Star Wars Roleplay: Chaos

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Character Sevrik Strane, "Highroller"

Sevrik Strane, "Highroller"

- Age:
37
- Species: Human
- Gender: Male
- Height: 5'10
- Weight: 172lbs
- Force Sensitive: Non-Force Sensitive


PHYSICAL DESCRIPTION

- Hair Color:
Black
- Eye Color: Dark Brown
- Skin Color: Caucasian, Tan-Rosy
- Clothing Choice: Well-fitting, 'classy' suits.
- Unique Features: Neck tattoo of a chain, from his days in prison.

INVENTORY

  • Weathered blaster pistols, 'Ole Reliable' & 'Justin Case'
  • Pair of lucky dice, red body with white dots.
  • B-wing Starfighter, 'Tiebreaker'
  • Lockbreaker / Codebreaker, 'Skeleton Key'

PERSONALITY AND BELIEFS

- Positive Traits:
Confident, Resilient, Fatherly/Caring, Robin Hood esque, Moral (somewhat)
- Neutral Traits: Ambitious, Witty, Defiant, Daydreamer, Contradictory, Tactical, Flexible
- Negative Traits: Overconfident, Impulsive, Greedy/Kleptomaniac, Semi-Paranoid

- Unique Beliefs:
1. Has a general disdain for 'society' (in a broad sense). Thinks people should be free to do what they want, without the Government or another outside force dictating what they can and can't do. Generally applies this to the force.
2. Hates the force, views it as 'cheating', and those who have it are only lucky because of their genetics.
3. Often shares at least some of his profits with the poor/less fortunate, though, his greed often holds him back from making a real difference.
4. Never satisfied, always chasing the 'Next Big Score', wanting his final outing to be the grandest of them all.

- Fears:
1. Being forced to kneel to authority
2. Missing out on a score
3. Dying unremembered

- Quirks:
1. Always holding something between his fingers, credits, death sticks, etc.
2. Enjoys reading philosophical works, and other literature.
3. Can name roughly over 500 brands of Galactic alcohol. Has drank way too much of the stuff.
4. Ambidextrous
5. Potentially has BPD

STRENGTHS

1. Accuracy: Sevrik is a damn fine shot, maybe even more so when under the influence. To get up to the things he does, you have to learn how to shoot well, whether it be from the hip, or down the sights. He's able to make good work with his twin blasters, having supposedly killed 14 men with two bolts, 7 each. The legitimacy of this claim is shaky, given Sevrik was probably seeing double, and was very likely lying at first anyway.

2. Sheer Luck: Sevrik often relies (maybe a bit too much) on Lady Luck, yet is more often than not in her favor.

3. Tactical Planning: Sevrik avoids making moves when the cards are stacked against him (unless when he's being impulsive). He'll usually take things slowly, avoiding the temptation to rush things.

4. Flexibility & Adaptability: When things go awry, as they often do within Sevrik's line of work, he's usually able to work with his conditions, turning what would be total catastrophes into manageable nuisances.

WEAKNESSES

1. Overconfidence & Impulsive Decision Making: When Sevrik's planned well, sometimes he'll simply assume it'll work, which can leave him unprepared for potential upsets. Sevrik can also be prone to impulsive decision making when he feels personally attacked, vulnerable, or feels he has something to prove.

2. Endless Ambition: Sevrik never knows when to stop, and has no real end goal. Eventually he'll bite off more than he can chew.

3. Paranoia: Sevrik has grown increasingly distrusting over the years, ever since his 'Greatest Job' went wrong due to a rat.

HISTORY

- Early life (Birth - 15 y/o):
Sevrik was born in 865 ABY, on the world of Frego. Sevrik was born into a minor noble house, though, found himself discontented by the lifestyle and his father's strict rules. Eventually, he would opt to run away at the young age of 15, sneaking on board a Galactic Cruiseliner, where he would gamble to pay for a ticket after one of the staff members found him hiding onboard. There, a crafty old man would teach him everything he knew about the 'Art of Gambling', seeing the fire in young Sevrik. Sevrik would snag a pair of dice from one of the casino tables, which have been with him ever since.

- Wandering (16 - 21 y/o): Sevrik would drift throughout the Galaxy, scraping by on slights of hand, gambling, and odd jobs. He'd fall in an out with various gangs, though generally preferred to remain a loner. However, as Sevrik realized he'd never make it anywhere if he never struck big? His attitude changed.

- Glory Days (22 - 30): Sevrik would eventually find his calling, he'd become an infamous public nuisance, raiding ships, robbing banks, etc., throughout the Core and Mid Rim. He'd also garner a reputation for gifting his wealth to the poor, something which greatly fed his self-image. His biggest job would be Tirahnn, where he'd manage to successfully rob a third of the yearly income from one of the merchant-princess. Everything was going well for Sevrik, until eventually he overplayed his hand, botching a hijacking at one of Corellia's shipyards, and attempting a bank robbery on Coruscant which ended in a spectacular failure, largely due to the fact that Sevrik's right hand man had ratted him out.

- Imprisonment (31 - 35): After failing to rob one of Coruscant's biggest banks, Sevrik would spend the next five years in prison on Selnesh. There, he would get his neck tattoo of a chain, having joined up with a prison gang for safety. In prison, Sevrik's hatred for society would only worsen, and ideas of a 'Revenge Spree' began to formulate in his mind, keeping him determined to find a way out from behind bars.

- Freedom, and Glory (36 - 37): Eventually managing to escape from his containment on Selnesh (involving a rather complicated plan to board a transport leaving the world), Sevrik would have an overwhelming desire to 'prove himself' tot he galaxy, believing he was still in his prime, and could bounce-back to greatness. Sevrik continues his planning, always chasing after 'one more big score' to bring himself back into the spotlight, refusing to go quietly and let Society win his holy war.
 
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