Drac'il Durzo by DrakeEdwards

Species
Chiss
Career
Bounty Hunter
Specializations
Assassin
System
Edge of the Empire

4
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

2
3
4
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 1
Coordination (Ag) 0
Deception (Cun) X 1
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 3
Streetwise (Cun) X 2
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) 1
Ranged: Heavy (Ag) X 3
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) 0
Knowledge: Xenology (Int) 0

Attacks

Unarmed Attack
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting
Damage
2
Critical
5
DDC-MR6 Blaster Rifle
Range
Medium
Skill
Ranged: Heavy
Stun Setting
Damage
7
Critical
3
Stun Master
Range
Engaged
Skill
Melee
Stun Damage, Disorient 2
Damage
6
Critical
3

20
460
0
7/10

Weapons & Armor

[b]Mandalorian Armor[/b]
Multi-Band Comlink
Enhanced Optics Suite
Integrated Holsters
Optical Camo System
Vacuum Sealed

[b]Smuggler's Trenchcoat[/b]
Reflec Shadowskin

[b]DDC-MR6 Modular Blaster Rifle[/b]
Weapon Sling
Underbarrel Grapnel Launcher
Marksman Barrel

Personal Gear

Palm Stunner

Stun Cuffs (6)

Encrypted Personal Datapad

Mk3 Modular Backpack

R82 Jump Boots

Assets & Resources

NPC Name: Assassin Droid HK-7X
NPC Type: Nemesis

NPC Name: Shadow / Stalker
NPC Type: Minions

NPC Name: Kyle
NPC Type: Rival

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 1 136 EOE Core Passive. Increases strain threshold by one per rank.
Lethal Blows 2 138 EOE Core Passive. Add +10/rank damage to all outgoing Critical Injury rolls.
Stalker 2 143 EOE Core Passive. The character adds Boost per rank of Stalker to all Coordination and Stealth checks.
Dodge 2 135 EOE Core Combat: Immediately perform Dodge incidental. Suffer strain to increase difficulty of opponent's check. Strain suffered cannot exceed ranks in Dodge.
Quick Strike 1 141 EOE Core Passive. When attacking, add Bonus per rank to combat checks against any target that has not yet acted in the encounter.
Quick Draw 1 141 EOE Core Incidental. 1/rd, character may draw or holster an easily accessible weapon. Weapons requiring multiple Maneuver actions have that number reduced by one.
Precise Aim 1 141 EOE Core Maneuver: 1/rd, character may take Precise Aim before attempting an attack. Suffer strain to decrease Target Defense by strain amount. Strain suffered cannot exceed ranks in Precise Aim.
Jump Up 1 138 EOE Core Incidental. 1/rd, character may stand from prone or seated position.
Sniper Shot 1 142 EOE Core Maneuver: 1/rd, Increase difficulty by 1 to increase max range by 1.
Deadly Accuracy 1 134 EOE Core Add Dmg: Ranks in Ranged:Heavy to any single attack.
Dedication 1 134 EoE Core Add 1 to Intellect
SA: Always Get My Mark 1 39 No Disintegrations Allows for Narative Move directly to Minion being hunted. Costs 2 Destiny.
SA: Increase Effect 1 39 ND Increases SA effect to include Rival level targets.
SA: Destiny 1 39 ND Reduces cost to 1 Destiny
Well Rounded 1 Deception and Coercion become class skills.
Physical Training 1 Adds 1 boost per rank to Athletucs and Resilience checks

Background

As a Foundling, Drac'il was raised as a Mandalorian and chose to remain and become a hunter alongside his adoptive father, Durse. He learned to track targets, forge connections with informants, and how to lay in wait for hours for the optimal chance to ambush and overpower his mark.

After gaining his majority, Drac'il, now a member of the Durzo clan, left his adoptive father and traveled the galaxy, finally settling down as a successful Bounty Hunter and Master of the Hunt on Nar Shadaa. His fame and reputation grew to the point where both Imperial and Republic forces knew (and hired) him. His estate on Nar Shadaa became a place where both sides could meet in secret. Drac'il was known to both Sith and Jedi as well, and had fought beside and against many from both sects, gaining at least grudging respect from the Force Users.

Twenty years after becoming a Master of the Hunt, Drac'il found himself the impromptu leader of a group of individuals from both sides of the galactic conflict. A handful of Jedi and Sith, as well as a squad of Republic commandos and a highly placed officer in Imperial Intelligence joined Drac'il alongside the crew of a privateer (and smuggler) captain. Together, the group worked to end the conflict and protect the citizens of the galaxy from the needless destruction of open warfare.

Ten years into their work, in an effort to infiltrate a rogue Darth's stronghold, Drac'il was "captured" and encased in carbonite after participating in a ritual to prepare him for the experience and to ensure that he would emerge from the experience without suffering from hibernation sickness. A Sith ally claimed the capture and presented Drac'il to the Darth, only to be executed instead of being paid. The Darth had Drac'il placed in his trophy hall and then promptly forgot about him.

Over the next 3600 years Drac'il remained frozen in carbonite. This would have easily led to insanity or, at the very least extreme health complications if it were not for the ritual he had undergone. His carbonite slab passed through many hands, sometimes languishing in a forgotten storage room for a century or three. He finally found himself hanging in the trophy room of a Hutt named Jabba on Tattooine. Shortly after the Hutt was strangled by a bikini-clad Leia, a group of "treasure seekers" looted Jabba's Palace and stole Drac'il, only to inadvertantly thaw him out when trying to figure out what they had stolen.

Drac'il emerged fully conscious from the carbonite tomb. The ritual had been specifically orchestrated so that the thawing process would trigger its end. The sarcaphogas that had held him was specially shaped to allow him to be hidden behind his armor, giving him a moment extra to gather his wits when the trap was sprung. His armor, empty and unsealed, toppled forward and hit the floor, the helmet bouncing a few feet away, as Drac'il opened his eyes, locked the positions and faces of his opponents in his mind, and then attacked.

A Gamorrean, a Weequay, a Rodian, and a human female stood arrayed against him. If he had been in his armor, they'd have been less than a thought. Without it, the odds were at least fair.

Nothing could have prepared the four treasure seekers for what befell them. One moment they mistakenly trigger the thawing process on a carbonite trophy, and the next, while two of their number are trying to stop the thaw, a blue-skinned demon leaps out of the carbonite and attacks.

Clad in little more than a kute, Drac'il knew that his advantage would last for only a few moments. He launched directly into the Gamorrean, aiming stiffened fingers into the piggish eyes and driving hard through the soft flesh and into brain, killing it as it squealed with alarm and pain. The now dead muscle of the group toppled backward and Drac'il tucked into a roll, followed it down, then spun to a crouch behind the corpse and readied for the others.

"Shi ramaanla." He growled through clenched teeth, snarling like a Nexu as he carefully assessed his opponents. He slowly moved to his right where the Gamorrean's blaster was still secured in its holster.

The Weequay scoundrel and the Rodian were the first to act. They grabbed Drac'il's armor together and bolted for the exit behind them. The female was only slightly slower, but it was she that scooped up his helmet as she turned and pelted away.

"Ni malyasa'yr oya'karir ma waev!" Drac'il roared as he grabbed the blaster and ran after them. He fired as he ran, causing his quarry to split up. They ran to a trio of speeder bikes parked just outside the palace gates. Unwlling to give up on trying to claim a prize, the Rodian clung to Drac'il's armor as the Weequay jumped on one bike and gunned it hard to escape.

Drac'il turned and skidded to a knee, laying down a hail of blaster bolts aimed at the female. She abandoned her desired speeder, choosing to jump on the closest one and gunning it to escape as well.

"Di'kutla calyarnr." Drac'il spat as he ran to the third speeder. He searched the bike, finding both the keyfob that started it and a datapad. He flicked the datapad on, knowing that just trying to pursue them would kill him. He knew he was on Tattooine. No other world had heat like this place.

The datapad blinked to life and he read:
"Alitori, meet us at Mos Eisley. Jabba Palace is open to the sands, and we can clear out enough creds to buy any house you want on that backwater Oogway."

Drac'il smiled. The inexperienced and the scared always ran back to familiar ground. They usually think they will have an advantage there.

"Plan must've gone a bit pear shaped. Baras is likely already a trophy himself if a Hutt had me. I get that armor back, then I get answers."

Drac'il swung himself onto the speeder, gunned the engine, and sped off towards the spaceport. He had a name and a destination for the female. With any luck, she'd lead him to the other two. On the way he'd have to get some clothes and a few supplies. "Time to get back to my roots, as it were." Drac'il mused as he sped over the sands.

Motivation

Code - No Collateral Damage: Will not endanger civilians in pursuit of a Bounty.
Connections - Family: Mandalorians fight enemies before each other.
Cause - Help the Helpless: Will go to great lengths to help those truly in need.

Obligations

Description

Brooding, calculating, and a man of actions rather than words (unless those words are forming a strategic plan to accomplish the mission with efficiency). That is Drac'il Durzo. Even in his own time, there were not many that knew who the "Real" Drac'il was.
Always outfitting companions in Mandalorian armor identical to his own, the Bounty Hunter gained a reputation for being able to be in multiple places at one time.

Languages Known: Basic (Native), Mando'a (Native), Jawaese(Fluent), Cheunh (Speak and Understand)

Other Notes

Hunter Alpha Nine
Hull Type: Freighter
Hyperdrive: Primary Class 2, Backup Class 12
Navicomputer: Yes
Sensor Range: Close

Ship's Complement: One pilot, one co-pilot
Encumbrance Capacity: 284 (203 Metric Tons)
Passenger Capacity: 6

Armor: 4
Hull Trauma: 35
System Strain: 20

Speed / Handling: 4 / +1
Defense: 1/1/1/1
Silhouette: 4

Weapons:
(1) Dorsal Turret-Mounted Medium Laser Cannon
(Fire Arc: All; Damage: 6; Critical: 3; Range: Close)
(1) Nose Turret-Mounted Quad Laser Cannon
(Fire Arc: All; Damage: 5; Critical: 3; Range: Close)
(Qualities: Accurate 1, Linked 3)
(1) Ventral Turret-Mounted Light Tractor Beam
(Fire Arc: All; Damage: --; Critical: 3; Range: Close)
(Qualities: Tractor 2)

Features:
Improved Safety Features
Whenever a character in this vehicle would suffer wounds or strain
1) From a Critical Hit the vehicle suffers
2) As a result of working on the vehicle
3) Or other similar occurrences
The character suffers two fewer wound or strain, to a minimum of 1.
Distinctive Style
Crew of this craft add :bb: to Charm, Coercion, and Negotiations checks made in the presence of the vessel.

Attachments:
High-Performance Repulsor Cluster

Combat Plating

Hyperdrive Module Class 2
Backup Hyperdrive Module Class 12
Add Droid slot to vessel (Allows AI to transfer to and from Droid Body)

Whisperthrust Engine
Increases difficulty to detect this vessel by two while traveling at speed 3 or lower

Hush Kit
Adds :blkb: :blkb: to all checks to detect this ship audibly in atmosphere

Autopilot Droid Brain
Adds a Droid Brain with Piloting Skills 2 and Agility 0
May summon vehicle via a beckon call

Astrogation Droid Brain
Adds a Droid Brain with Astrogation 2 and Intellect 0

Gunnery Droid Brain
Add a droid brain with Gunnery 2 and Agility 0

Cloaked Smuggling Compartments
(3) 25 encumbrance capacity smuggling compartments
Increases difficulty of checks made to find compartments by 3

Smuggling Compartments
(3) 25 encumbrance capacity smuggling compartments

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