Star Wars Roleplay: Chaos

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Character Khar

Khar

The Long Walker
KHAR

Aliases:
The Long Walker • Ghost of the Dune Sea

Age: 43

Species: Tusken Raider

Gender: Male

Height: 1.91 m

Weight: 92 kg

Force Sensitive: No

PHYSICAL DESCRIPTION
Wrapped from head to toe in layered black robes, Khar has not willingly exposed his face to an outsider in decades. His weathered mask is fitted with scavenged metal fittings and polished goggles, while faded crimson cloth beneath his shoulders marks him as something apart from most Tusken tribes.

Across his back rests an ancient cycler rifle, worn smooth from years of use. At his side hangs a battered gaderffii built around the stock of a broken rifle—an improvised weapon crafted after the destruction of his tribe. Though functional, it is unmistakably unconventional to Tusken eyes.

Multiple mismatched blaster pistols are carried across his chest, belt and harness. None match. None are decorative. Every one bears the scars of previous owners and forgotten battles.

His hands, skin and body remain completely concealed. Even wounded, Khar reveals only the smallest amount of skin necessary for treatment.


INVENTORY
  • Modified Cycler Rifle with magnified scope
  • Improvised Gaderffii built around an antique rifle stock
  • 5–7 assorted blaster pistols from various manufacturers
  • Tusken utility knife
  • Bantha leather bandoliers and holsters
  • Macrobinoculars
  • Survival equipment
  • Water purification gear
  • Tusken survival robes
  • Salvaged TIE-derived desert speeder
  • Small collection of charms and keepsakes gifted by Tusken tribes

PERSONALITY AND BELIEFS
Khar speaks little, observing far more than he says. He is patient, practical and almost impossible to provoke into emotional outbursts. Though he earns his living as a mercenary and bounty hunter, he does not consider himself either. In his mind he is simply a hunter providing for his people.

After the destruction of his own tribe, Khar devoted his life to ensuring no other Tusken tribe would suffer the same fate. Rather than seeking to unite the tribes beneath one banner, he believes every tribe should retain its own customs, elders and identity.

He willingly works alongside outsiders but never abandons Tusken traditions. Water is sacred. Hospitality is sacred. His wrappings are sacred. His culture is not something to be discarded for convenience. His greatest hope is not revenge, wealth or glory. It is that generations from now, Tusken children will still gather around campfires beneath Tatooine's twin suns, learning the old songs and old ways.


STRENGTHS
Master Tracker

Raised in the Dune Sea, Khar can read terrain, weather and footprints with extraordinary skill. Few prey escape him once he begins the hunt.

Patient Hunter
Khar is willing to wait hours, or days, for the perfect opportunity rather than forcing a confrontation.

Desert Survival
Heat, dehydration, sandstorms and isolation are simply facts of life. He remains effective in environments that would exhaust most beings.

Adaptable Scavenger
Years of surviving with limited resources have made him remarkably resourceful. Broken equipment is simply equipment waiting to become something else.

Marksman
His cycler rifle is an extension of himself. Khar prefers ending conflicts with one carefully placed shot.

WEAKNESSES
Culture Before Convenience

Tusken customs heavily influence his decisions. He will often choose the culturally correct action over the tactically optimal one.

Limited Trust
Trust is earned slowly. Khar rarely accepts another's intentions at face value, making cooperation difficult.

Poor Urban Operator
Dense cities, politics and social maneuvering place him well outside his comfort zone. He prefers open ground where he can observe and move freely.

Protector's Burden
Threats against Tusken tribes immediately become personal. He will abandon profitable contracts if doing so protects his people.

HISTORY
Khar was born beneath Tatooine's twin suns into a small Tusken tribe that wandered the Dune Sea. Like every Tusken, he learned to survive before he learned to fight. The desert taught patience, endurance and respect for the land that sustained them.

Everything changed when his tribe was destroyed. Whether by slavers, mercenaries, Imperial forces or another tragedy matters little now. Khar buried every member of his tribe himself. Their gaderffii were broken, their tents reduced to ash, and the songs of his people fell silent. With no elders left to guide him and no craftsmen to replace what had been lost, Khar rebuilt his own gaderffii from the stock of a shattered rifle recovered from the ruins. It was never culturally correct, but it carried him through the loneliest years of his life.

To survive, he became a hunter for hire. The galaxy knows him as The Long Walker, a bounty hunter who accepts contracts others refuse. Moisture farmers whisper of the Ghost of the Dune Sea, a black-robed rider whose TIE-derived speeder screams across the dunes before disappearing into the horizon.

The credits he earns rarely remain with him for long. They buy water condensers, medicine, tools, ammunition and supplies for Tusken tribes scattered across Tatooine.

Khar does not dream of becoming a chief. He does not seek to unite the tribes. He walks because someone must.

As long as there are still Tusken campfires burning beneath the twin suns, his journey is not yet over.
 

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