Post by Solaris on Feb 28, 2013 17:27:32 GMT -5
"Ever notice how you come across somebody once in a while you shouldn't have messed with? That's me."
NAME: Char
SPECIES: Human
HOMEWORLD: Tatooine
RESIDENCE: Mos Espa, Tatooine
AGE: 27
GENDER: Male
HEIGHT: 6'1" / 183 cm
WEIGHT: 200 lb / 91 kg
EYES: Blue
HAIR: Black
SKIN: Tan
FORCE SENSITIVE: Strongly
FORCE POWERS
- Battlemind - By employing this meditative technique, Char can excise from his mind all distractions and concerns outside of attaining victory over his opponents as the Force guides him. Even fatigue and injury fall by the wayside with this Force power, as it gives him the drive to fight through even the hardest conflict. Though use of this technique can be dangerous due to the emotions combat inspires, it is not itself a dark side technique but rather light side. Char learned this skill after cleansing the dragon pearl he installed in his new lightsaber, learning to translate purity of body into purity of spirit.
- Force Healing - By expending his own energy, Char is able to heal others' wounds and treat the symptoms of poison and disease, though not often cure them outright except through tremendous effort. He can do the same to himself through meditation.
- Force Rage - Char can draw on the dark side of the Force to augment his physical strength and toughness, using his aggression and passion as fuel. The stronger his emotions get, the stronger and tougher he gets.
- Force Sense - Char can tune into the Force and expand both his mundane senses and his ability to 'sense' things through the Force.
- Force Stealth - Char is able to conceal his presence from the senses of others (both mundane and Force-based), though he cannot do it while employing other Force abilities. He is also able to obfuscate his presence from electronic scanners, though he is less adept at hiding from sensors than he is from hiding from organics. Char does this nearly perpetually, though he generally has to drop the defense in order to draw on the Force for other uses.
- Mind Barrier - Char's mental resistance to intrusion and attack is extraordinary, and he has learned to use the Force and certain meditative techniques to increase that even more. Trying to read him is difficult even without his employment of this technique due to his habitual use of Force stealth.
- Sith Alchemy - Specializing in the augmentation of armor, weapons, and equipment; he knows practically nothing about the more monstrous applications of Sith alchemy. Char is familiar with and utilizes Jensaarai techniques to balance out the darkness inherent to alchemy.
- Telekinesis - Char's telekinesis can apply about eighteen hundred pound-inches of force; able to propel something the weight of a bullet at supersonic speeds, though larger objects will move much slower. He can move something as large as himself about thirty miles an hour. He is incapable of fine manipulation without taking it slowly and carefully, more than if he were to do it by hand. His telekinesis is very draining if he does it for too long; optimum time is about ten-fifteen seconds with about a minute to rest. Char is adept at ballistakinesis, with surprisingly good aim - he doesn't fire and forget, as most do, but rather guides the projectile into its target.
SKILLS
- The majority of Char's skills focus around combat and the use of the Force. Char is familiar with modern battle techniques, something he learned as part of his training, though he's by no means an expert. He's just good enough to be one of the better mercenaries on Tatooine; a big fish in a small pond. Char is lethal in hand-to-hand combat, combining the Rek'dul martial arts his father taught him with good old-fashioned Tatooinian knuckle-dusting and his own physical prowess augmented with the Force.
- Char is an adept pilot, but though he's logged about fifteen hundred hours in his fighter (not counting hyperspace time) he's only engaged enemy fighters a handful of times. Most of his flight experience has been aerobatic and stunt flying, with the only combat missions flown against ground targets.
- Char lacks people skills. His idea of opening negotiations is opening fire. He is very good at intimidation; he's been known to disperse a crowd simply by staring them down.
- Char is a skilled artisan, and very good at working with his hands. If he can envision it, he can probably make it - though he might need to spend some time looking up the particulars of an advanced technology. Char is skilled at working a forge and metal-working tools, something he had to learn to make his armor. He enjoys tinkering with machinery, something his father encouraged before Char had learned to meditate without the use of aids.
- Char is a natural healer, and he's learned first aid and battlefield medicine out of necessity. For someone so rough around the edges, he has a surprisingly gentle manner with the sick and the wounded.
- Char has some rudimentary slicing skills, learned while he tracked down the assassin that killed his father, but nowhere good enough that he puts it on his resume.
- Char speaks Basic, Huttese, and Sith. He is literate in all three languages, but fluent only in Basic and Huttese; Char can speak Sith, but his knowledge is skewed more towards technical terms than conversation. Char also understands Jawa Trade Language, but can pronounce only a few words in the squeaky language.
APPEARANCE
Char is tall and lean, a broad-shouldered man with an athlete's build from growing up training and honing his body into a weapon. He has a rough-hewn look to him, with a strong, square jaw and a heavy brow; he could charitably be called ruggedly handsome. Char's eyes are dark blue, and he wears his thick black hair practically short with a full beard and mustache. Char has a near-perpetual frown on his face, seeming to lack much in the way of facial expressions beyond 'frown' and 'really angry frown'. He has several scars on his hands and arms from training, as well as the faded scar from a shrapnel grenade detonating behind him and a burn mark on his chest from a blaster bolt that made it through his armor. Both almost killed him. Char lost his right eye to an enemy lightsaber, and though modern medicine can repair much he still bears the scars of that encounter. Char has a scar running from his left eyebrow, across the bridge of his nose, and down his left cheek. Char had his right eye replaced with a prosthetic almost identical to his original, designed to interact with the electronic systems in his helmet. The cybernetic eye includes a computer which interfaces with Char's brain, enabling him to utilize the helmet's communications systems or other comlinks for a sort of machine telepathy with droids and computers keyed to it.
Char typically wears his armor only when he expects to need it; it's not exactly the most comfortable of outfits. In other situations, he dresses in more mundane garb of a style somewhere between Tatooine tough and Jedi Knight. He prefers a knee-length brown-grey dewback leather duster over a long-sleeved tunic with a high-collared shirt beneath. He wears cargo pants tucked into lightweight-yet-strong combat boots, a utility belt around his waist and a blaster pistol strapped to his right thigh. He wears a wide-brimmed hat while outdoors, but removes it when inside.
PERSONALITY
Char is gruff and taciturn, speaking little and rarely kindly. He has little to him that is soft or gentle, though Nasiri seems to have brought out what's left of his better nature. He would never admit to any such thing, of course, and though he mistrusts her he shows his affection in quiet ways. Not one to wax eloquent on his feelings, his gang of mercenaries used to joke that his near-perpetual scowl is his 'happy face'. Despite this, he's a natural leader and takes well to the command role. Something of an adrenaline junky, Char flies and fights more dangerously than he should.
Char is honorable, after his own fashion, and prickly about pride and respect. He doesn't fight unarmed men that he respects, nor does he stand for harming innocents. Someone who he thinks has no honor, though, he'll murder in their sleep without hesitation or regret. Char is a very proud man, and he dislikes humiliating others almost as much as he dislikes having his own pride assaulted.
Though quick to anger and often callous with little sympathy for the plights of others, Char dislikes that about himself. He remembers the way he used to be, back before he let the filth he worked in get to him, and he actively strives to change those parts of his personality. There's a compassionate streak in him, one that he hides well. He wishes he were a guardian of peace and justice like the Jensaarai of his father's stories, though he knows he's more likely to be the villain in someone else's story than the hero of his own.
BIOGRAPHY
Char was born and raised on Tatooine, the son and apprentice of an exiled Jensaarai named Azerand. Azerand never spoke of why he was exiled from Susevfri, nor did he teach his son of any other Jensaarai beyond himself. Char never learned much of his mother beyond her name, Talia, and that she died shortly after Char's birth. Char's father worked as a mercenary, banking his exotic appearance and unique abilities to become the personal bodyguard of a local crime lord, Drojj the Hutt. Drojj greatly valued Azerand's services, paying his servant well. This allowed Azerand to keep himself and his son living a good life on the desert planet. Azerand kept most of what he did to earn his pay from Char, and the boy willingly turned a blind eye to the worst of it. Char studied the ways of the Force under his father's tutelage almost since he was old enough to talk, and learned the philosophies of the Jensaarai as he grew up.
When Char was ten years old, Azerand began training him in lightsaber combat. They began with training lightsabers, both of them clad in bulky padded armor designed to get the young defender used to fighting so encumbered. Azerand told Char to keep the training secret, just like the Force training. The boy told only one person, a Twi'lek girl named Ulura. Ulura was Char's best friend and childhood sweetheart, and the two began to play at Char being a knight in shining armor with her as his princess. With Azerand's assistance, Char constructed his first real lightsaber when he was eleven. Char's father did not allow the boy to carry the weapon around with him.
When Char was thirteen, he had an encounter with a krayt dragon while riding a pet dewback with Ulura out on the perimeter of the Jundland Wastes. The dragon ate the dewback and killed his friend, searing an image of its ferocity and power into Char's mind. He had nightmares for years about that monster, and a good case of survivor's guilt for letting the creature killed Ulura while he cowered in a cave. Only another dragon attacking it saved him; Char escaped while the two monsters battled each other. One of the major formative experiences of his life, Char decided to model his armor after the krayt dragon - though he could never be certain whether it was the dragon that nearly killed him or the dragon that saved him.
Azerand bought Char a skyhopper for his fourteenth life-day celebration. The little vehicle was as much an introductory vessel for starfighters as it was a means of traveling from one town to the next. Part of the reason Azerand bought his son the skyhopper was to give the boy a safe way to travel without risking another krayt attack. Char took well to flying the thing, unconsciously using the Force to help him pull off some of the riskier stunts. The skyhopper led to a lifelong love of flying which would eventually lead to Char taking up swoop racing and later piloting a starfighter. Char acquired a junked Bespin Motors JR-4 swoop when he was sixteen, and father and son worked to restore and rebuild the classic bike.
When Char was seventeen, an assassin killed both Azerand and Drojj. The young warrior, on his own, proceeded to use what his father had taught him of the Jensaarai armor-making techniques and his father's fortune to build his armor. With his armor completed almost a year later, Char sought employment as a mercenary. He had some luck, mostly based on his father's prestige, but later on his own merits as a warrior. Char didn't have nearly the good fortune Azerand did, however, and two and a half years after Azerand's death Char was forced to sell nearly everything besides his weapons and armor to make ends meet. Char sold his father's manor and moved into a small hut on the outskirts of Mos Espa. He became fixated on the assassin who killed his father and ruined his life, pouring nearly all of his off-duty time into tracking him down. Char lived to work, with little to his life beyond the low-intensity combat of a criminal enforcer and the relentless pursuit of the assassin who'd destroyed everything he loved. He even began to neglect the old JR-4 swoop. Though he focused on his skills and powers, Char neglected the philosophical aspect of the Jensaarai and came dangerously close to the dark side. Passion became obsession and aggression became rage while he gradually let go of the high ideals he had once held so dear. Char never fully descended into darkness, but he was certainly tainted.
Char acquired a starfighter during a raid on a remote outpost under the control of a rival gang. As the controls were similar to his old skyhopper, he'd had little difficulty when he hijacked it and turned it on its owners. Char claimed the ship as salvage and used it as close air support for the rare situation that called for it. He went out of his way to make it necessary, and he's still not allowed to fly it over Bestine after an 'incident' there. Char named the fighter Kraytsfear, repairing and overhauling the ugly until it was a truly spaceworthy fighter.
The most spectacular of Char's victories was against a lightsaber-wielding dark-sider, a red Nikto named Kausar Kal. The dark-sider fought Char while he was working as the bodyguard of a half-Zeltron holovid starlet, Nasiri Lavii, who was on Tatooine for a period piece set during the Galactic Civil War. Kausar Kal attempted to kill the starlet, only to have Char lift him with his telekinesis, hurl him aside, and then batter him with hurled bullets before engaging him in a vicious lightsaber duel. Char's Djem So technique and Jensaarai armor won out, though the Nikto managed to remove Char's helmet and take the young warrior's eye. Out of gratitude, Nasiri paid for Char's treatment and replacement eye. She grew close to Char, spending time with him while he recuperated and even getting him to spend time with her socially afterwards. He joked that she was using her feminine wiles to get him to lower his rates. His men, still working her bodyguard contract, noticed that the hard-nosed Char was starting to soften up; most of them approved of the change in him. Nasiri left Tatooine when she was done shooting the film after a year and a half, promising to stay in contact with Char.
After working as a mercenary for five years since completing his armor and a few weeks after Nasiri left Tatooine, Char finally caught the trail of the assassin. Char was an experienced mercenary by then, with a gang of a half-dozen fighters under him. Char took a bounty from Drojj's sibling, Drejj, to take down the assassin; having pursued the assassin for all of his adult life, he was ideally suited for the task. Char set a trap for the assassin, watching over the Hutt crime lord as he was certain Drejj was the next target.
Char was right. He caught the assassin, stopping her from killing the Hutt right after she finished incapacitating his men. He fought her, so eager for the killer's blood that he didn't notice she was only fighting on the defensive, never pushing for a kill despite Char having given her the opportunity in his reckless rage. Finally, the assassin disarmed Char of his lightsaber and held the weapon to his throat, centimeters away from a gap in the cortosis-enhanced armor. She ordered him to take off his helmet, then informed him that he was an idiot as she removed her sensor goggles. The assassin was none other than Nasiri. She dosed him with a knockout gas, and when Char woke ten minutes later up he was in a room with four dead men, a dead Hutt, and a note pinned to his chest-plate. Knowing how bright an idea it was to get caught in that situation, he quietly slipped out.
The note was hand-written and needed no signature, as Char could recognize Nasiri's neat, feminine script on sight. In the note she told him that Kausar Kal was no random attacker, but a servant of the Hutts sent to kill her because she was hunting them. She confessed that at first she had used her feminine wiles to use him to get closer to the Hutts on Tatooine - she'd planned it from the start - but by the time she was done using him she genuinely cared for him. In the note she told him that she wasn't coming back to Tatooine, and if he wanted to come after her he'd have to leave the miserable little dustball. The note said that he could find her on Naboo - if he moved quickly.
Having little left for him on Tatooine, Char took his two surviving men to a healer and then departed for Naboo aboard his fighter. Char arrived at the spaceport and went to the address her note listed. Knowing better than to trust an admitted liar, he went armed. The address was to a penthouse apartment, where she met him at the front door and got him through security. Nasiri was overjoyed to see Char at least willing to give her another chance, though she didn't want to admit it to him, and she took him up to her suite where she explained the source of her vendetta against the Hutts. She'd been enslaved as a child, her parents slain and forced to serve a cruel Hutt named Pheddro as a dancer and entertainment for his guests. Pheddro had also trained her to be an assassin, skilled in infiltration, armed, and unarmed combat to covertly eliminate his foes. She escaped when Pheddro commanded her to kill a Jedi Knight while she was a teenager; the Jedi captured her and brought Pheddro to justice. He offered to train her, sensing the Force within her, but Nasiri was unwilling to forego the opportunity to save other girls from the same fate. As she spoke, Char reflected on the similarities between the two of them - and then told her that he had gone there to kill her. Knowing neither one could continue the way things were going, Char suggested that they take that Jedi up on his offer. Nasiri dubiously agreed, on the condition that he never again try to kill her.
Char agreed that he would never again try.
DROIDS
- DRK-1-S3 Dark Eye: A probe droid that Char utilizes to provide himself a second set of eyes. The droid can broadcast down to his helmet, which can then feed the video into Char's eye either as a subset of the image or as an overlay over the full feed. The droid is an upgrade to the ancient Sith design, largely the same in its function though much more clever and personable with a heuristic processor smart enough to accurately interpret verbal commands.
DRK-1-S3 is a small, spherical probe droid equipped with sophisticated sensor and communication packages. It features a trio of imaging sensors: A central photoreceptor, a magnetic imaging device, and a thermal imager. An antenna atop the Dark Eye's dome allows it to transmit and receive commands from Char's helmet or comlink. Designed as a spy unit, it's plated with sensor-baffling stygian-triprismatic polymer stealth armor and has silenced repulsers that enable it to travel mostly undetected. It mounts a miniaturized grenade launcher with a payload of six micro-grenades and a small blaster that can set to either stun or lethal. - R8-D0: Char's astromech and pilot of the Kraytsfear. The R8-series astromech droid is better at repairs, navigation, and piloting than any of its predecessors, even more expensive and advanced than the later R9. Dee-Oh is even capable of operating a fighter entirely by itself, much like a living pilot - something Char has taken advantage of when he used the Kraytsfear as air support. The astro droid has a number of tools and sensors inside its cylindrical body and domed head, including a sensitive sensory suite, a fire extinguisher, a small internal storage casing, and four tool mounts on telescoping arms. The droid is externally almost identical to the R2-series, save for the small sensor dish on its brushed durasteel dome and a white 'gel' plasteel body casing with grey paneling and blue detailing. Dee-Oh is stubborn and fiercely loyal, and it still retains the amiable personality that made the R-series astromechs so popular.
GEAR
- Bespin Motors JR-4 swoop bike: Char owns an old swoop bike he rebuilt from the frame up, updating and replacing the old parts to modern specs. The bike has a robust design and a pair of powerful turbothrust engines, capable of pushing a max speed of 680 km/h. He considered replacing them with ion engines, but figured the max speed would have gone up from 'stupid fast' to 'splat'. The bike has only one seat, with a small cargo compartment behind the seat above the turbothrust engines.
Char's JR-4 has black structure, slate grey body paneling, and chrome highlights. - Jensaarai Krayt Armor: Char modeled his armor after the krayt dragon of Tatooine. The armor is sleek and angular, predatory and aggressive-looking. The plates are a dark metallic gray-blue with bright silver dallorian alloy highlights and dark bronzium secondary armor over a loose black armorweave tunic with krayt-skin gloves and sleeves, thigh-length krayt-skin tonlet, and armorweave trousers. Far from being a simple and utilitarian design, Char engraved and etched the plating as well as sculpting it into an ornate, fantastic image more evocative of ancient tales of knights in shining armor than the mundane battle armors most favor.
Reflecting Char's growing expertise with Sith alchemy and mundane engineering, this armor is much better-designed and much more refined than its first incarnation. As he has adopted some of the more fluid and mobile fighting styles of the Jedi, he reduced the coverage and used some of the money he acquired from selling one of the dragon pearls he'd acquired during his meditations on Tatooine to replace the bulky old-model exoskeleton with a sleeker low-profile powered exoskeleton whose joints and electroflex 'muscles' were specially designed to operate with the enhanced reflexes and superhuman speed of Force-using warriors. The resulting armor is less encumbering, sacrificing protection and coverage to reduce its weight and bulk. Rather than the original forty-kilogram bulk, this armor weighs a sleek twenty kilos.
The armor has a multitude of pockets, including four angled pouches on each side of the abdomen, two to the side of the pectorals, one on each shoulder, and a larger cargo pocket on each thigh. It also has a utility belt around the waist, where Char hooks (among other things) his lightsaber.
Char greatly values his armor, and it is as much a work of art as it is protective gear. It is one of the few things he has left of his father, and one of the few ties to his past from before he became a mercenary contractor - to say nothing of the fact that it's saved his life more than once.- GTU S-34 Type III low-profile powersuit: A high-tech strength-augmenting exoskeleton, this relies less on powered servos and more on electroflex synth-muscle with neural sensors located along the major muscles and nerves to replicate and augment the wearer's strength and speed, along with a rigid framework of high-performance, low-weight duraplast to provide an exoskeleton so the powersuit doesn't rip apart the wearer. The powersuit is relatively low-powered compared to some of the bigger, bulkier models, but it has the advantage of not binding up or overheating when pushed to some of the extremes of performance that Force-using warriors can achieve. The outer layer of the powersuit is packets of zersium-impregnated reactive ballistic gel sandwiched between layers of armorweave. The exoskeleton effectively doubles Char's already-formidable strength and augments his speed by half again, as well as greatly reducing his work-load and thus increasing his endurance.
There is also a survival suit built into the exoskeleton, emulating the krayt's ability to survive in the harshest environments, and it includes a breath mask that can filter atmosphere indefinitely (provided there is sufficient oxygen in the atmosphere) or provide breathable atmosphere (as when in a vacuum or other oxygen-depleted environment) for up to an hour before the rebreather's power cell wears out.
The armorweave is able to take one or two blaster shots and glancing blows from lightsabers, while the ballistic gel is able to absorb two-three blaster shots in a minute thanks to the zersium and extensive punishment from physical attacks and concussive blasts thanks to its semifluid nature.
The powersuit relies on four power cells, which provide it energy for twelve hours of operation. - Cortosis-woven duranium plating: Made from an extremely durable, lightweight material with a very high melting point, this plating was alchemically woven with cortosis to increase its resistance to energy weapons even further. The plating includes a segmented cuirass, pauldrons, vambraces with armor panels over the backs of the hands, segmented tassets over a short armorweave tonlet, plates on the outer thighs, and greaves. The bronzium secondary armor on the shoulders, thigh plates, forearms, helmet and torso is largely decorative, lacking cortosis impregnation and being somewhat less resilient than the duranium armor; where it covers vital spots, it has a cortosis-duranium backing.
The plating is quite robust, able to take three-five blaster rifle shots and even one-two blaster cannon shots as well as absorb some punishment from a lightsaber. Sustained contact and powerful direct hits can penetrate through the plating, but the cortosis reacts with the lightsaber's containment field and can short it out if contact is sustained for too long. The plating can take somewhat less punishment from projectile-based weapons (particularly armor-penetrating rounds), but is still quite resilient against them as well. - Alchemical Enhancements: Like Sith dark armor, this armor mystically grants its wearer increased strength and durability. It also helps conceal him from the Force senses of others and blocks them out of his mind. The one exception to this concealment and stonewalling is Nasiri, as she - or rather, his feelings for her - was the light Char used to balance the dark when he rebuilt his armor.
- Vibro-Knucklers: The armor features a built-in retractable four-inch-long (10 cm) vibroblade claws in both gauntlets. They are each a set of four chrome-bright silver blades projecting out over the armored fists when Char twitches the muscles in his forearms in the right way. They are cortosis-woven durasteel with alloyed Devaronian blood-poison. Blood-poison, also known as bloody jewel, is a bright silver-colored gemstone that can release poison into a victim's bloodstream. Application of the particles on a blade's edge can cause great pain to the weapon's victim. Even without the exoskeletal assist to his strength Char is capable of breaking bones with a solid punch; the vibroblades and powersuit are overkill.
- Helmet Package: The helmet has six sensor fins along the sides, styled similar to the horns of the krayt dragon and carved from alchemically-reinforced krayt horn. The helmet includes computerized sensor and targeting packages that wirelessly interact with Char's cybernetic eye to effectively transform it into a HUD, as well as linking through the comlink to enable him to receive video feed from other sources (particularly his Dark Eye probe droid). The helmet includes an echolocation unit, radar imager, infrared vision, sound-filtering, and no/low light-amplification systems as well as a zoom-finder capable of 8x zoom and an encrypted multi-channel comlink with a 5-km overland range or up to low orbit on a clear day. It's also designed to conduct shockwaves around the wearer, reducing the traumatic effects of standing too close to an explosion. Char likes his brain and would very much like to keep it.
- GTU S-34 Type III low-profile powersuit: A high-tech strength-augmenting exoskeleton, this relies less on powered servos and more on electroflex synth-muscle with neural sensors located along the major muscles and nerves to replicate and augment the wearer's strength and speed, along with a rigid framework of high-performance, low-weight duraplast to provide an exoskeleton so the powersuit doesn't rip apart the wearer. The powersuit is relatively low-powered compared to some of the bigger, bulkier models, but it has the advantage of not binding up or overheating when pushed to some of the extremes of performance that Force-using warriors can achieve. The outer layer of the powersuit is packets of zersium-impregnated reactive ballistic gel sandwiched between layers of armorweave. The exoskeleton effectively doubles Char's already-formidable strength and augments his speed by half again, as well as greatly reducing his work-load and thus increasing his endurance.
- Utility Belt: Char wears a belt with numerous pouches on it. The belt contains a three-day supply of food capsules, a condensing canteen, a medpac, a vibroblade, a tool kit, a spare rechargeable power pack, a spare energy cell, a glow rod, a comlink (50-km overland or up to low orbit), and a rebreather.
- BioTech RFX/K Medisensor: The RFX/K Medisensor is a small but powerful short-range sensor built for medics. It is capable of reading and displaying various vital signs of a patient, giving the medic an excellent idea of the patient's condition and necessary treatment.
- Nilar Med/Tech Corporation Field Cauterizer: The Field Cauterizer is a slender rod 16 centimeters long with a button at one end. When activated, it emits a low-frequency laser that disinfects and cauterizes wounds.
- Vibroblades: Char wears a blade on his belt (mentioned above), as well as one on the outside of his right boot and another on his left shoulder where he can easily draw it. He wears the vibroblades in or out of his armor.
- BlasTech DD-88 double blaster pistol: Char's blaster is a double-barreled weapon with a large and heavy casing, one barrel located over the other. The weapon has four settings: Stun, single-shot, alternating shot, or automatic fire. When set to single-shot, it fires both barrels simultaneously when the firing button is pressed. When set to alternating shot, it fires one barrel per button press. When set to automatic fire, it fires alternating shots from each barrel so long as the button is pressed, with a fire rate comparable to a light repeater. A single barrel deals the damage of a heavy blaster. The blaster accepts its power packs forward of the pistol grip, both of them aligned like a second grip (and usable as such, for someone who needs two hands to effectively wield a double blaster). Each power pack provides its respective barrel with fifty shots. Char has four spare power packs in the abdominal pouches of his armor, and they're all the expensive rechargeable kind. He shoots enough that it's cheaper that way. Char wears his double blaster on a holster strapped to his right thigh in or out of his armor.
- BlasTech DC-49 blaster pistol: Char's backup blaster is a standard blaster pistol that he wears holstered across his lower back when he is in armor, and in an underarm holster when in civilian clothes. It gets one hundred shots out of his rechargeable packs, but he usually keeps it loaded with one of the cheap twenty-shot power packs instead. The blaster pistol is capable of firing on stun or semiautomatic, and as such is much more readily accepted in the more polite circles than his double blaster.
- Lightsaber: Char's first lightsaber has a blue blade. It is a simple, utilitarian weapon with a synthetic crystal and a 110 cm blade. Little artistry went into its 23 cm long durasteel and plastoid handle, as when Char made it he was only a kid. He repaired it after slaying a rampaging greater krayt dragon and accidentally drowning the weapon in its blood, taking the opportunity to improve it by adding two more synthetic crystals to stabilize and strengthen the blade. He also installed a training setting and a deadman switch. Both improvements he picked up from delving Jedi archives on Tython. The lightsaber has a diatium energy cell, a dueling emitter, and a beam gem lens.
Char keeps this lightsaber safely stowed away, typically either on his speeder bike or in his cockpit, though sometimes he has his Dark Eye probe droid carry it for him in its internal storage compartment. While it's not his primary weapon anymore, he still likes to keep it as a backup weapon just in case - and for sentimental purposes, as it's a reminder of his deceased father. - Multi-Phase Lightsaber: Char's second lightsaber was constructed with a krayt dragon pearl split into a set of four focusing crystals. The lightsaber has three settings. The first setting is the standard blade (110 cm), the second a great saber a little over the length of a man (230 cm), and the third a long, flexible lightwhip (650 cm). All three blades are of a pale blue shade, lighter than the blue blade of an Adegan crystal and almost silver in color. They burn fiercely bright, producing intense and sharply-defined blades. The blade carries a significant ionic charge in all of its forms, making the lightsaber particularly potent when employed against droids, shields, and cyborgs; even a glancing blow overloads them much like a shot from an ion blaster.
The handle is longer than normal, about 35 cm long, to incorporate the complex mechanisms the lightsaber's multiple phases require. The longer hilt is better-suited to two-handed wielding, though it is still of a size for Char to wield it one-handed. Like his simpler lightsaber, this weapon has a deadman switch and a training setting for the standard blade. A thumb selector switch set just below the emitter changes the lightsaber's setting from one blade to another, while activating the training setting requires twisting the pommel. The hilt's casing is made largely from cortosis-woven bronzium with a krayt-leather grip, though it has a cortosis weave duranium ring-guard around the emitter. The lightsaber has an ion energy cell, a dueling emitter, and a beam gem lens.
Char wears his lightsaber on his belt, and when in his street clothes it's hidden under his jacket. - Krayt Dragon Pearls: Char has five dragon pearls remaining out of seven from the greater krayt dragon he killed on the edge of the Jundland Wastes during his meditations on Tatooine. One of the two other pearls went into his lightsaber, while he sold the last one to finance renovating his armor after the dragon wrecked it.
ROLE-PLAYS
- In the Shadow of the Phoenix - Where Char guides Constance Maier to a deeper understanding of the Force.
- Prisoner of Circumtance - Where Char and Katherine Lanford interrogate a captured Sith disciple, Vrag Poletja.