Drekk by mqbpjmc3

Species
Klatooinian
Career
Explorer
Specializations
Trader
System
Edge of the Empire

3
Threshold 12
Current 8
Threshold 12
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
3
3
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) 1 Racial rank
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2 Explorer rank, Bought rank (10xp)
Coordination (Ag) 0
Deception (Cun) X 3 Trader rank, Bought rank x 2 (25xp)
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 3 Trader rank, 2 bought ranks
Perception (Cun) X 2 Explorer rank, Bought rank (10xp)
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1 Explorer rank
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Pr) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 3 Racial rank, Bought rank x 2
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) X 1 Bought rank (5xp)
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 3 Explorer rank, Bought 2 ranks

Attacks

Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun setting
Damage
5
Critical
4
Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun setting, telescopic sight (-1 difficulty at long range)
Damage
10
Critical
3
Trucheon
Range
Engaged
Skill
Melee
Disorient 2
Damage
5
Critical
5

5
265
10225

Weapons & Armor

Holdout Blaster
Blaster Rifle with telescopic sight
Armoured Clothing
Hand Grenade x 1
Ion Grenade x 1
Heavy Blaster
---
Shared credits: 15

Personal Gear

Hand-held commlink
Stimpack x 3
Backpack
Utility Belt
Electro Snare
Beast Call
Chem Lure

Assets & Resources

Ship Inventory

1 x Blaster Pistol

Critical Injuries & Conditions

None

Talents

Name Rank Book & Page Description
Know Somebody 1 Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
Wheel And Deal 2 When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Background

Drekk was born on Klatooine, his species' homeworld; he had a normal childhood by Klatooinian standards, attending lectures as directed by the Elders, learning the history of the Ancients, and listening enthralled to tales of the benevolent Hutts arriving from the stars to protect Klatooine and the Fountain of the Ancients from galactic terrors. Some said that the Hutts were descended from the Ancients themselves! Drekk didn't know whether to believe that, but he knew as well as anyone that they were sent as prophets of the Ancients, to deliver Klatooine from great evil.

After a long and happy childhood, Drekk was delighted when he was finally assigned to his Hutt master, Sittu, at age 10. Excited to leave his family and to begin to repay his peoples' debt, Drekk was transferred in the cargo hold of Sittu's personal starcruiser to the planet Dandoran, deep in Hutt space.

Upon arrival, Sittu examined Drekk - 'too small to be a bodyguard, too fat to be trusted in the kitchens - send him to Bekure's unit, they lost five last week!'. Under Bekure (a Klatoonian six years Drekk' senior), Drekk learned the small but important role he would play in serving Sittu - bringing to him the galaxy's most interesting and dangerous beasts in order to improve upon one of the largest private collections of rare wildlife on the whole of Dandoran. Hanging on Bekure's every word, Drekk spent three years learning all he could about the galaxy's prize creatures - where they could be found, how to keep them alive, and crucially, how much they were worth!

That all seemed so long ago now - Drekk had spent two years travelling the galaxy and finding new specimens for Sittu. Mostly, he'd head out with a pouch full of credits - Sittu wasn't short of them - and take advantage of someone else's hard work. Sometimes, when Sittu felt that a seller's price was worth more than Drekk's life, he was sent out to find and tame a beast himself, or better yet, to 'persuade' the seller to cut Sittu a better deal.

Drekk had come to Corellia to 'negotiate' with Beroo, a Toydarian who had offered Sittu a vicious Nexu (the prize of any collection) for a price that seemed too good to be true. Deep into the negotiations, the treacherous Beroo trebled the price! Not one to miss out on something he felt was already his, Sittu had despatched Drekk to retrieve the prize by whatever means necessary. Sittu had taken this one personally, and Drekk knew in no uncertain terms the shame that he would bring to his people, the Elders, and the Ancients if he were to return to Dandoran empty handed.

Drekk had found Beroo rude and inflexible, and a deal could not be reached - not by normal means anyway. Not one to be unduly impacted by small setbacks, Drekk used the purse provide by Sittu to send some credits the right people's way and waited until nightfall. When Drekk arrived at Beroo's in the middle of the night, by a remarkable stroke of good fortune, the guards were not monitoring Beroo's storage unit as usual, and Drekk and an unusually helpful team of locals were able to work together to move the Nexu to the nearby starport; the Customs Officer on duty felt no need to examine the unusual crate, or investigate the bestial utterances coming from within. With the Nexu safely stored in the storage hold, and Drekk preparing to leave, Corellian Security Force agents burst onto his ship...

Motivation

* Drekk wants nothing more to get himself out of the tricky situation he's found himself in on Corellia. He didn't want to get Sittu into any trouble, but Corellia's a long way from Dandoran, and Drekk would like to see them try and impose any authority in Hutt Space. Come to think of it, Sittu was going to be blowing a fuse about one of his best wasting valuable trading time; Drekk had better get out sooner rather than later. He probably should make sure that he doesn't get himself captured ever again...

* That Nexu on Corellia had gone now - Drekk had been doing this long enough to know that it'd be suicide to go after the same mark twice; to make matters worse, he was out of credits. Drekk thought back to the last thing Sittu had said to him 'Now Drekk, don't mess this up you scaly dung grubber. I've been waiting for a chance like this for centuries - come back with a Nexu, or don't come back at all...'. Drekk didn't know where he was going to get one, but he didn't intend to let Sittu down.

* 100,000 credits - that's how much of Sittu's money Drekk had thrown away on this bungled heist. He hadn't spent it all on bribes, obviously, but it didn't seem likely he was going to see what was left over ever again! Drekk thought, that if he couldn't get the Nexu, if he could at least get Sittu's money back, he might be allowed to continue to serve, rather that being turned to Vixus-fodder. Sittu wouldn't be pleased, and Drekk didn't relish returning empty handed, but it might be better than nothing. Drekk had better get hold of as many credits as he can, and be careful with the ones he has.

Obligations

Debt (10): Drekk owes Sittu the Hutt a Nexu, or at the very least 100,000 credits. Drekk has every intention of paying this back, but Sittu doesn't know this - he's heard a lot about rebellious Klatoonian's throwing off their chains and seeking a new life for themselves; Sittu didn't like thinking about that, not one little bit. Drekk would show his loyalty to Sittu, or be made an example of us before any of the other impudent upstarts got any ideas.

Betrayal (10): Drekk had been sent to Myrkr with clear instructions from Sittu 'for karks sake, you had better had better have a whole load of Ysalamiri when you get back to Dandorun! Broga has just got one, and I won't be beaten by that slimy oaf'. Drekk and Bardin, Sittu's newest Klatoonian thrall, formed an instant bond on their long journey to Myrkr, and throughout several weeks of careful work collecting specimens from the trees of the thick forest world. When Drekk felt the job was done, the pair made camp for the night as Drekk prepared for departure the following morning; eager to impress, Bardin trekked out alone seeking any last signs of nearby Ysalamiri colonies - he never returned. Drekk waited for two days and two nights before wearily returning to Dandorun. Drekk began preparations to send a team back to Myrkr before a furious Sittu cancelled the mission - he could get twenty Bardins for the cost of the fuel alone! Drekk was not one to question the wisdom of a Hutt, and left Bardin to the vicious Vornskyr of Myrkr's forests.

Description

Other Notes

Klatooinians are heavily built humanoids, roughly the height of the average human, descended from canine ancestors on the planet Klatooine. Renowned for their loyalty and devotion, Klatooinians have lived under contracted servitude to the Hutts for more than 25,000 years. First recruited to help defeat Xim the
Despot, a galactic overlord vying for control with the Hutts, the Klatooinians signed a “temporary” pact of servitude that is still considered valid by both the
Klatooinians and the Hutts today. Understanding the Klatooinians’ fixation with time is essential in order to understand the deeper un­derpinnings of their culture. Most of their mythology revolves around all-powerful patron-beings known as the Ancients. Tenacity and perseverance are among their most prized cultural traits, and they particu­larly revere elders of any race. When the Hutts first approached the Klatooinians with a request for as­sistance against Xim, many on the planet Klatooine came to believe that the Hutts were the Ancients, and that signing a pact of servitude to them was tanta­mount to agreeing to serve the gods. The Hutts have dominated Klatooinian culture ever since, with the full blessings of most of the species. A Council of Elders determines Klatooinian affairs, but all offworld relations are in the hands of the Hutts. Klatooinian education is also completely under Hutt control. This has nearly eradicated all early Klatooinian culture and language. As civil war spreads through the Empire, however, some Klatooinians find the courage to break away from the Hutts and strike out on their own.

Physiology: With thick-set humanoid bodies and heavy, dog-like faces, the fierce appearance of the Klatooinians easily matches their ferocity in combat. The coloration of their flesh ranges from brown to a vaguely green tone, and males and females of the species display few outward differences. Klatooinians
often reach nearly two meters in height. Their faces are dominated by heavy brows, blunt noses, and thick, prominent jowls. Klatooinians also possess strong, agile hands, giving them heightened manual dexterity.

Society: Klatooinian society emphasizes loyalty and devotion over everything else while revolving around their near-worship of the concepts of time and age.
The planet Klatooine is ruled by a Council of Elders. These members of the species are chosen for their age and experience, as well as how well they are able to
articulate their understanding of Klatooinian mythol­ogy and culture in a series of ceremonial debates. The Council rules from a palace situated near the Fountain
of the Ancients, located in the Derelkoos Desert. Klatooinian education focuses on written and spo­ken Huttese, Klatooinian history, and legends that feature Klatooinian species-wide dedication to the Hutts. When a Klatooinian reaches adulthood it is delivered into slavery, at which point its future occu­pation is decided and more practical training begins. Before eventually being given a position or responsi­bility, the Klatooinian slave is usually granted more extensive training by his master for specific duties.

Homeworld: The planet Klatooine is an arid world composed primarily of deserts and vast, sweeping grasslands, located in the Si’klaata Cluster at the ga­lactic northern extreme of Hutt Space. The primary feature of the planet is the Fountain of the Ancients, considered a holy site by all Klatooinians and the seat of secular and religious power. The Fountain is a fissure in the planet’s crust that releases liquid wintrium into the dry atmosphere. Wintrium solidifies upon contact with the air and appears like water frozen in mid-flow, continually hardening with age to the point of near indestructibility. After many thousands of years, the Fountain of the Ancients has grown to be a wondrous sight—sprays and waves of liquid frozen in midair.

Language: Klatooinians exclusively speak Huttese on their homeworld, their own language having been purged from their formal education, even on Klatooine.
Klatooinians encountered off-planet most likely speak and write Huttese and Basic. Klatooinian scholars or diplomats speak additional languages as needed.

Life on the Fringe: The vast majority of Klatooinians encountered off their home planet began their off- world lives in service to the Hutts. During this period, they receive training in a variety of crafts and trades. Most remain in this state of perpetual servitude all their lives, content with their place in the galaxy. How­ever, more and more young Klatooinians have thrown off the yoke of servitude to the Hutts and escaped into a life of adventure and exploration. Striving for freedom and possibility, these beings make a living by trading their skills and abilities—most often as mercenaries or bodyguards. Although most Klatooinians tend towards martial work of one type or another, some indepen­dent Klatooinians are mechanics or scouts. Some thoroughly reject their initial training in life and embrace a completely different career.


----------

XP spend (start): Willpower 1>2 (20xp); Cunning 2>3 (30xp); Intellect 2>3 (30xp); Presence 2>3 (30 xp);
XP spend (other): Xenology 1>2 (10xp); Xenology 2>3 (15xp), Negotiation 1>2 (10xp), Ranged Heavy 1>2>3 (25xp); Deception 1>2 (10xp) 2>3 (15xp); Know Somebody (5xp); Wheel and Deal (15xp); Negotiation 2>3 (15xp); Perception 1>2 (10xp); Knowledge Underworld 0>1 (5xp);

Return to Top