Star Wars Roleplay: Chaos

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Arto Kool

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NAME: Arto Kool
FACTION:
RANK:
SPECIES: Echani
AGE: 31
SEX: Male
HEIGHT: 181 cm (General measurement rule, can vary between differing chassis)
WEIGHT: 90.7 kg
EYES: Silver
HAIR: Grey-White
SKIN: Fair
FORCE SENSITIVE: No

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STRENGTHS AND WEAKNESSES:

Strengths:
The Signs in the Mist: Exposure to the habits of a Gand Findsman inculcated a metaphysical layer to Arto's habits while on a mission. Every moment possesses a hidden omen or subtle glyph hinting at the raw spiritual forces governing life, and all the rules of universal math. Arto makes a point of frequently meditating, drawing on hallucinatory mist sessions like the Findsmen, seeking out patterns in the fog. In turn, it's turned him into a thorough and meticulous tracker, able to hone instinct in order to ascertain the truth between physical sign and fact.

A Language Art: Like most Echani, Arto Kool has an aptitude for physical combat. He's one of the few outsiders to have been taught and master to a degree Gand martial arts. Arto has also inculcated several move and response sets adapted from Changa bushfighting, Gravik-Nez, Hijkata, and Stava. However, he's equally preferred approach to close fights is : ˩

Riddle of Durasteel: A plain vibrosword. His technique is an eccentric adaptation of Gand martial forms, bred with Atrisian and, recently, Asahian sword manuals. Arto's passion stems from exposure to aged holoflicks depicting matinee adventure serials, awed at the imagery of armoured swordfighters cleaving their way to justice and victory. It was Doorih who gave a name to his style: Zawadi. Gift of the Earth.

Soldier's Son: Arto fired his first shot at six and a quarter, blowing Malfora Red's left kneecap off. It saved the life of his mentor and benefactor, Doorih Jow, but the Gand swore to never allow him to hold a blaster until he'd learned proper marksmanship. From a lifetime operating fringe bounties and following Doorih to unknown reaches, Arto is skilled in the operation and maintenance of both mundane and exotic firearms, able to strike a bullseye at over three hundred meters with slug pistol. An on-again, off-again apprenticeships with a Mandalorian warband and a former Antarian showcased a breadth of firefight and wilderness techniques, from urban manoeuvres to wilderness survival.

Limber Chalk: Doorih never liked bounties that harboured agenda. One that went particularly foul and saw them run to ground by several sector authorities forced him and his ward to lay over for over three years, bouncing between safehouses on Abregado-Rae and Mima II. It led to Arto's first exposure to the Gados and Bilar, who's use of gymnastics, tumbling and climbing, and acrobatics for both recreation and expression caught him at an early age. In one of his rarer moments of disobedience, he snuck out from under Doorih's mandibles (supposedly, though it's hard to take a Gand for a fool) and joined them in play, turning a quick study in their aerial and gym skills.

Muscle Memory: See – [iBorg J8M 'Autumn Water']

Weaknesses:
Broken Steersman: In spite of abilities afforded through radical augmentation, including the use of a chassis body, Arto's flesh only constitutes a skull, brain, and spinal cord wrapped in neural interface sheathing and plug mating docks. Steel might abide longer than flesh, but only so long as Arto stave’s off the brain damage associated with injury trauma and progressing age.

Operator's Strain: Marrying organic materials to polymer compounds is traumatic, regardless of desensitizing measures and advances in neural-linkage and cloned neuron ganglions. Operating his body-chassis and multi-tasking between several software suites eventually takes its toll on his mental reserves, especially over prolonged and intensive combat. Combat effectiveness jitters and at times drops altogether. Moments of high emotional stress can also impair his ability. If pain inhibitors malfunction or fail outright, damages incurred to his body can exact vicious agony to his cerebrum.
APPEARANCE:
A sharp, alkaline face, with gently hooded eyes and a generally short, messy crop of platinum hair. Physically, it is whatever dimensions his body-chassis fills.


BIOGRAPHY:
His father was Doorih Jow. A lunged Gand that never too off his rebreather in Arto's presence. His actual parentage meant little, for he never met his genetic father and mother.

Arto Kool was found as a transient orphan scrapping for food in the back alleys of a Metellos ghetto. Where he hailed from was quite obvious: the silver eyes, winter hair, and cool bearing so remarkable and indelible to the Echani of Eshan. What couldn't be so easily explained was where his parents had gone, the terrible misfortunes that left him abandoned in the deep core, fending for his survival at six years age.

Doorih discovered him while on the track of Malfora Red, wanted sociopath, and the Findsman's greatest quarry of the time. Malfora himself was eventually apprehended, following a chase that took Doorih through Metellos' most misbegotten quarters and several placed ambushes. Time and again, little Arto intersected his path, becoming a divining omen that appeared in the Findsman's entranced ritual visions, always in association with his prey. The boy was there in their last clash, upsetting Malfora's advantage over his hunter and allowing Doorih to gain the upper hand.

To shield the boy from local reprisals and save him from a young death fighting for just the ragged shirt on his back, Doorih took Arto with him. Virtually mute and uncultured, he possessed nothing like the elegant mannerisms and style of his people. But in turn, Arto was a malleable youth. And where it would take any adult decades to understand the idiosyncrasies and mysteries of Gand mysticism and art, he took to it under Doorih's long and patient instruction. Gand martial art was utilized as a system to teach discipline and consistency, allowing the Gand to root out his apprentice's worse habits and either re-purpose or discard them altogether. Their world became the tiny home aboard his ship, training in the holds, meditating in the ritual mists, seeking the hunt hiding in the fog of their minds eye.

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Arto Kool: Age 8


Bounty hunting ensured Arto grew up canny and strong. Nomadic tendencies helped expose him to wayward traditions and difficult cultures that lied outside the Republic's civilized normalcy. Martial art from the Findsman, marksmanship and wilderness skills from Antarian Rangers, soldiering from Mandalorians, gymnastics from the Gados and Bilar. However, he developed an outside sense of self, away from third-person self-reference, though he'd taken on his teacher's humility and habits of politeness and self-deprecation. His signature combat preference was with a single-edged vibrosword, his method an eclectic mixture developed from Gand, Atrisian, and Asahian schooling.

He left Doorih Jow at twenty two. Both parted each other under a toast of foul spirits in glasses sweating of ice. Doorih left for the Core, seeking the mysteries of the chase, no less eager for all his years to find his worth and fortune. Likewise Arto faded into Wild Space, eager to seek his own adventures, and prove himself worthy of all the gifts his long-suffering master gave and left behind.

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Arto Kool: Age Approximately 19

Work commonly took him through the heartland of Hutt territories, frequenting space between Nar Shaddaa and Etti IV, Arto proving himself as a capable bounty killer. For the better part of a decade, funds collected were used to cultivate informant nets and a handful of safe houses, focused on staying ahead of upkeep bills. Liaisons and understandings between himself and various, aggressively corporate interests remained tentative under his own wishes. For a decade on his own, Arto toed a staunchly independent course, looking to hone the arts Doorih and all those many teachers had bequeathed.

The Bounty Hunter's Guild offered professional competition, putting Arto at odds with 'established' contractors often in pursuit of the same marks. Hunts became a matter of dodging crossfire and extracting the wanted head, as Wild Space flooded with political targets fleeing the wars raging at the heart of the Core worlds. Deserters. Conscientious objectors. Burnt out veterans discharged for unstable behaviour, many sporting augmented prosthesis and hardwired modules, resorting to mercenary work or bounty killing. And most without a shade of scruples. Powered by CNT muscle and reflex bio-neural sheathes, the advantages of steel over unmodified flesh began necessitating even light surgeries to stay abreast in the game.

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Arto Kool : Age Approximately 27

Eventually, even Arto, one of the few bounty warriors to eschew even a muscle suit, was required to make an ultimate physical conversion...
SHIP:
N/A Workin' on it.

KILLS:
N/A

BOUNTIES COLLECTED:
N/A

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ROLE-PLAYS:
Workin' on it too.
 

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