rough vicinity that the other man was in, and only through process of elimination was he sure where the power emanated. He narrowly escaped the planet, his fortune being the incredible distance between them.
For 5 years he was chased by the Galactic Empire, but eventually found solace in a group of rebels that fought for peace. He was skeptical of their optimism, but respected any that fought in opposition to the stormtroopers that ended his parents lives so arbitrarily.
This is why a man of a grey morality fights beside men of untarnished virtue: to vindicate his Mother and Father, to honor his Mandalorian Brotherhood, and to execute the dark power known as Darth Vader.

Motivation

Duty Type: Placard Hunter
D100: 31-38

Morality

Morality -8

Current conflict to be rolled: 1

2 conflict (stew)
1 conflict


Already rolled:
conflict for immobilizing doggy
conflict for coercing sister blitzer
conflict for staggering doggy
conflict for pulling imperials to their death
conflict for threats healing crit
Conflict for battle
Conflict for the battle of the force gem
Conflict for pushing down a ladder multiple violet urns.

Description

Other Notes

Return to Top