Current Character Sheet for Erasmus Kharse

Dr. Erasmus Kharse

Elder 1, Elder tier, Unaffiliated
Male Arkanian, Sith, Seeker, Krath
Height: 1.77 m / 5'10" - Weight: 69.99 kg / 154 lbs
Age: 119 years - Left Handed
Physical Description

An individual of average height with a slender build, Kharse benefits from a regal bearing of someone accustomed to authority. Well manicured and refined, his silver-white hair is of a thick but neatly trimmed with a similarly styled thin goatee. This serves to further highlight his broad jawline and round features, particularly a pair of piercing pale blue eyes. Contrasting with his Arkanian heritage, his eyes are a remnant of his Epicanthix ancestry and serves as the only marker of his hybrid bloodline. Although clearly an elder man, Kharse's cold complexion and fair skin is remarkably bereft of wrinkles save for the beginnings of lines about his eyes and brow, as if time is struggling to catch up with him. The same is true of the rest of his body, which remains remarkably bereft of scarring or damage indicating old wounds.

Loadout: Traveller
Accessory
Armor
Back
Equipment
Technology
Weapon
Comp
Backpack
Land
Space
Keep Your Enemies Close (General Aspect)

Concerned more with self-interest and fulfilling his own goals than the ideals of others, Kharse will ally with practically anyone and perform every task from healing the sick to torturing secrets from a man so long as it benefits him. Actions are not weighted by petty morality so much as what the outcomes will offer him. This has made Kharse highly capable of talking his way into joining others, working with them, and achieving his own goals while operating alongside them. Yet this same talent is hindered by his lack of concern for long term alliances. Often turning upon his allies once their pact is of no further use, those who know his name associate it with treachery and murder. This can result in many problems, and Kharse having to talk or kill his way out of a situation.

"What Sins? I Am A Scientist - I Cannot Sin" (General Aspect)

Having once tasted power typical of a Sith Lord, Kharse has long set his sights on a more potent challenge. Rather than dominion through force of arms, he has sought to achieve dominion through scientific progress. Through genetics, magicks, alchemy, and cybernetics, Kharse has constantly reshaped and revised many creations, spawning monsters of all sizes and forms across a thousand worlds and an uncountable death toll from his experiments.

Such ambitions have earned him knowledge in the arts of alchemy and genetic modification, but his sins have earned him no shortage of enemies. Betraying the Collective and then making himself an enemy of the Children of Mortis brought him to ruin. Kharse only survived by manipulating Nikora Rhan, an old enemy, into coming to his rescue. Too useful to kill but too monstrous to let loose, Kharse now resides within a prison cell until his skills are needed.

A Habitually Neat, Polite, Civil, And Efficient Monster. (Personality Aspect)

Rarely impolite and utterly psychotic, Kharse's monstrous nature is paired with a civil nature not out of place in most palace courts. Capable of genuinely praising both foe and ally alike, he is talented in deceiving others to write him off as an unassuming old man. Yet sooner or later his sadism always emerges. Kharse has long since believed that the greatest expression of his abilities is to bring about pain. Physical, emotional, existential, to him it is all the same. While more than happy to stay his hand for personal benefit or when killing is simply more trouble than it is worth, he is near constantly considering the best way to kill everyone around him. Although this more subtle means offers many benefits, it is vastly harder for him to leverage the typical intimidation Sith can usually rely upon when dealing with their lessers.

"Worlds Once Lived And Died At My Command. Once." (Personality Aspect)

A burned remnant of what once was, Kharse's strength has long been spent. Battling the Children of Mortis cost him everything, as his servants now lie dead, his great library burned, and even his connection to the Force was much reduced. In place of his grand laboratory, he now owns little more than a cell. Such losses have given him a bitter and cynical quality, forcing him to re-learn the pragmatism of his youth. Although still powerful, Kharse remembers with clarity what he was once capable of and hungers to reclaim that glory. Yet buried deep beneath this resentment is a spark of enthusiasm. Although he would never admit it, the challenge his reduced status poses has reinvigorated a boldness he has not known for many years.

That Would Be Too Easy (Combat Aspect)

There is a time and a place for weapons, but usually only when a bedside murder is required. In their place, Kharse favours using his natural skills to overcome enemies, using the Force to break an opponent's mind, his technological talents to turn their cybenetics against them, or deceiving them into walking blindly into a trap. Finding it far more amusing to shatter an enemy's body and resolve entirely through rapid brutality, he wants to make sure they die screaming for all the right reasons. Of course, such methods lack the simple directness of a blaster, and Kharse can overlook the expediency of simply shooting a foe if he is enjoying the moment.

Go Go Gadget (Combat Aspect)

Erasmus Kharse's passion for technology extends beyond his talent with Slicing. He truly believes that wars can be won with technology, not soldiers, and will always try to avoid direct combat if he can afford it. Instead, he prefers to deploy clever traps with Explosives, or turn technology against others as a weapon. Erasmus Kharse would rather overload a circuit breaker to shock a guard into submission than to test his luck with his hands or a blaster. If removed from technology or his gadgets, however, Erasmus Kharse can easily be overwhelmed. Fortunately, he has no qualms with throwing a smoke grenade down and running for dear life.

Skill Feats
Sociopath Keen Mind III To The Pain
Force Feats
Force Drain III Accelerated Healing II Dominate Mind Moving The Masses Blind Shot
Granted Feats
Steel Curtain Improvise, Adapt, Overcome Order Feat: Sith Seeking III Force Interrogation III
Knowledge
Languages
  • Ancient Sith
  • Arkanian
  • Basic
  • Binary
Lore
  • Force Magicks
  • Genetic Engineering and Cybernetics
  • Lore and History of the Brotherhood
  • Sith Alchemy and Sorcery
  • The history of the Galactic Civil War including the Alliance to Restore the Republic and the Galactic Empire
  • The history of the modern era including the New Republic and post-Galactic Concordance conflicts
  • Xenology
Specialization
Primary Martial Art None
Secondary Martial Art None
Primary Lightsaber Form None
Secondary Lightsaber Form None