Drekks Jak'ari by Ramzi

Species
Klatooinian
Career
Commander
Specializations
Tactician
System
Age of Rebellion

3
Threshold 15
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

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Characteristics

3
3
2
2
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) X 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 0
Knowledge: Xenology (Int) 0

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened AoRCRB pg 75 +2 to wound threshold
Side Step AoRCRB pg 75 Once/round may suffer strain to upgrade difficult of all incoming ranged attacks by equal number for next round. Stain suffered cannot exceed ranks in Side Step.
Swift AoRCRB pg 75 Does not suffer usual penalties for moving through difficult terrain.

Background

Drekks grew up running with a swoop gang when he was young. Being in a gang, it's hard to get noticed and stand out, and so Drekks ran any job that was offered to him. Particularly the dangerous ones that no one else wanted to do. He liked the challenge, and he especially liked the looks he got when he came back alive and in one piece. Pretty soon people started taking notice of Drekks, and he liked the comforts it afforded him. The jobs were still just as dangerous, but he ate better, and the gear they gave him was a lot less likely to suddenly stop working in a pinch. Drekks occasionally ran weapons for some rebel sympathizers. Not because they wanted to support the cause, more so because the pay was good, and not many smugglers like dealing with insurrectionists, as in the Empire's eyes, there was no crime more hideous.

One one such run, when meeting with their rebel contact at the drop off point, Drekks and his men where ambushed by an ISB sting operation. The gangers were easily routed when up against the superior firepower and tactics employed by the Imperial Army. Most were killed or captured as they fled. Drekks managed to fight his way out in the confusion, and stumbled upon his rebel contact, laying behind some crates with a smoldering, fight-sized hole in his leg. Drekks first instinct was to wring the little human's scrawny neck, for surely he had set them up, or due to negligence, had led the Imps straight to him. As Drekks rounded on him with murder in his eyes, the human held his hand up, and pleaded for Drekks to help him get to his ship. It was only through some fast talking, and pointing out that the Imps were on to him and the gang he ran with. If the Imps had hit the drop, then they had probably already wiped out the gang hideout. With no where to go and being branded a terrorist, Drekks didn't have much options. He helped the little man get back to his people, and for his resourcefulness, they offered Drekks a job, and a chance for some payback.

Running with the Rebels was much like running with his old gang, at least to Drekks. He has always been the kind of guy you send when you want results. He doesn't ask a lot of questions, and he gets the job done. If it ain't easy, it doesn't interest him.

Motivation

Duties

Description

Other Notes

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