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COMMAND CREW


Captain Keleman Ciro
A former sergeant in Page’s Commandos, Keleman Ciro is quickly making the transition from elite operative to captain of the New Republic Corvette FarStar. Despite his lack of command experience, Ciro has shown a remarkable resistance to the effects of the DarkStryder mindwarping modules, leading Lieutenant Page to believe that Ciro’s mental strength might be a deciding factor in the FarStar’s mission.

Ciro was a computer programming student and planned a “quiet” career in front of flickering computer screens. However, as the Empire’s repressive grip tightened on his homeworld of Dolomar, Keleman found himself drawn into a local resistance group. After participating in a series of guerilla assaults that toppled Dolomar’s Imperial Governor, Keleman joined up with the New Republic proper. His brother Noell, seeing the opportunity to leave his isolated homeworld, also signed up for New Republic duty. While Noell was assigned to the New Republic’s pilot corps, Keleman began an intensive training course for commando operatives. After exceptional performances during his initial assignments in Brak sector, Ciro was transferred to Page’s Commandos. In the two years since joining the flamboyant commandos, Keleman has repeatedly proven his worth to Page’s Commandos.

Ciro is confident in his own abilities, particularly his computer skills, but he lacks the bravado of many New Republic commandos. He prefers to let his actions speak for themselves.

In his role as commander of the FarStar, Ciro is reserved but insistent: he has no use for shows of bluster and temper, and he expects his orders to be followed immediately and without question. He often chooses to listen to all opinions and then issue his opinion with a minimum of explanation – those who want to follow his orders will be rewarded accordingly, while those who want to do things their own way can be dropped off at the next inhabited planet. Ciro knows that survival depends on building a focused team and he doesn’t have time for coddling anyone’s personal preferences.

Ciro is ill at ease commanding such a large crew, but Page’s confidence in his abilities makes him sure that he will ultimately succeed at his duties even if there are going to be a few rough spots in the early going.

Ciro is a non-descript Human male of medium height with dark hair. He is in his early thirties but is in better shape than most men a decade younger.


First Officer Kaiya Adrimetrum

Kaiya Adrimetrum is first officer aboard the FarStar. She is a strong-willed and intense woman who has been molded by events beyond her control; she expects more of the same aboard the FarStar.

Adrimetrum initially began her fight against the Empire because the Empire destroyed her life. Her husband was killed by Imperial forces during the occupation of Siluria III. Adrimetrum organized her friends and relatives into a revolutionary cell, and led an attack on the Imperial governor of Siluria III. She and her freedom fighters were soon recruited into the Rebel Alliance by Corwin Shelvay, who convinced them their revolutionary efforts could have greater effects else where.

Since then, Adrimetrum has been a warrior, fighting the Empire and struggling to protect those fighting with her. She tends to develop strong personal ties to those in her commando teams. While that has increased efficiency and teamwork, it has also made death a greater sorrow to bear. Adrimetrum served with several teams during the Rebel Alliance’s fight against the Empire. She distinguished herself in combat so much that she was recently invited to join Page’s elite commandos. Since joining Lieutenant Page, she has earned his respect and trust.

Adrimetrum is an extremely serious woman in her early thirties. Although she still retains her youthful appearance – with short-cut black hair and chiseled, aristocratic features – her deep brown eyes betray a sense of weariness and a battle-weary heart. Adrimetrum is a good leader, the kind who inspires loyalty in her followers. She is an excellent complement to Captain Ciro’s subdued command style. She is strong and firm, yet knows when to unleash her aggressive nature to achieve her goals. Adrimetrum likes to negotiate from a position of strength. She is not aggressive unless she sees a clear need for such drastic action.

Watching out for her unit’s safety is a great concern and it figures into many of her command decisions. Adrimetrum is protective of her crew in an almost motherly way. She feels the pain when they are hurt, and accepts the risks of sending her people into combat. However, like a mother defending her young, when threatened, or her crew or her objective are put in jeopardy, she can become a dangerous, terrifying opponent. When threatened, Adrimetrum uses any tactic necessary to accomplish her mission.

Adrimetrum maintains a facade ofa cool, calm leader in the face of danger. Sometimes, however, the burden of being responsible for others’ lives digs deep into her heart and her sense of security and authority. Deep inside she feels she’s just very average and normal – just like the wife she used to be on Siluria III – but she knows she can’t allow the crew to see this. Adrimetrum focuses her energies through her concern, as well as her pursuit of the FarStar’s objectives in the Kathol sector.

Adrimetrum has made many friends over the years, including her former team’s Wookiee technician, Lofryyhn. After hearing her friend was imprisoned on Moff Sarne’s capital of Kal’Shebbol, Adrimetrum requested she be part of the task force sent to liberate that planet, and made sure she was one of the elite commandos sent to liberate the Moff’s prisons.


Security Officer Gorak Khzam

This Rodian has been placed in charge of shipboard security. He claims to have some knowledge of the systems within Moff Sarne’s Kathol sector from years as a free-trader in this area. His experience gives him some insights into the various settlements and cultures in the sector, and might offer some contacts which may be able to help the FarStar. Khzam spends much of his time on the FarStar’s bridge, overseeing operations, and is often near Ciro and Adrimetrum to offer suggestions or alternative strategies when asked. He seems to be mindful of the crew’s needs and safety – Captain Ciro often asks Khzam to comment and critique his ideas in certain situations.

Khzam is a peculiar individual, and has a multitude of odd behaviors. He avoids physical contact with others – to the point where he refuses to engage in hand-to-hand combat. The Rodian is also mindful of how close others come to him. A sure way to upset him is to invade his “personal space” by coming more than half a meter close to him. He is fond of telling others “Kozak lo neetska” – “keep to your own space.”

His attitude seems condescending regarding other aliens, especially those species officially enslaved by the Empire. Khzam is very careful around these aliens and avoids them when he can. He’s often looking over his shoulder, as if someone’s stalking him. Khzam is slow to offer information or advice unless directly asked. At times, it seems as if he wants to voice his opinions, but he suppresses them until asked.

If there is one being aboard the FarStar that Khzam considers a friend, it is the Defel, Kl’aal. The two share an affinity for hunting, and they often go out together to hunt on uninhabited planets. Khzam has no reservations about joining ground teams bound for uninhabited planets or those with no apparent civilizations, and avoids visiting highly settled worlds or Imperial outposts.


Bridge Operations Officer Darryn Thyte

Thyte is the FarStar’s bitter bridge operations officer, in charge of maintaining order and efficiency for the starship’s command center. He’s the captain’s eyes and ears to everything outside the ship, from communications to sensor readings. He functions as the ship’s navigator. The bridge is his responsibility and his home, and he’s fiercely protective of his territory.

Thyte is a former X-wing pilot. Several months before the New Republic task force liberated Kal’Shebbol, he was flying air support for a ground action in the mountains of Vaenrood. Imperial artillery fire clipped his fighter’s Wing and he crashed. In the accident, his canopy buckled and snapped, shearing off his right hand and most of his arm. Medics were able to replace the arm with a clunky cybernetic model – the only thing that was available at the time. The less sophisticated cybernetic hand doesn’t have very precise sensitivity and function, but it has a computer interface that allows him to manipulate data if a visual interface is also available.

He was taken off the active duty pilot roster after his crash. given Thyte’s changed attitude, his squad mates were more than happy to see the dour man go. He continued to travel with the task force he was assigned to, serving as a bridge officer aboard one of the capital ships. When word of the FarStar’s mission spread through the New Republic fleet, Thyte demanded to be assigned to the ship. Here, he figured, he could prove his own worth and perhaps escape his personal demons.

Thyte desperately wants to fly again but he suffers from a severe “confidence problem.” He knows that if he returns to active duty with a mainstream fighter squadron his attitude and his disability would set him apart from his team members. As it is, Gorjaye is adamant that Lt. Thyte will not be assigned to fighter duty. Instead, Thyte serves on the FarStar bridge, where he can still see some action without actually piloting a starfighter.

Thyte’s tall and pallid form haunts the FarStar’s bridge at all hours – he’s rarely seen elsewhere unless his duty requires it, and he loathes leaving the FarStar on missions, possibly indicating a fear of flying in small craft. The skin on his face has little color to it, and seems to hang under his dark eyes. Still, Thyte is a strong presence on the bridge. He can be very forceful and imposing when dealing with other bridge crewmembers and is not one to let others push him around.

Thyte is very independent and protective of his duties on the bridge. He should be. If anyone knows the FarStar’s bridge – her instruments and her sensor and communications capabilities – it’s Thyte. He’s also the only one with any experience as a capital ship astrogator. And Thyte knows it. He’s the type of officer who doesn’t take orders – he merely “accepts command suggestions” from his superiors. He knows the FarStar crew needs him enough to tolerate his attitude. Thyte always seems to be walking the edge between undisciplined brilliance and a slap in the face.

Thyte often takes the offensive, making preemptive strikes to inflict his biting opinions on those around him, and can work behind the scenes to cause a great deal of turmoil aboard the ship. Thyte hates Lieutenant Gorjaye, the starfighter squadron commander, mostly because she’s on active flight duty and he isn’t.


Lieutenant Jessa Dajus

Perhaps the most mysterious member of the crew, Lieutenant Jessa Dajus is a former Imperial officer who served Moff Sarne. Although the sharp-looking young woman claims she’s an Imperial turncoat, not everyone believes her or her motives. Dajus claims she’s after Moff Sarne for revenge. She says she was an Imperial shuttle pilot serving in his forces and was imprisoned when Moff Sarne purged his military and administrative personnel of “traitors.” She says she was secretly working to undermine the Moff’s power on Kal’Shebbol to rid the planet of his injustices.

If she weren’t such an important prisoner in the Moff’s dungeons, Dajus wouldn’t have been tortured – and she has several scars along her left arm, apparently burned in, to prove it.

The FarStar command crew initially thought bringing Dajus aboard as a crew member would be dangerous – but they wanted to run against the risks to have her along as an Imperial tactical advisor. Nobody else from Kal’Shebbol seemed to know too much about Moff Sarne’s operations in the Kathol sector. Although Dajus doesn’t know everything, she seems to know much, especially about Imperial military strategies and how Sarne operates.

Jessa overrules and bullies anyone to get her way, but often her subtle persuasive efforts and sheer force of will can convince people to follow her desires. Dajus believes turmoil is good for the spirit. Few beings aboard the FarStar trust Dajus, especially since she still wears her Imperial officer’s uniform. She is rarely allowed to carry a weapon while aboard the ship. Captain Ciro often allows Dajus to carry a sidearm during missions away from the ship. Despite the crew’s mistrust for her, Dajus is relatively fair and tolerant of them. She knows if she’s to find Sarne she needs to work with the crew.


Loh'khar the Finder

Loh’khar is the FarStar’s procurement specialist – anything the team needs, he can often scrounge up in a matter of minutes to a few hours, depending on the size and rarity of the material. The tall Twi’lek is intensely secretive about his methods and sources in obtaining equipment, and often explains his methods away by saying, “If you have to ask where I got it, you won’t really want it.”

Many years ago Loh’khar escaped from the Twi’lek homeworld Ryloth, apparently fleeing from some clan conspiracy working against him, or so Loh’khar claims. Through unknown means he acquired a light transport, and journeyed through the galaxy as a sort of traveling salesman, bringing odd goods from world to world and matching them with the perfect buyers. At times he settled down and worked his procurement wonders from a fixed base, often near starports and busy urban centers where entrepreneurs, smugglers and bureaucrats craved illegal, rare, or expensive items they couldn’t obtain themselves. In each location he established atight network of “buying agents” who helped him obtain what his clients wanted. In some cases, especially when he was traveling, Loh’khar did the work himself.

During his travels, Loh’khar traded some valuable information for three unhatched Turazza eggs. At the time others thought Loh’khar got the short end of the deal, but the eggs soon hatched, and the three Turazza bonded with the Twi’lek. Now the three short reptiles, Rizzal, Vizzal, and Nizzal, work for Loh’khar, running errands and collecting information.

He was running a brisk trade out of his light freighter when he made the mistake of stopping on Kal’Shebbol. Moff Sarne commandeered his ship and stranded Loh’khar on Kal’Shebbol. Loh’khar was grateful he wasn’t imprisoned by Moff Sarne, and attempted to make the best of the situation. He set up shop in Kal’Shebbol’s main starport, catering to the needs of the few traders who flew in and the desires of the innumerable, miserable creatures living beneath Moff Sarne’s iron bootheel.

It took him two tries to make it aboard with the FarStar crew. At first, Lieutenant Page didn’t feel he had any viable skills. But when the FarStar needed some heavy-duty turbolaser power capacitors, Loh’khar obtained them within a day. Nobody knows how he did it, but he assured the command crew that his diplomatic talents and his finesse at “managing resources” could get him almost anything.

The Twi'lek always acts as noble Loh’khar, procurement specialist, who seems to be incapable of subterfuge and intrigue, but most people know better.

Loh’khar cuts a mysterious profile. He often covers his gray tunic with a voluminous black hooded cloak. The cloak is filled with pockets stuffed with datacards, pouches of this and bits of that, useful materials to trade or juicy information to blackmail others. Loh’khar often keeps the cloak’s hood covering his head, keeping his shifty eyes in shadow. He hides most of his emotions behind a stoic, business-like face.


Flight Commander Ranna "Wing-Ripper" Gorjaye

The fiery tempered red-haired beauty named Ranna Gorjaye is the flight commander for the FarStar’s complement of starfighters – although at times one could mistake her for the FarStar’s captain. She knows how to get her job done without wasting pilots or starfighters. While she might be abrasive and pushy at times, Gorjaye is a valued member of the FarStar command team.

Gorjaye takes no guff from anyone – on the flight deck, in formation and in combat, her word is law. Anyone who disagrees with her can sit out the next mission. She has supreme trust in her abilities and her pilots. Gorjaye is a hard taskmaster, though, and insists that her pilots pay close attention during briefings, hang on every order she gives, and execute her orders perfectly and without question. This discipline keeps the FarStar’s pilots alive – when it’s disobeyed, people die in combat and starships are lost.

Gorjaye is the scourge of the docking bay. She’s often found yelling orders, bossing the technicians around, and chewing out anyone who’s getting in the way. To Gorjaye, having all craft in “ready” status is the optimal state of operation – unfortunately, this is rarely the case. The docking hangar is her domain, and anyone questioning her authority there, or trying to usurp it, is quickly and ruthlessly corrected.

Gorjaye was initially a squadron leader in the New Republic task force which drove Moff Sarne from Kal’Shebbol. She didn’t choose to serve on the FarStar, she was assigned to the duty, and she’s very upset about being dumped on this “losers’ mission.” Gorjaye doesn’t trust the “hotshot commandos” or the FarStar command team – she thinks they’re going to get everyone killed and that they don’t plan before they act. She firmly believes that the FarStar’s situation would be better if she were in charge. Occasionally Gorjaye visits the bridge to dole out her free advice and tactical know-how. She doesn’t get along with Ciro or Adrimetum, although Captain Ciro’s younger brother, Noell, has a good deal of faith in Gorjaye, which has caused Captain Ciro to modify his views. Adrimetrum and Gorjaye particularly don’t agree – while they may agree on the end result, they argue over the finer points of how to achieve it. When barking out her free advice on the FarStar’s bridge, Gorjaye is often asked to leave – in more critical times, she’s sometimes escorted away.

Unlike most of the FarStar’s crew, Gorjaye makes sure her peers and underlings know about her colorful past. She often boasts of her years of starfighter service with the Rebel Alliance and the New Republic, quoting battles and actions nonchalantly to add authenticity to her authority. Her greatest achievement – the one she mentions most often – is her training and graduation at the top of her class from the Raithal Academy’s flight corps program.

But while she brags about her past, a good deal of it remains in shadow. Gorjaye won’t admit this, but her records indicate she grew up on Salliche, in the Core,where she joined the Salliche Student Militia, a military training program for young people. Here she learned to fly Z-95 Headhunters in training, and won her scholarship to the Raithal Academy’s flight school. She graduated from the top of her class. After that, it’s uncertain what happened to Gorjaye. Rumors abound that she was an elite TIE fighter pilot.

Some stories have circulated that she gained a good deal of her combat and survival training after being shot down – whether this happened when Gorjaye was a TIE pilot or a cadet at Raithal is unknown. Most of her peers get the impression that she joined the Rebellion soon after graduating from the Academy, although her reasons for defecting are unknown.


Forward Scout Kl'aal

When the FarStar needs a good picture of what’s on a planet’s surface and a subtle way to gather information on its inhabitants without notice, the crew sends a scout team led by the Defel Kl’aal. The FarStar’s stoic forward scout is a mysterious individual. He literally emerged from the shadows on Kal’Shebbol to join the FarStar crew. He believes that the New Republic has plenty of work to be done in Kathol sector, and he wants to help make a difference – or so Kl’aal claims. The FarStar crew couldn’t pass up a Defel for a forward scout; his natural ability to blend into shadow is perfect for examining worlds and peoples without being seen. Few know of Kl’aal’s origins or of his true reasons for joining the New Republic expedition _ and Kl’aal wants to keep it that way.

Kl’aal mostly keeps to himself (when he allows others to see him), and excels at planetary scouting sorties where he can roam on his own, collecting information and pursuing his own personal agenda. He often disappears from the scouting party, returning when he feels he has completed his mission objectives. Kl’aal considers most of what he does on these personal sorties to be a private matter, not for discussion among the crew. He does not speak much, and he does not waste words on petty pleasantries. Kl’aal is very literal in his mission reports and does not embellish his word – if he says something, he can be trusted not to exaggerate. Some crew members, however, do note a savage sense of satisfaction each time Kl’aal returns from a sortie.

Kl’aal tends to avoid involving himself in ship board matters on the FarStar as long as he can get down to a planet once every week or so. The petty politics and power plays of other beings do not interest him, and he is a staunch supporter of Captain Ciro and First Officer Adrimetrum. Occasionally the Rodian accompanies Kl’aal down to a planet after it’s been thoroughly scouted – the two enjoy sharing the thrill of the hunt. Unlike the Rodian, Kl’aal believes the hunt to be an honorable contest between two beings; predator and prey. He avoids ranged combat and rarely carries a blaster.

Kl’aal has no true place of his own on the ship, but the crew generally assumes he hides wherever he can when not needed. He has an uncanny ability to appear when needed – or when others are speaking of him. Nobody among the FarStar crew has ever seen Kl’aal eat.


Doctor Akanseh

This Mon Calamari surgeon was a great philanthropist who dreamed of bringing medical services to the underprivileged backwater worlds of the Outer Rim Territories. He was already an accomplished surgeon when he fled his homeworld, avoiding slave service with the Empire. Akanseh spent several years in hiding, working on a surgical suite almost fully automated by droids. The suite’s components could fit in the hold of a light freighter and could be quickly assembled to form a field surgery unit. Akanseh planned to supervise the surgical suite, with his medical droids assisting him and performing many routine operations on their own.

Akanseh actually constructed his suite and assembled a choice group of medical droids he programmed himself. Around the time of the Empire’s defeat at Endor, he began bringing his medical services to several backwater worlds, helping many beings oppressed by the Empire. Several free-traders helped him transport his surgical suites to other backwater systems, usually in exchange for free medical services or a reduced travel fee.

But Akanseh’s plans ran afoul of Moff Kentor Sarne. On his last trip, the freighter he was traveling with was captured by an Imperial Interdictor cruiser. Akanseh was taken to Kal’Shebbol as Sarne’s prisoner, and his surgical suite was put into the Moff’s service.

Akanseh was freed when New Republic forces and Page’s Commandos liberated Kal’Shebbol from Moff Sarne’s iron grip. He often claims his imprisonment in Sarne’s prison was spent tinkering with droids and offering medical attention to other prisoners.

His official duties aboard the FarStar include keeping track of all medical supplies and machinery, as well as maintaining a pool of operational droids of all kinds. He’s very interested in bringing medical advances and assistance to anyone the FarStar encounters, as Akanseh believes withholding medical attention is just as bad as actually inflicting injury. Akanseh is not a good combat field medic and he often becomes confused in stressful combat situations. However, he is good at his shipboard medical duties, and is also very effective working with droids.


Transport Chief Brophar Tofarain

Tofarain was enjoying the latter years of his life running his own repair facility in Kal’Shebbol’s starport until the New Republic stepped in. His repair hangars and machine shops were a casualty of the fighting that forced Moff Sarne to flee Kal’Shebbol. A mistargeted concussion missile landed right in the middle of Tofarain’s repair bay, obliterating his storehouse of spare parts, most of his machinery, and several small starships he was repairing. Luckily, Tofarain and his crews had already taken shelter from the attack in a local tavern down the street.

So when the New Republic began recruiting a crew for the FarStar; Tofarain was near the front of the line. He demanded some sort of compensation tor the loss of his starship repair business. And if the New Republic wouldn’t compensate him with credits, he insisted the FarStar take him along on its journeys since he had nowhere else to go. Offering to serve as a transport chief and shuttle pilot, Tofarain also insured his place aboard the FarStar by “lending” the New Republic his personal shuttle (docked far from his illfated repair facility) for transport duties.

Tofarain had done his fair share of traveling when he was younger. He gained his military experience – and the rank of sergeant, which he’s carried around ever since – serving with a planetary militia in the Mid-Rim, then traveled the space lanes as a starship mechanic for many years. Tofarain eventually arrived on Kal’Shebbol after earning a small fortune in the free-trader and smuggling markets. He invested his credits in his repair bays, fixing ships for passing traders and later handling some repairs for Moff Sarne.

His greatest goal is to see as much of the galaxy as he can before he takes that Final Jump – and maybe make enough credits on his way to settle down on some nice, quiet world and retire for good. Tofarain’s so concerned with seeing new worlds that he insists he’s the only one qualified to pilot his shuttle. He claims it’s because he’s modified it so much that he’s the only one who knows how to handle it properly, but it’s mostly an excuse to get off his repair duties, see some new terrain, get involved in some action, and maybe find some opportunity for fortune.

Along with the Wookiee Lofryyhn, Tofarain maintains the FarStar’s starfighters and provides some technical support for the ship’s ground teams. He looks very much like a typical mechanic – he’s pudgy and gruff and his work coveralls are always covered in grime and sweat. He’s a pushy individual, but he’s also very practical. Tofarain is convinced he’s the best mechanic to work on the FarStar’s support ships and fighters, and he often insists on rolling up his sleeves and doing major repair jobs himself. He’s not satisfied trusting others to do the job correctly, and he often finds fault in others’ work. He’s always giving advice – and not always on repair jobs. Since he feels the New Republic owes him for destroying his repair bays on Kal’Shebbol, Tofarain often doles out his advice on the bridge. He feels he knows exactly how missions should be run (point-by-point) and what kind of strategy the command crew should be following in situations. While most crew members respect his advice on technical matters, they tend to ignore his loud proclamations about how other areas of the FarStar’s mission should be handled.


Chief Engineer Lofryyhn

This reddish-brown furred Wookiee is an old friend of Kaiya Adrimetrum’s – the two served in the same Rebel unit after Kaiya left her homeworld of Siluria to join the Alliance. The two developed a close friendship through several infiltration missions. Lofryyhn always provided good technical support for missions, and wasn’t too bad in combat, either. Although the two rarely speak of their adventures together, it is rumored that Lofryyhn saved Kaiya’s life on more than one occasion. Kaiya claims Lofryyhn knows a very specialized form of Wookiee martial arts called Wrruushi which makes him downright devastating in close quarters combat – although the Wookiee avoids the subject.

Lofryyhn later put his technical expertise to work aboard a Rebel Blockade Runner (a modified Corellian Corvette) transporting Alliance special ops teams throughout the Outer Rim Territories. Unfortunately, the ship was captured by pirates, and Lofryyhn was sold to slavers. To this day he still wears the brand of the Sabiador Slavers who sold him to Moff Sarne. Rather than pitting the Wookiee against other large aliens in his gladatorial arena, Sarne recognized Lofryyhn‘s technical talents and put him to work in his docking bays, repairing transports and small capital ships under close guard.

Now that he’s free, Lofryyhn wants to help the New Republic however he can. Right now, that’s serving as the FarStar’s chief mechanic. He spent some time working on the FarStar when it was Moff Sarne’s ship, and he’s very familiar with the old ship. Lofryyhn knows the FarStar’s idiosyncrasies, from the proper hum of the ion engines to the glitches in the electrical systems. He’s slung a hammock in a small engineer’s station aft, but he’s seldom there – the FarStar requires his almost constant attention to stay operational.

Lofryyhn is also a bit of a tinkerer, and is fond of using his roll of duratape and some wiring he keeps in his satchel to string the FarStar’s systems together. In what little spare time he has, Lofryyhn is fond of constructing small gadgets out of the scraps he finds around the ship, or out of useless starship parts. Due to the lack of new parts, not everything he constructs is practical. Lofryyhn once created the equivalent of a tracking bug about as big as his fist – he could have made it smaller, but he didn’t have the proper parts to work with.

Lofryyhn commands several technicians whose sole job is to maintain the FarStar. Most of these technicianshave some knowledge of Wookiee, or, at least know what he’s saying half the time. Kaiya, of course, can communicate freely with Lofryyhn, too. The immense Wookiee is a fairly chummy being, and enjoys laughing with the crew and listening to their stories from far-off systems.

SUPPORT CREW


"Boom"

Boom is a short, hunched alien with beady little eyes and a hairy face. He’s always bobbing his head and tittering unintelligibly to himself, occasionally saying “boom” out loud. Nobody really knows what a Guudrian is, nor do many know how he became friends with the Duros Krudar. One thing is for certain – Boom loves fire and explosions.

Boom is enchanted by anything bright and flickering (like the flame on his mini-flamer, usually used for lighting cigarras) or loud and explosive. He’s the kind of being who, when he sees or hears an explosion, gets up and runs in that direction rather than taking cover. Boom’s often testing different materials to see if they’ll burn in an entertaining manner – something which usually annoys crew members who are tired of having their instruments, tools, and personal belongings experimentally scorched. Whenever Boom sees anything burning or exploding, he calls “boom, boom” repeatedly in his excitement.

Boom’s fascination is also a good way to tempt him away from his pyrotechnic activities. he’s easily distracted by any new source of fire, including other people’s mini-flamers, p;asma torches, even the slow-burning butts of cigarras. The only other character who generally controls Boom is Krudar, who also serves as his translator. Krudar command crew to allow the little Guudrian aboard, since he seems very proficient at rigging various kinds of explosive devices. Unfortunately, Boom needs to be kept under constant watch by his friend, lest he cause damage to his fellow crewmates in his pursuit of flammable entertainment.


Tanner Carzyn

Tanner Carzyn wanted to join the FarStar crew because Moff Sarne enslaved him and then betrayed him and his family. Now he wants revenge against Moff Sarne. Tanner joined the FarStar crew as a weapons technician, to help fix the FarStar’s turbolasers and keep the starfighters’ weapons operational. He is loyal to the New Republic and completely against Moff Sarne.


Noell Ciro

Noell Ciro is an agressive fighter pilot and the younger brother of Captain Ciro. Noell, like his brother, began his career in the planet’s Imperial occupation forces shortly after the Battle of Endor.

While Keleman joined the New Republic military service as a way off the frozen ball of rock he and his family called home, Noell had some experience racing swoops at the local tracks and scored well in initial simulator testing. He was accepted into the New Republic’s pilot fighter training program at the Sluis Van Outer Starfighter Base. Noell cruised through the training program, but he also came to understand the seriousness of his duty.

Noell has fought in several campaigns against Imperial forces and was pleased to learn that he had been assigned to the New Republic task force sent to defeat Moff Sarne. Noell is far more serious than he was when he began his fighter training nearly four years ago: he has seen a lot of good friends die and has grown from being a wisecracking kid to a thoughtful and serious young man. He spends a lot of his time cautioning overly enthusiastic youngsters in the hopes that he can help them learn a little maturity before they get themselves killed. Noell is extremely excited about serving under his brother, but sees his biggest task as being bridging the gap between his brother and Lt. Gorjaye.


Dasha Defano

Dasha is a typical Wroonian pilot – confident in her abilities, and not the least bit shy about telling everyone. She has every reason to boast: she’s a good pilot. Dasha joined the Rebel Alliance several months before the Battle of Endor, and flew with the New Republic task force which captured Moff Sarne’s sector capital, Kal’Shebbol.

When she isn’t flying, Dasha is fairly easygoing. She can often be found relating her starfighter exploits to other crew members who probably have other duties they should be attending to. Dasha also enjoys lounging around the docking hangar, talking with technicians and other pilots.

Although she seems to get along with just about everybody aboard the FarStar, Dasha especially distrusts Krudar, the Duros gunner. Dasha always carries her gear bag slung over her shoulder wherever she goes – and even stows it in the cargo compartment of any fighter she flies. The bag is fairly light and doesn’t take up much space, but but it includes several personal and survival items Dasha is never without. Inside the bag she keeps a hold-out blaster, a medpac, one small rations pack, a glow rod, an emergency flare, a knife, and a holo-image of the best friend she lost on that civilian transport.


Varel DeVay

Varel DeVay grew up on a small planet in the Core. She led a pampered life and attended the finest universities. She could have chosen any career, but her fascination with alien species and creatures led her into the field of xenobiology.

DeVay has worked for several different research corporations, but she never stayed at one place too long. She is obsessed with climbing the corporate ladder in an effort to achieve financial security. In the five years since graduating, she's had four jobs on three different planets.
The last opportunity seemed too good to be true. A small company on Kal'Shebbol offered twice her current salary. As usual, she jumped at it, and in a month reported for work. Only when she arrived did she discover that the company did not exist – it was a ploy to lure scientists to the capital by Moff Sarne. She was forced to work for Sarne developing biological weapons. DeVay was alone, virtually enslaved, out of touch with family, and far from home.

Then the New Republic liberated the capital and set her free. Her father begged her to return home while she still could. Too proud to admit that he was right, she signed on with the FarStar.

DeVay spends most of her time in the hydroponics labs overseeing the droid workers. She can't stand machines and is constantly verifying that their work is done to her high standards. She whines for more human help, but no one has paid her any attention.

DeVay stands 1.8 meters tall and typically wears formfitting jumpsuits of neutral colors. She has large brown eyes and thick brown hair that falls to her mid-back.


Dann Drugah

Dann Drugah is a rather shy, unassuming Human, but when he’s around droids, he’s outgoing and friendly. The young technician joined the FarStar’s crew to supervise and maintain the droids. He used to work in a tinkerer’s shop in Kal’Shebbol’s starport. Dann isn’t out for vengeance, or to make his fortune, or to see new worlds. He just wants to be alone with his droids.

Dann believes droids are his best friends. He’s not too good around real, living beings because he’s shy and easily cowed.

Dann doesn’t carry a blaster, and believes that he shouldn’t harm other beings. Whenever faced with combat his first instinct is to run and hide.


Edly "Pot-Shot" Fasalk

“Pot-Shot” is a fast-talking starship gunner who fires off his mouth as eagerly as he fires off his guns. Sure, he’s a good gunner, but he’s not about ready to let anyone forget that. When he isn’t crewing one of the FarStar’s guns or crewing the weapons console aboard one of the shuttles, he’s relating one of his innumerable stories. Pot-Shot claims to have been one of the gunners aboard the Tantive IV (he eventually escaped from an Imperial prison world), then commanded the gunnery crew of Alderaan natives operating the ion cannon on Hoth, then escaped to help destroy half the Imperial fleet at the Battle of Endor. He often points to two medals pinned to his work coveralls as his “commendations of meritorious service to the Rebel Alliance.” The sash he wears over one shoulder he claims was a gift to him from Princess Leia herself for his “exceptional bravery in the face of insurmountable odds at the Battle of Hoth.”

The FarStar command crew brought him aboard because they needed good gunners. Pot-Shot’s combat style is about as uncontrollable as his mouth. He often fires his guns before he has an accurate range reading – he fires too early, often when told to hold his fire, and he doesn’t always take into account any friendly ships between his gun and his target. Pot-Shot is fond of firing on retreating ships, even those clearly out of range. He’s an annoying character whose wild stories and continual chattering are tolerated because he’s an accurate shot. Pot-Shot wanted to go with the FarStar to gain fortune and glory, and pick up a few more colorful tales along the way.


"Gammer" Firdaaz

“Gammer” Firdaaz is an ancient Socorran (a Human race) scout who has seen better days. His leathery black skin contrasts with the white hair atop his head, and a gold hoop earring adorns his left ear. He’s an experienced scout who still has much of the skills and know-how which once kept him alive on rugged, unexplored planets. He feels his tracking and other scout skills can help the FarStar crew explore those uncharted planets they discover within the Kathol sector.

Of course, Gammer has his own motivations for signing aboard the FarStar. He’s interested in seeing as much as he can of the unexplored galaxy before he dies. If he does die, he’ll be nicely preserved – half the time he’s drunk. If there’s a glass of alcohol to be found, he’ll sniff it out. If he’s not drunk, Gammer’s grumpy and arrogant, unwilling to follow orders or perform his duties without being promised some kind of incentive. He gets awfully weary with ship-board life, and is happiest when his feet are on solid ground – preferably on some new planet he can roam and explore.

Gammer’s the kind of person who believes he knows best, and he always makes his feelings known. His way of doing things is always the best, and if anyone tries something any other way and fails, Gammer doesn’t hesitate to berate them with a grumpy old “I told you so.” Even though he’s not part of the FarStar’s command crew, nobody’s really told him. Gammer acts as if he’s the captain sometimes, something which doesn’t usually agree with Captain Ciro or First Officer Adrimetrum. However, Gammer has found his own little group of misfits who also enjoy indulging in intoxicants. They often hide in some forgotten corner of the ship whenever anyone finds or smuggles some alcohol aboard. Although he’s an experienced scout, Gammer allows his vices to get the better of him – a trait that may cost him his life or perhaps someone else’s.


Thanis Gul-Rah

Thanis Gul-Rah is a quiet bounty hunter who seems to have retired to Kal’Shebbol when the New Republic arrived. When the call for a good starship crew and some ground soldiers went out, he pulled himself from his booth at a local spaceport bar and joined up. The solemn Human often seems regretful and sad, but also takes his job seriously. He seems to have unyielding loyalty to First Officer Adrimetrum, although she does not recall ever meeting the bounty hunter.

Gul-Rah was a former member of a bounty hunting team known as Qulok’s Fist. The quiet hunter does not reveal why he left that group. He is stoic most times and takes orders without question. He knows of many atrocities Moff Sarne committed, and is seeking revenge; not for himself, but for the dead.


Gunthar

Gunthar was one of the alien gladiators Moff Sarne kept for his amusement. He is a large, hulking alien mostly covered with reptilian skin. He has large clumps of hair growing from his shoulders, head, neck and back. A stubby tail helps him keep balance. He has large, dark, innocent looking eyes and a maw of blunt teeth meant for chewing on plants. Gunthar’s body shows scars here and there from his various bouts in Moff Sarne’s arena.

Gunthar’s species is unknown, and nobody knows from which star system he comes. Gunthar knows, of course, and he is fond of pointing into the sky and murmuring “Home. Home out there.”

He’s not terribly bright, but has an uncanny way of determining someone’s attitudes and reacting to them – even if they’re not apparent in that person’s actions. Gunthar knows enough to defend himself when confronted with someone “bad,” and shows compassion and kindness to those he knows are “good.” He knows a little Basic – mostly simple, one-syllable words – but speaks no other verbal language.

His biggest concern is going home – wherever that may be. Most likely his homeworld is located deep within the unknown regions of Moff Sarne’s Kathol sector, as the direction of his pointing seems consistent. Gunthar has a strong sense of loyalty to the “good” people around him, and is willing to go on ground missions with them to protect them. He’s also helpful for moving heavy machinery or parts aboard the FarStar. Gunthar often follows the commands of those he trusts, and sometimes needs to be commanded before he’ll act. Of course, if something threatens him or his friends, Gunthar acts immediately in defense.

Perhaps his closest friend aboard the FarStar is the Sludir Qesya Vth’naar, with whom he was imprisoned in the Moff’s detention cells. The two seem protective of each other, and are a formidable force when fighting side by side.


Krudar

Krudar is a Duros Gunner who signed aboard the FarStar to help explore the Kathol sector and add a few more kill marks on his blast vest. The gunner wears an Imperial gunner’s helmet and blast vest – a souvenir he took from a dead gunner on a boarding action years ago. The vest is decorated with small red metal studs in neat rows, each stud representing a starship or capital ship kill.

Much about Krudar’s past is unknown – although his companion Boom has apparently been with him for some time. Like the quiet Duros, Boom keeps silent about Krudar’s past. Krudar seems to be calm and peaceful, enjoying travelling the stars. however, his true self rebels against the peaceful nature of most Duros – he concerns himself with material gain and prestige. He attributes his zest for participating in space battles to the “thrill of victory I felt while serving the Rebel Alliance” These days, however, he’s more concerned with keeping track of his starfighter hits and the number of capital ships he helps destroy.

Krudar spends much of his timein the FarStar’s turbolasers, checking them out or standing duty there. He’s proud to keep the guns in the best condition he can. Krudar speaks very little, although he often translates for his companion, Boom, when necessary.


Unda Lagor

Unda is a large Aqualish who wears an Imperial blast helmet and vest ripped from one of the troops left behind to defend Moff Sarne’s palace. He carries his light repeating blaster slung over his shoulder, although he’s fond of turning about and whacking people with the butt of the gun, seemingly by accident. Unda likes getting his way by bullying others. He says he was one of Moff Sarne’s political prisoners. Unda has some experience with both repeating blasters and other blaster artillery, mostly from his service with a renegade mercenary group years ago. He tries to bully his way onto most ground missions under the guise of “firepower support.”

Unda rarely has any qualms about violence, even against fellow crew members. Unda’s solution to most problems is “Gol toq!” loosely translated as “Blast them” in Aqualish. He’s more irritable if he hasn’t “done good death” on any particular day.

Although crew members fear Unda would try to kill Lieutenant Jessa Dajus (the only officer who still wears her Imperial uniform), the Aqualish goes out of his way to avoid her.


Rizzal, Vizzal, and Nizzal

Lok’harr the Finder retains the services of three Turazza – small reptilian servants who run Lok’har’s errands, transfer messages, and help him maintain his contacts and resources. They are Feircely loyal to Loh’khar, and are said to share some kind of empathic or telepathic bond with him. Apparently the Twi’lek raised the Turazz from birth, and they bonded to their “parent.”

Rizzal, Vizzal and Nizzal are each no more than three-quarters of a meter tall, are covered in mottled red scales and have a hunched look about them. They dress in simple tunics and vests which allow them to move around freely. Each also carries a messenger satchel for delievering datapads. They are very fast, both with their scrawny little hands and on their feet. Since they’re so short, they can quickly zip beneath tables, into service ducts and between the legs of larger beings (such as Humans).

Rizzal is the information gatherer among her sisters. She often knows who has what information, how they got it, what they want, and what they’re willing to pay in exchange. She’s also quickly learning how to break into computer systems to dig out data Loh’khar needs. Rizzal’s a dedicated student, and wants to learn as much as she can about gathering data from computers. She has an annoying habit of hanging out with anyone working on a computer, finding some way to peer over their shoulder despite her short stature.

Rizzal is the quietest of the three Turazza sisters. She often disappears for long periods, either tailing someone working on a computer, or sequestered in some nook near a computer port, where she wanders through the data systems downloading or noting any information which might be useful in the future. She tolerates her other sisters, even if Nizzal seems to bully her sometimes.

Vizzal specializes in procuring materials for Loh’khar – or at least finding out where they are, who has them, and what they’re willing to accept to part with them. She’s not above salvaging, cannibalizing or stealing parts without their true owner’s knowledge.

Vizzal is always on the lookout for possible sources for material. She often snoops around as if taking silent inventory of everything around her on her datapad – even if the items belong to someone else. Sometimes she even pokes at materials just to check their quality, which often annoys their owners. Vizzal quickly learned from Loh’khar that nearly everything can be purchased by matching the right supplier with the right payment – or incentive.

Vizzal’s current “hobby” is reprogramming droids – usually attempting to get them to forget their current master in favor of someone else…

She has a special affinity for droids, the sort of relationship a Rodian bounty hunter has with his prey.

Nizzal is Loh’khar’s dealer, the Turazza concerned with making and maintaining connections with the Twi’lek’s various sources and clients. she’s also the unofficial “leader” of the Turazza sisters – Loh’khar treats her best, entrusting her above her sisters to deal withother clients and sources. Nizzal is very much aware of her favored status and she often bullies her sisters with that in mind.

Nizzal keeps track of Loh’khar’s various connections. She often makes her rounds, first among possible clients, then among resources, and returns to report her information to Loh’khar. Nizzal keeps a datapad in her messenger satchel for those instances where simple messages are to be delievered to and from clients or sources, or for keeping notes on what resources are availiable or needed. Loh’khar often sends her out when there are certain negotiations to be made. Nizzal “speaks” like other Turazza, in short, savage squeaks, heeps, and meeps – however, she’s the only one of Loh’khar’s Turazza who speaks Basic, although her Basic is tinged by her light, airy voice, with that sharp reptilian edge to it. Nizzal speaks Basic for negotiations, and rarely utters anything in Basic unless it has to do with business.

Nizzal is rarely at Loh’khar’s sie, and often must be summoned by one of her sisters when Loh’khar needs her. She is sometimes rebellious toward her master, but her sisters often hold her in line by making sure Loh’khar knows of Nizzal’s schemes and side deals of her own.


Scoryn

Scoryn is a bitter woman who seems to have been on the run all her life. Her face is weathered and rough, although once it was considered pretty. Scoryn’s black hair is now streaked with gray, and she ties it back in a tail or sometimes braids it. She rarely smiles, preferring to hide any emotion behind a stoic face and dark eyes.

The FarStar crew needed someone to help keep order in the ship’s close quarters – as well as someone to lend any combat support to ground teams or boarding parties. Scoryn filled the command crew’s expectations perfectly. She has few personal attachments to any among the crew, and is a staunch supporter of order, both aboard the ship and in tactical situations. Gorak Khzam uses her to keep crew members from fighting, and is the closest person aboard to a security patrol.

Although she stays aloof from the crew (except when mediating disputes), she has some odd loyalty to her immediate supervisor, Security Officer Gorak Khzam.


Genna Seedar

Genna is the last surviving member of a small resistance group on Kal’Shebbol which Moff Sarne ruthlessly stomped out. A young medical student studying at the University of Byblos, she was trapped on Kal’Shebbol while visiting friends when Moff Sarne imposed severe travel restrictions on the local inhabitants. Genna decided to help her young friends fight Moff Sarne’s tyranny, and she quickly taught herself how to use a blaster. Her friends succeeded in several small sorties against Moff Sarne’s forces, but they were quickly and ruthlessly beaten back. Genna used her medical knowledge to tend to her friends’ wounds, dragging many of them from small skirmishes back into their warren of secret rooms beneath Kal’Shebbol’s starport. Genna sat by the bedside of the last of them as they died from wounds inflicted by Sarne’s terrible weapons.

Genna wants to continue helping people with her medical skills, even if it means going into the heat of battle. She’s been in firefights before, and can hold her own with a blaster. Genna’s used to dodging blaster fire to rescue wounded comrades, and shows no fear of capture or death. However, inside that tough young woman’s heart is a frantic terror which she channels into her actions in combat. Often after a firefight ends and once she’s tended to everyone’s wounds, Genna goes off on her own to weep quietly to herself.

Overcome by tremors in her hands, she needs a good hour or two to calm herself before she’s capable of other actions. Genna is shy among the FarStar crew, but maintains her brave and selfless manner in ground combat.

Although she has few close friends, she looks up to First Officer Kaiya Adrimetrum as both her superior officer and a role model. Kaiya similarly tries to look after the young medic when she has time.


T'achak T'andar

T’achak was originally hired by Incom to design new air and landspeeders. But the young Chandra-Fan was bored behind a design table, and soon moved from design to the more exciting job of testing prototypes. He was exceptionally good at driving each test vehicle to its redline limits, proving that his colleagues’ designs worked. Unfortunately, he had a habit of taking prototypes out for joyrides or drag races against other designs – something which resulted in a lot of wagers on the side and far too many crashed repulsorlift vehicles.

T’achak bounced from one company to another, test-piloting their new vehicles up to and over their limits – he has worked for Ubrikkian, Aratech, Ikas-Adno and Mobquet, among others. At each company he’d eventually take some prototype vehicle out for a spin or a race, placing bets on how fast he could take it, how sharp he could turn it, and how much it could beat out other test vehicles. When he ran out of design companies to work for, T’achak floundered for a while, working for a few planet bound smuggling groups and even a swoop gang before he joined the New Republic. The New Republic has tried to put him where he could do the least amount of damage – on single patrol of a remote planetary outpost. Only recently did the New Republic assign him to help support operations with Page’s Commandos. Of course, when Lieutenant Page had the chance to get rid of T’achak, he assigned the Chadra-Fan to duty aboard the FarStar.

T’achak is a happy-go-lucky kind of Chadra-Fan, who cares mostly about flying fast and winning a few bets. He also cares about maintaining his repulsorlift vehicles – making sure they’re in working order and modifying them to go as fast as possible. Oddly enough, T’achak always seems to jump clear of any speeder he manages to crash, suffering only minor injuries. He claims his survival is due to always wearing his crash helmet (he never takes it off) and to modifying most of his craft with what he calls a “redbutton sissy strap” – a seat belt or restraint harness to keep the rider aboard the craft, released by the pilot with a small explosive charge in times of emergency. A cheery little fellow, he’s not above placing bets on anything that moves fast, and enjoys chattering with other technicians about how to make their own craft faster by compromising certain “unnecessary safety features.”


Vegath Tist

Vegath Tist is an outcast Arcona, shunned by his own family for some unknown deed, but possibly due to his intense addiction to salt. Tist is a geologist by trade, and has spent many years seeking his fortune.

Tist’s greatest vice is his addiction to salt. He carries a pouch of salt which he’s constantly fidgeting with.


Brandis Turgah

Brandis Turgah has been serving with the New republic fleet for several months before being assigned to the task force going after Moff Sarne. Turgah is a good droid technician, but is a little solitary. Between his relative unpopularity at his last station and the FarStar’s need for a large complement of droids, Turgah was one of the first members of the Republic fleet to be “spared” for the FarStar’s mission.

Turgah is a slight man with mussed hair and a rodent-like face. he is most often seen hunching over a droid or computer port, trying to keep his work secret at all times – even when he’s doing nothing wrong. Turgah confides in nobody, and spends most of his time working on droids in whatever private corner he can find.


Cobb Unser

Cobb Unser was a young free-trader captain travelling the space lanes with his sister, Corla, acting as his co-pilot. He and his sister were fleeing bounty hunters when they arrived on Kal’Shebbol a year ago. Moff Sarne impounded Cobb’s light freighter when he couldn’t pay Sarne’s starport tariffs – an excuse to seize the ship for spare parts. Brother and sister settled down into the starport to try and make ends meet and find transport back to a more mainstream system. Cobb tried to find work in the Kal’Shebbol starport, and he spent some time repairing droids and doing some minor work on starships.

Corla worked as a repulsorlift driver, making deliveries throughout the starport. Her duties often took her to Moff Sarne’s palace. Sarne eventually met her, and was strangely drawn to her. A few weeks later, Corla disappeared, and nobody could tell Cobb what had happened to her. At least, nobody but Loh’khar the Finder. Through the wily Twi’lek, Cobb discovered Moff Sarne had abducted her and sent her on one of his smaller courier ships deep into the unknown territories controlled by the Moff. Since then, Cobb has resolved himself to find her someday.

Cobb is sullen and pessimistic. He is easily cowed by others of higher rank, and even those beneath him can successfully bully him. He avoids the other crew members when he can, and spends his off hours with droids – fixing them and talking to them as if they were his own friends. cobb cares little for anyone on the FarStar but a few droids. He only tolerates his situation so he can continue his search for his sister among the unknown worlds under Moff Sarne’s control.


Qesya Vth'naar

Qesya Vth’naar was one of several prisoners in Moff Sarne’s detention block kept for their gladiatorial skills. They were sometimes pitted against each other in fights to the death to amuse the Moff and his twisted followers. Qesya was one of his more successful gladiators, and he often sent her to fight “new acquisitions” to test their mettle.

Qesya joined the FarStar’s crew to lend combat support to any ground teams, where she might find “honor in death.” Her fierce hand-to-hand combat style often intimidates enemies. Although she prefers to use her oversized, two-handed vibro-ax in combat, she is sometimes required to use a blaster pistol for ranged combat. Qesya often hesitates to draw her blaster, as her sense of battle honor follows a certain protocol whereby combatants are close enough to clearly see their opponents. Hiding, retreating, and even taking cover are concepts which she either does not understand or abhors as dishonorable to a warrior.

Qesya has formed a friendship with the simplistic alien Gunthar, assuming the role of protector. The two were imprisoned in Moff Sarne’s detention block together and both fought in his gladiatorial arena.

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