Allen Xeron

Surviver

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Description: He wears all black clothing consisting of cargo pants, sweater, and a trenchcoat with numerous pockets and secret pouches. The picture is from before he grew his hair out about a half inch and had the pockets added to his latest clothes.
NAME: Allen Xeron
FACTION: Free agent
RANK: None
SPECIES: Human
AGE: 26
GENDER: Male
HEIGHT: About 6’
WEIGHT: 160 pounds
EYES: Light blue
HAIR: Black, short, and well groomed.
SKIN: White
CREDITS: 1,000 on him. He has accumulated many small emergency stashes with just enough to keep him alive on most high traffic worlds under different aliases.
DISTINGUISHING MARKS: He has numerous small scars over his entire body that he hasn’t bothered to have removed. They are all under his clothing in normal circumstances.
FORCE SENSITIVE: Yes

STRENGTH: 6/10
DEXTERITY: 10/10. A mixture of the subconscious force use and his own training.
CONSTITUTION: 5/10. When a decent bleeding wound is acquired 4/10.
INTELLIGENCE: 5/10.
WISDOM: 5/10. Believes he’s wise.
CHARISMA: 4/10. Mixture of personality and trying to go unnoticed makes people not really care for him.

FORCE POWERS:
Force speed: He isn’t aware that this is what it is. He just knows that when his adrenaline is pumping the world seems to slow down.
Force Sense: He’s learned to trust the tingling in the back of his head that says things are about to go very wrong.
SKILLS:
Sabotage: This is more a basic ability to tell when something looks important and smash it.

Safe cracking: He has learned the tricks and skills necessary to get into any mass produced safes. Given the right tools and time he can also get into most small scale custom safes. Custom vaults and safes with a large amount of electronic backups are beyond his capabilities.

Lock picking: He can pick most basic electronic and mechanical locks. With the right tools he can get past more difficult electronic locks but he prefers to get the code or key rather than go through the trouble.

Hacking: Sometimes the best way to get into a safe or past a door is to take a look through someones computer. The number of times he has found safe and door codes listed under some lightly protected file are too many to count. He couldn't crack the top of the line software used by most major companies and government facilities to protect their top tier information, but there is always a possibility that the not so protected computer given to the everyday worker can provide the necessary access to slip in.

Xeron has become good at moving unseen through the shadows over the years.

Proficient in blade and gun combat.

Pilot.

LIGHTSABER/SWORD FORMS:
Freestyle.

STRENGTHS AND WEAKNESSES:
His natural abilities and subconscious use of Force Speed give him reaction times and speed twice as fast as those of an average man.

He doesn’t know why but he seems to bleed more than he should when wounded. - His use of Force Speed results in a faster loss of blood from wounds. Multiple wounds quickly sap his strength and consciousness.

GEAR:
One Vibro-sword with a two-and-a-half foot blade. Strapped to back normally

Duel Vibro-daggers stored up his sleeves. They slide out when he wants them too but require his arms to be angled down or making some kind of snapping motion so they go to his hands. The blades are about six inches long and the handle about four. They come to a sharp point and are double edged. He found them during a safe cracking mission and decided they counted as a bonus for doing the job well. They came in handy when the client that contacted him for the safe job decided he didn't want to pay.

Gauss Pistol: It has no visible effects from firing. It holds 12 rounds per magazine. Xeron keeps it in his right pocket and an extra magazine in his left.

Three HE grenades with incendiary gel in their outer shell. The gel is spread and ignited by the explosion to leave behind a flaming incentive to not follow him.

Armor-weave sweater with reinforced plates between the inner and outer layer of the sweater.

Assorted items kept in pockets:
Emergency rations (Can last 3 days though you might not want to.)

Ten tranquillizer pins. Used against NPCs by sneaking up on them and jabbing them.

Recording device. Audio and/or visual.

Small flashlight

Pad and pen.

Medical tape and gauze.

Disinfectant.

Sterile pads.

Spray can of wound sealing foam.

Datapad.

Small knife.

Tools for lock picking , hacking, and cracking strewn across the numerous pockets and pouches in his clothes.

Traps (self):
A kill switch implanted in his brain. Through a specific set of mental actions he can access and trigger a kill switch that he had implanted at the base of his brain. It will leave him a vegetable at the very least and a corpse if it functions as it should. Knowing some of the people he’s come across in his profession he would rather die than become a play thing to some psycho till they get bored.

With the number of pockets he has he can afford to booby trap some of them. Some of his pockets contain small neural disruptors that will knock out whoever touches them for at least a minute. One sealed pocket is lined with a toxin that will cause people to have uncontrollable spasms if it comes in contact with their skin. Another explodes in a puff of sleeping powder if it is tampered with. Most are not fatal in the off chance that Xeron or a friendly accidentally triggers them. He knows which pockets contain traps but a random searcher will not know he has booby trapped some of them or where those are.

SHIP:
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Credit goes to CommiM on deviantart.
Xeron uses a modified heavy freighter. He acquired the ships registration after killing a smuggler kingpin for one of his rivals. The ships basic hull design is fairly simple (see image). One of the major modifications made by the smuggler was the addition of a spinal mounted rail gun that is recessed into the upper hull to mask its presence. It cut into some of the cargo capacity of the ship but made the ship too big a threat for other smugglers and the average pirate to fight. One of Xeron’s personal modifications is the addition of a state of the art camo-system to the ship. It took three years of negotiation, favors, and maintenance to completely outfit the ship but he feels it was well worth it to acquire the ability to hide from other ships.

The main systems are devoted to masking the ship from all forms of detection except gravitational. The rail gun is the biggest challenge to the system when it is fired. The heat is collected and stored inside the ship which results in a large jump in internal temperature. The ship can handle quite a few shots before the heat overpowers the system but after three shots any organics on board will start to cook. At three shots the emergency systems will trigger and dump as much heat into space as possible. This makes the ship impossible to miss with any infrared scans. The remaining systems are dedicated to helping with the visual component of a search. The outer hull has a special layer that allows it to shift to an appropriate shade of color to match its surroundings. When the ship is against a star field little lights will flicker on to give the impression of stars. This won't fool someone with keen eyes or intimate knowledge of how a region should look but to the casual observer or panicked searcher it will be hard to spot with the naked eye.

It has 6 basic freighter lasers and 4 rapid fire anti-fighter mass drivers to round out its weapon systems. The shield generator is a high powered multilayer system straight from the manufacturer with no after purchase modifications. The engines are a top of the line duel-drive. The ship runs off of a twin power core setup. The power output from both cores allows the ship to function completely while using either of the high drain systems. If either core is offline, using the rail gun or cloaking systems requires all available power and the ship can barely keep vital systems running. The outer hull of this model is also fairly thick to provide more protection to what would normally be a juicy target for raiders.

The ship has enough crew space to comfortably support a crew or passenger count of 15. Xeron is now the only occupant as he decided to have droids run the extra systems rather than trust a human crew. For that reason he has also stripped out the original comm systems and had them replaced with standalone equivalents to prevent an external hacking attempt. The only thing that can be done from outside is open the airlocks. The cargo space has been decreased by the numerous modifications made by the smugglers and Xeron but is still fairly large. The ship has actually been used for the original purpose of cargo transportation on numerous occasions since Xeron acquired it. It earns extra credits and provides him with a respectable reason for jumping across the galaxy.

Traps (ship):
A stable high explosive that is hidden close to the dual-drive where it can’t be accessed without time and heavy equipment. The explosive is triggered by a specially programmed droid brain that will only respond to a keyword spoken by Xeron himself. No one else knows what that keyword is. It can be triggered by transmitting over the ship intercom or spoken in the engine room itself.

A less dangerous trap is a programming trap that will trigger the drives gravity sensors part way through the jump. This will bring the ship to a stop in the middle of nowhere and prevent the ship from jumping again until the trap is disabled. If a specific code is not input through the pilots console the nav system will burn out and strand the ship wherever it dropped out.

Weapons and sleeping grenades are hidden throughout the ship. Every compartment has at least one hidden device to fight against intruders. Skilled searchers can find the hidden items half the time. The others are hidden in such a way that you would need to know exactly where they are to find them. Weapons consist of things such as pistols, blades, occasional shotguns, and stunners.

Five rooms have dangerous traps set at their entrances: his room, Catrina’s old room, the bridge, the engine room, and the computer core. The room traps are set from the inside to protect the occupants. The bridge is armed most of the time and the other two are always armed. They can be avoided if you know they are there and how to do so. Otherwise they require specific actions to disarm them. To casual observers it looks like he is just performing seemingly unimportant movements or casually touching the wall at random, but one or more of those actions is most likely disarming the trap for that room. The trap itself is a shaped charge hidden in the floor and ceiling.

Minor modifications:
Every section of the ship has a heavy bulkhead that can drop down to trap intruders or vent the section.
Intercom systems throughout the ship that are not connected to the main computer.
Hidden compartments.
Advanced lock systems for the doors connecting the cargo hold to the rest of the ship and the ship to the outside.
Backup registrations. He has a number of extra ship registries that can be swapped out to protect his identity if the ship has to be involved in a job.
Customized droids for running the ship. They are capable of running the ship without Xeron and intelligent enough to be autonomous for extended periods of time. More in next section.
Internal sensors for detecting intruders.

Droids:
All the droids on Xeron’s ship have been upgraded with hardwired programming. The hardwired programming constantly checks the active system for signs of tampering. Should any signs of tampering be discovered a backup of previous versions will replace the current programming. If all backups seem to contain the modified data it will load the original programming Xeron got for them from a read-only non-volatile memory unit at their core. That programming includes a loyalty to Xeron alone and the specific skills he needs them for.

He has multiple astromechs, one modified cargo loader, one medical droid in the sick bay, and a repair/administrative droid. The cargo loader has more intelligence so it can deal with problems rather than blindly carrying out its orders. The medical droid is programmed for emergency work since the most likely reason he would need it is if he gets really messed up. The repair/admin droid handles repairs and the cargo side of the ship work. It deals with officials and handles issues with the cargo.


PERSONALITY:
Xeron is an outwardly cold person. When on the job he tries to show as little emotion as possible to keep the air of a complete professional. If he chooses to interact with others it is usually in a curt or rude manner. He doesn’t place much stock in people as a whole since his job is usually to steal or kill for someone’s personal gain. If he was paid to cut your throat and leave you in an alley he would do it with no real show of emotion.

Though the casual observer will probably label him as a horrible human being, there is something good underneath his dark exterior. He has a set of rules that he will not knowingly break for any amount of money and no force in the universe will stop him from hunting you down should you trick him into doing so. At his core he is a knight who sees the universe as being too far gone to save, but can’t bring himself to ignore a cruel injustice that happens in front of him. He will curse his luck to the end of time and back but he will step in to protect the innocent when it really matters.

As a testament to his true nature, he raised Catrina from eight years old and trained her in every skill he had. She does not follow his path though. She still believes that good has a fighting chance and seeks out good causes to lend her skills to. Xeron may not have been the picture of joy and kindness but he never once tried to force his view of the universe on her. She even believes him to be an example of good coming out ahead. Though his profession and actions are more aligned with evil, there is still a good man at the core of it all.

BIOGRAPHY:
Allen Xeron was orphaned at an early age. It is not an uncommon thing and he joined the many other children that roam the streets just trying to survive. Allen wasn’t looking to just survive though. He wanted to climb out of that life and take control of his destiny. He would train himself to be faster and more agile until he collapsed from the strain. Eventually, no one could catch him once he started moving.

Once he reached what he considered the peak of his physical abilities, he started practicing how to hide. Not simply how to hide from those that would hunt him after stealing food, but how to move through the shadows undetected. It took a few years, but he eventually learned how to make himself disappear unless someone was actively looking for him. With these two skills under his belt he moved out of simple survival and into the profession of thief. As he grew in skill and standing he incorporated assassinations into his profession. With this addition to his work came the rules.

The rules limited his choice of work but they provided him with a sense of control. He would not become a simple tool that others used and discarded at will. They had to conform to his rules or there would be no agreement. By his sixteenth birthday he was an accomplished professional. He was getting business on more than just his homeworld now and by trading in on some good will and numerous favors was able to acquire his own vessel. It was that same year that his life was changed drastically.

He took on a job that was a reference from one of his long time clients. The client passed on the terms of Allen’s employment and the new client agreed to those terms. The job needed to be completed immediately and all the necessary information was provided to Allen. The intel provided him with security systems, patrol patterns, when the target would be in his office alone, and even a guard on the inside that would conveniently take a break when Allen arrived. It was the kind of simple job he got all the time from the shadier businesses when they didn’t want the eventual investigation to turn up a direct hand in the matter. It all went perfectly until Allen walked out of the office and proof that the client had broken rule one stood in front of him in bunny slippers. Rule #1: No job shall result in orphans.

Allen and the young girl talked for a short time. Her father had already told her what the worst case scenarios were for his line of work because she already knew he was dead when Allen came out of the office. It became clear that she had no family left now and once the business collapsed, which Allen had already ensured, the staff would simply move on to new jobs. The fact that she seemed to have no real feelings on the matter left this horrible feeling in Allen. If she had started crying or something it would have made him feel better, but her calm acceptance left Allen feeling that she was already on the path to becoming someone like him. Allen made up his mind right there that he would take care of her. To give her at least a chance at something better than what she’d end up with thanks to him.

Once they had collected the things she wanted to keep, he took her to his ship and left her sleeping inside. Xeron left a note saying that he had some things to take care of before they left in the morning. His client still owed him the other half of his money and something else, but first he had to prevent himself from breaking rule one again with a little research.
******
Ten years went by and Xeron is alone again. Catrina is making her own way in the galaxy now with all the skills he could teach her and the best gear he could get his hands on. His funds are low and he's become bored. It is time to seek out employment once again.

Allen Xeron’s Rules:
1. No job shall result in orphans.
1a. Unless said life would be better than what they have.​
1b. Exception in the case of guards and hired muscle, they know the risks of the profession.​
2. No child targets.
2a. No pregnant targets.​
3. No mass murders. Assassination jobs are focused on specific individuals, not locations.

4. There shall be no freebies.

5. No kidnapping.

6. No torture.

7. No slavery.

8. There is an exception to every rule, cross me and it might be you.

The rules update if he comes across something he feels should be added.

Kills:

Dueling Ring Matches:

Grand Tournament Matches:

RPs:
A Badge of Honor, a Badge of Shame
 
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Kouta

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This is well written, and it seems like youve put some thought into this, however,

i have no gripe with the force sense and speed considering how you described him relying on them through instinct, however the fore speed must be basic, as higher levels would have to be trained through threads.

Other then that it's fine.
 

Surviver

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Thank you for your input. I do plan to avoid making him stronger in the force until he actually finds out that he is a force user and gets some kind of formal training. I only gave him what he has because they were things he was able to train subconsciously to a minimal level. His exercises for speed and dexterity tapped into Speed to a degree and the paranoia of his profession helped to trigger Sense.
 

Surviver

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Added some things that I fleshed out and should probably include. Traps set up on himself and his ship, some skills that should be obvious but should be listed anyway, and the droids on his ship.
 
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