Xor-gon Malafax

Debutante, face-man


> Description: A male Demreigan. Age 59, hairless, right handed, skin: whatever needed
> Mannerisms: Nervous around opposite sex. He has a high opinion of his own manipulative abilities. He has seemingly nervous habits, but he is always observing and assessing the situation around him – making sure he’s ready for every opportunity. He has a ready wit and a sly tongue – a recognized “deal man” in all the right social circles.


Kinetic Aptitude 4, Rogue Archetype, automatic 1 AP if he succeeds at any Social Challenge
PER 6 (+ 1 CS affected skills)
CHA 6 (+ 1 CS affected skills; Primary Attribute)
Appearance 5 (- 1 or + 1 from skin tone, color, texture change)
Size 9


Toughened, Good Luck, Compulsion: Naked, Camouflage Skin (broken! + 4 camo skill [only when unmoving!]/+ 2 acting skill (disguise)), Assets (3), Less Sleep (metabolic quik that allows them to skip a night of sleep without tiring if their next 2 are normal), Currency 2 (4x), Equipment, Income 1 (400 credits/month), Residence (1; sold for + 1 asset), Compulsion: Cultured (since he does not wear adornments or fashion of his station, he is compelled to learn languages and pursue local familiarities to blend in and seem more cultured – as befits his pedigree), Chi Pool 0 (33), Tithe (Aidonnite Syndicate; 50%)


Locale Familiarity: The Breach (+ 1)
Communication: Persuade 3+1, Empathy 1+1, Language: Galactic Standard Speak 4/Literate 4
Combat: Grapple 1, Propel 1+1, Melee 1, Evade 1+1, Soak 2+1
Other: Camouflage 1+1 (+ 4 if naked & unmoving/+ 1 other), Acting 1+1, Computer: Operate 3, Streetwise 2, Lore: Unath system 2, Lore: Dilbea (consortium territories/ planet Brechphia) 3, Lore: Atomanth (planet Ven-peanthu) 2, Math 2, Geogrpahy 1, Illustration 2+1 (drawing/schematics), Mobility (run) 1, Ride 1, Electrical: Interfacing 2, Security: ID/Operate 1+1, Security: Open Locks 1+1

Education Checks

{remaining uses @1} Life Sciences (biology, chemistry, zoology, botany) > uses = 3; Liberal Arts (lore, communication) > uses =3; Formal Arts (illustration, crafting, dance) > uses = 3


Resilience = VITxSize = 36+4= 40
Familiarities: Unarmed, sword, bow, beam weapons – small
Damage Bonus = 3 (melee/propel only)
Chi Cornerstones: None
Tactics: Prefers to use guile, getting as close as possible before striking from a stealthy position and by surprise. He’s developed a strategy of being a punching bag; his combat skills are minor, be with the right defenses, he can draw fire and occupy attackers while his friends take them out. Of course, that assumes he can survive… without technology and help, he just prefers to bargain a way out or slink out unnoticed.


(EC = MUS*Size = 27) _ _
Credits [hard/chits] = 800
Credits [bank] = 0
Sleeve: [Inertial] Belt projectors with implants in skull and each foot; 1 SEU use per 1 damage – does not dampen force component. [cost = 5,000 cr x 3 implant + 5,000 for belt]
a. Thermodyne “Reg” std. laser sidearm & hip holster; SEU 1-3, DMG 3, Range 10m, {5 ENC} [cost = 240 cr]
> Built-in “damper” chip which disables power from the normal source when under a certain frequency within 5m
b. Baton (1m; collapsing 4") AM 2, DMG 4, {1 ENC} [cost = 40 cr]
a. 30 SEU micropack x1 (sidearm) [cost = 140 cr; rechargeable @2 cr/seu]
b. 100 SEU beltpack x1 (sleeve) [cost = 1,200 cr; rechargeable @ 2cr. per]
Worn: [usual]
Carried: [usual]

IMPLANTS: ‘Top’ Citizen
Inertial Sleeve: Skull and Feet (relies on belt projector for rest of field)
Identity implant,
Genome Readout (+ 1 medical checks),
Nanomeds (+ 1 healing),
Data Jack (Cochlear),
Cochlear Receiver
Organic Data Bank (10 levels): Language: Human Dialects @2
PROGS: 1: Language Input (can “read” a translation and store as data)

> Calahan’s Rabble Treasury {link}


History with the Group

Calahans: The group gradually formed as a hang-out at Calahans Radioactive Saloon. Over the last few weeks, they have hung out more and more, getting to know the background of each other, building trust, and staying less and less with their initial contacts in the Aidonnite Syndicate. This has not gone unnoticed, and their superiors have formally recognized this self-organized bunch and are hinting strongly that a mission is coming for the special talents of ‘Calahans rabble’.

Initial: Xor-gon was involved in a dangerous deal with some off-worlders for the Syndicate, trying to get embargoed fertilizer during a stand off between the rising Mega-Corps and local Building Multiples. Jax has recommended Zippy, who had fashioned some remote explosives. When the deal went south, as Xor-gon sensed it would, the resultant firefight was quickly over due to the pre-placed bombs. A half dozen of the Syndicate brothers lives were saved, and ever since Xor-gon has shown compassion to Zippy while the others still teased him. Both he and Jax worked to coax Zippy into Calahan’s Rabble when it formed. Xor-gon met Tal through a project the Syndicate worked on which involved setting up a trading deal with the elves, to get mineral extract from the sea for some building projects – hiding it from the local corps and authorities. Tal was being used because of his race, and Ken Ostrand because of his resistance to magic. They successfully were able to change manifest records, and bribe their way into opening a permanent trade pathway, AND bring the first shipment in themselves (with some harrowing close calls). It gave all of them a sense of trust, and Xor-gon was invited to join Calahan’s Rabble once it formed.

Personal Background

His parents were well-off, retired from corporate life. Xor-gon was an “accident”; his parents were older and they spoiled him to make up for their lack of physical ability to keep up with him. A dutiful son, he looked after them until they passed away, when he was 48. He sold all their assets and boarded the first spaceliner he could. His naturally outgoing personality allowed him to make friends easy… as well as smoothly tell lies. Having grown up so isolated, he was desperate to make friends and began telling small “fibs” which escalated to outright lies over time. This tactic vanished as he matured, turning into the polished veneer and smooth talker he is now. Now he likes to stand out. His color changing ability become difficult for him when he is under stressful situations and tends to turn him into a bright shade of pink. One of the reason he pushes himself to adventure is that his lack of control makes him and unwanted as a desirable mate with others of his race. So to overcome his disability he has become a system spanning lothario and spends every penny trying to enhance his reputation and get away from his past. He is well educated and over-compensates for his penchant for turning pink in highly emotional situations. He has engaged in horseback riding, archery, and fencing – as pursuits of the more rich of Dilbea where he grew up.
Travels: After his parents died he sold their assets and his residence to get away from his home nation of Dilbea. He spent a couple years in space, bouncing from one job to another and gaining is social skills… finally ending up in the old planet Ven-peanthu, a dead end terra-formed planet at the outer edges of known space near the Kaldorphion system route. He became a citizen of Atomanth, and was working for the pan-galactic spice company Tuuu-Vrosh. On the side he was working with some local gangs running genetically altered Douth and Gurgil – designer drugs derrived form local fauna. He was well off, well-liked and prosperous. Then, it all came crashing down when his illicit connections came to light. He stowed on portable grav couch (inside a container he had smuggled on) on a Orrish freighter and nearly froze to death after the freighter jumped to its destination. Orbiting Kaldorphion, the ship spent several days cleaning out its hold and transferring supplies to some moon station. Afraid he would die in the frozen hold, he hotwired a life pod to drop when the garbage was dumped as the ship left. He survived a harrowing drop to the planet surface and crash landing. Smugglers out for salvage found him, he pledged his services and loyalty in exchange for them not killing him. He’s been working for the Aidonnites – a criminal group on the planet located in the wreckage of the city from an Orrish attack, Bithataen Breach, called “the breach”. He’s operated as a spy on rivals, and managed to fanagle missions to more civilized parts – a respite from the brutal world of living in the breach.
Family Pedigree: Upper (on Dilbea)
Social Standing: Average
Education: Secondary
Upbringing: Urban

Character Point Record:
20 CP + CHA Starting = 26
1/15/2012 2

Action Point Record:
> Note: automatic 1 AP if he succeeds at any Social Challenge
0 Starting
1/15/2012 2 Kelly +1

Xor-gon Malafax

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