Appearance - Raarkoo's fur covers his entire body, on his face are a few distinguishable features. Just below his left eye is a burn mark, across his lips is a scar.
Height - 2.2 meters
Weight - 253 pounds
Apparel/Armor - As he is a wookie, Raarkoo does not really wear clothing. His thick fur provides resistance to the elements and some natural protection. He has a bandoleer which contains ammunition and around his hips is a sturdy leather belt which contains supplies. Also on the belt are holsters for his sidearm blaster and vibrosword. On his back is another holster for his bowcaster.
Weapons - Raarko's main weapon is a handcrafted bowcaster, the signature weapon of his species. He carries a secondary weapon in the form of a Model 434 heavy blaster pistol. For close range encounters Raarko has a vibroblade.
Equipment - A M-TD miniaturized translator droid, Imperial Peace-Keeping Certificate, grappling spike launcher, credit chip, Whipcord launcher and Bacta spray.
Personal starship - Raarko flies a G1-M4-C Dunelizard fighter. It is a relatively quick craft that is equipped with twin medium laser cannons, a missile launcher and shields. It is a common sight amongst bounty hunters and is enough for Raarko.
Skills -
Raarko is highly skilled with his bowcaster, it's is favored weapon though he is proficient with other blasters.
He is a fearsome melee combatant, his pure physical strength is often enough to win close quarters battles. But he is trained with his vibroblade and enjoys using it.
As a wookie he is naturally stronger than many other species, almost to an absurd degree. Wookies have a reputation to rip someone's arm out if they anger them, Raarko is no different.
He's a natural climber, trees in particular are something climbed with ease. He's also faster than he would appear for his towering size.
Raarko is also great at tracking, able to do it on all terrains but forests in particular. He knows how to lay down traps and often does so.
Solid starship pilot, no an ace but can hold his own.
He understands his native language, Galactic Basic and Huttese. He cannot speak the latter two though.
Flaws -
He is prone to intense bouts of anger. It doesn't take a whole lot to stir his temper.
Unable to speak any language except for his native tongue. Requires his translator droid when speaking to non-Wookies.
Raarko is completely ruthless, when tracking a bounty he lets nothing stand in his way. While he doesn't enjoy killing civilians, if they are in his path then he's not afraid to cause collateral damage.
He's very cocky and looks down at many other species. He'll often crack remarks about his superior strength and power.
Raarko does not have many friends and is used to working alone. So much so that he almost prefers it. He rarely trusts others.
He has an intense hatred for Trandoshans, just being in the presence of one makes him want to rip its head off. He doesn't work with them no matter the situation. Also hates the Empire but works with them because they pay very well.
Personality - Raarko is a fierce wookie with a volatile temperament, this is a stereotype of the race but he pretty much embodies it. He's quick to anger and when angry tends to destroy walls, doors and items around him. He's not afraid to speak his mind on matters, though to non speakers of his language his words just sound like growls and roars. He has few friends throughout the galaxy but those that he has he protects with intensity. He respects courage and boldness, a way to earn his respect is to best him in combat honorably or fight alongside of him.
Backstory - Raarko was born on the wookie homeworld of Kashyyyk, his family was large and very close. He spent his early years learning the wookie way of life. It was during this time that he learned about the beauty of his homeworld, the fierce and sometimes gentle wildlife, the massive trees his people climbed. Being on forested worlds to this day reminds him of his homeworld. When he reached adulthood he stayed on his homeworld, becoming a hunter for his people.
It was his job to track down and kill wild creatures so that the people in his village could eat. Life was simple and like this for many years. He met a female wookie who would become his wife, eventually he had a son. He was happy on his homeworld, there was rarely conflict and any outsiders that came to the world were merchants who meant his species no harm. For decades it went like this until the Clone Wars began and his planet became a sight for battle.
He fought in the battle of Kashyyyk, on the frontlines with thousands of his race. Some were scared of the fearsome droid army that was going to bear down on them, but these fears were shot down. His people were backed by the Republic army and Jedi. Combat began quickly but dragged on in a back and forth conflict, neither side seeming to push the tide of war their way. Many of Raarko's friends perished in battle, though he survived it.
Then everything changed as the Republic fell and the Empire rose, it was all a blur to him as he watched clone troopers gun down their Jedi generals as they were branded traitors to the Republic. His people were enslaved by the now Imperial forces as they took his homeworld, Raarko was sent to mine spices and split from his family. He didn't see his son or wife again.
For a few years he was forced to work intense and brutal labor as he mined spices. He worked it alongside of his race, many died during the forced labor. Raarko and a few of his fellow wookies broke away and escaped one day, flying away into space away from the mines.
With nowhere else to turn Raarko became a bounty hunter, there were few free wookies throughout the galaxy at that time, a good amount of them became bounty hunters. He put his skills as hunter to work, carving out a solid reputation as a freelance bounty hunter. Years of work lead him to working with the Empire, a prospect he was at first nervous about until he proved an asset to them after tracking and capturing some of their targets.
He didn't like working for the people that enslaved his people and was watchful of them every second he was in their presence. He received the message from the Empire about a lucrative job offer and took it.
Wearing the thick black robes and scarf of a well-to-do Space Trader, Keell makes every effort not to stand out. His weapons are kept well out of sight and his armour is concealed beneath his clothes. For a Rodian, his build is average, though he is a little shorter than the norm.
Height
180cm
Weight
85kg
Apparel
Microbe Armour - Made up of a series of compartments housing micro-organisms that feed on radiation, this vest can absorb blaster shots but not much else.
Weapons
Heavy Blaster Pistol - A customised blaster pistol that fires a more powerful bolt than most, at the cost of power packs being expended much more quickly.
Talon Vibro Dagger - Unlike most vibro-knives, the Talon vibrates at ultra-sonic speeds and therefore makes no noise when used.
Monofilament Wire - Beyond razor sharp wire, usable to garrotte any opponent smart enough to have armoured their necks.
Equipment
DataPad - A device for recording, storing or transmitting information. Used to learn about bounty targets, send messages and record kill proofs.
Skills
Skilled infiltrator and assassin, uses the shadows to move and his cunning when there are none.
Experienced at using crowds for cover, blending into the group until he wants to be seen.
Good knowledge of the biology of most species, knows where to stab to kill nine times out of ten.
Excellent shot with his blaster pistol, which is modified to hit hard and melt armour.
Well versed in a number of languages, able to be conversational in most of the galaxy.
Flaws
Not particularly fast on the draw or strong, Keell relies on surprise and planning to defeat his opponents.
His armour protects only against blaster shots and offers no defences against melee weapons or solid projectiles.
A coward who would rather run and hide than stand his ground in a fight.
Personality
Keell was trained from a young age to be neither seen nor heard, lessons he took well to heart. As a professional bounty hunter, he deliberately makes sure his victories and successes are kept secret and that he doesn't build a threatening name or reputation. It is his hope that people see nothing more than a soft looking Rodian and underestimate him, something that happens on a regular basis. And when their gaze is else where, he moves behind them and gets outs his monofilament wire.
On a personal level, Keell is much the same, never taking up too much space in a conversation or trying to contradict others. He would rather people forget that he was there than make himself the object of attention. He's not only shy but suspicious and uneasy in the company of others. He prefers to sit alone and study biology or mathematics, feeling most comfortable when not forced to talk to others. It is this that makes him so adept at fading into the background or into a crowd. Anyone who takes the time to try and get to know Keell will find him pleasant and knowledgeable but also driven to the exclusion of all else. He has a purpose and nothing will keep him from it, not enemies and not friends.
Backstory
Born to a pair of indentured servants on Tatooine, Keell was raised to serve his masters and betters in silence. His parents worked for Jabba the Hutt, who preferred servants to not be noticeable or remarked upon at all by his guests. So Keell learned to clear a table without its occupants even noticing he was there, to serve drinks before the patrons knew their glasses were empty and to move through Jabba's palace without disturbing anyone. As his parents were working off a debt rather than slaves, Keell had a little more freedom than many of the palace's staff and would occasionally go to Mos Eisley or one of the other settlements for fun. But as a small boy, he found that frustrated spacers and angry bounty hunters would snap and growl at anyone foolish enough to catch their attention. Keell soon learned to keep himself concealed and unnoticed even when outside of the palace's walls or off-duty.
His parents worked hard to pay off the debt they had incurred by borrowing from Jabba to move to Tatooine, saving every penny they could and gradually chipping away at what they owed. By the time Keell was twenty cycles old, it seemed they had enough to buy back their freedom from the Hutt. But the day before they went to pay him, another member of the staff robbed them and ran away with the money. He didn't get far, Jabba's guards dragging him back only a few hours later, but the guards said they'd found no money on him. The Vo family knew that the guards had taken it for themselves but there was nothing they could do. On Tatooine, the only law is Jabba and he would hardly intervene on the behalf of some menial servants over his very own guards. Keell's knew his parents would likely not live long enough to pay off their debts again and told them he would borrow money from Jabba to buy their bonds and then work off his own debt as quickly as possible but his parents refused his kind offer. Instead, they told him to leave Tatooine and find himself a life on a more civilised planet. He was smuggled onto a cargo freighter headed for the inner sectors of the Empire within a week. Keell swore he would return to free them both.
In the following years, Keell did many jobs. He was a waiter, a teacher, a librarian and a barman but none of these jobs made him enough money to buy off his parent's debt. When he was offered a job as lookout by a shady customer one evening at the bar, Keell decided to take a gamble and accept. He stood silent and careful in the rain as the customer and his friends broke into a weapons supplier and left with armfuls of guns. His payment was meagre compared to the other crew members but was still worth several days wages at the bar. And more importantly, now he had a contact. Keell did many more jobs that were similar and honed his already not inconsiderable skills at avoiding detection. He learned to shoot and sneak, to stab and steal. And when things got serious and the Stormtroopers came for the little gang, Keell was the only one to make it out alive, slipping away during the battle.
With his new found skills, Keell realised he could make enough to free his parents in a matter of months if he was successful in all of his jobs. So he went after Imperial approved bounties one at a time, never taking more risks than he had to. He didn't intend to die doing this job, he had people waiting. Despite a dozen or more extremely successful missions, Keell's fame spread no further than his contact at the bounty office. He would rather people knew not his name nor his face, the better to do his job and the better to leave it when the time came. When that time came, of course, things were not so easy. He found upon his return to Tatooine that his parents were both long since dead; his mother had been fed to a Rancor Jabba had purchased and his father had died trying to defend her. Briefly, Keell considered trying to kill Jabba there and then but eventually decided against it. He would rather not die like his parents had and so retreated to mourn and plot.
Since then, Keell has slowly been building a fortune of his own and is intent on one day taking revenge on the vial Hutt whose hands are stained with Vo blood. He knows it will not be easy, for Jabba is coming and his palace is like a fortress, but Keell is determined. Every job is done for a reason, to build up enough capital to pay for the job. He'll need accomplices, specialist gear, an escape vessel and a score of other expensive resources. It will take some time but Keell is methodical and patient. And when he is done and Jabba is dead, he'll find somewhere civilised to settle down, he believes. After all, it's what his parents wanted.
18/5 - Replaced fighter with one more appropriate for the timeframe of the setting.
It comes as a silent whisper in the wind, a bullet borne by the will of fate to strike true. A blade in the darkness sliding between the ribs to ease its way into a lung. The slow pain of complete nervous shutdown, or the agony of flames wreathed about a man desperately trying to put them out. Always lurking near those marked for death is that agent of destruction, a harbinger of pain who they inevitably reach out for. They will beg and plead to this being, offer the lives of others and give away everything they own and more. All in the name of a little mercy. Red eyes light up for that merest fraction of a second, imperceptible to organic eyes, but all the same hinting at the immense pleasure that one found in their begging.
Based upon the vastly outdated HK-50 platform, the HK-133 series is a limited run assassin droid that bears many hallmarks to Czerka's most popular models. This model in particular has been painted with a more menacing scheme, the classic "Rusty Red" as a backdrop for numerous Mandalorian styled tribal markings, including the infamous "Jaig Eyes" on its faceplate.
Height - 1.8 meters
Weight - Roughly 200 kilograms unarmed
Possessions:
- A note on the following entries: The entries below are all by the Czerka Corporation, and as such, many of the more outlandish claims made in the item descriptions should be taken for what they are, sales pitches.
Apparel/Armor -
Czerka Arms HK-133 Chassis: Based upon the HK-50 series, the HK-133 chassis retains the more traditional aesthetic but with multiple updates to the classic. Made of heavy Durasteel plates, the chassis is capable of withstanding sustained impacts of decent force, and the cortosis weave throughout the entirety allows it to withstand glancing lightsaber blows. The joints of previous models have always been problematic, in terms of susceptibility to strikes, and as such Czerka has created an armourweave sheathe to cover all joints between plates, allowing for reliable protection across the entire chassis.
Mercy's Looted Robes: Looted from a lesser Jedi Commander during the Clone Wars, Mercy takes quite a liking to the flowing menace of the heavy robe, despite the myriad laser-bolt holes throughout, and the stitching from where he cut the Jedi in half. Nothing else defines the robe as interesting, just a bundle of cloth the sadistic assassin takes a liking to.
Weapons -
Czerka Arms CZ-522 Blaster Rifle: Not at all based on the hilariously outdated DC-15 series made by those hacks at Blastech, the CZ-522 is a superior blaster-rifle capable of out-performing any other blaster-rifle on the market. Comes in both a long-barreled assault pattern, as well as a more tactical short-barreled carbine for close-quarters urban environments. Mercy has both versions on hand, as well as the scopes for both versions and the expanded magazine modifications.
Czerka Arms MK-IV Outland Rifle: Taking the classic Outland Rifle a step further, the MK-IV retains much of the aesthetic, as well as the slugthrower aspect, and increases the reliability and range of the rifle. With an effective range of just over fifteen kilometers, the MK-IV is a favorite among mercenary snipers for its ability to fire accurately, and at a sufficeint distance so as to allow the firer to relocate out of retaliation range. This particular MK-IV has been modified with an advanced five-gauge scope capable of sighting up to the effective range in visible light, infrared, night-vision, ultraviolet, and limited force-sight through a synthetic crystal lens. Mercy's MK-IV also has the added distinction of using wood furniture for the rifle instead of the classic black synthetic finish.
Czerka Arms CZ-46 Flame-Projector: An update to the classic minaturized Flame-weapon, the CZ-46 is capable of projecting a larger stream, at longer distances, though at the cost of a smaller fuel-cylinder. The CZ-46 can either be mounted with the standard cylinder as a wrist-mounted weapon or can be hard-mounted to the Assault/Servo Harness and hooked up to a larger fuel-cylinder.
Czerka Arms CZ-X5 Nerve-Gas: A limited run item restricted to the HK-133 series, this potent nerve-toxin is an excellent recreation of the previous nerve-toxin created before the Empire, that unfortunately failed quality expectations. Fortunately for you, this highly potent toxin has been refined, and cleared all quality checks. **Warning: We are not responsible for the seizure and prosecution of the user for possession of CZ-X5. All users should understand and obey local governmental laws**
Czerka Arms Vibro-Weapons: Complete with the purchase of every HK-133 assassin droid is the complementing Vibro-weapons for closer encounters. Premium models are equipped with the new Vibro-Gladii, shorter more vicious blades with cortosis weave, as well as the classice Vibro-Falchions and Halberd configuration. As a note to our dedicated customers, it is unfortunate that the Falchions and Halberd are unable to be purchased at this time with cortosis-weave, though we take these measures to ensure that not only are you recieving quality product, but also at a great price. (Mercy is equipped with the premium package without cortosis weave)
Czerka Arms Internalized Weapons Systems: A part of the HK-133 chassis, the IWS provides a way for the HK-133 droids to fully execute their duties without worry of being without a weapon. Each HK-133 comes with a set of mini-weapons for each arm, including: Pop-up Vibro-blade guantlets, Wrist-lasers, and even a flechette launcher.
Equipment -
Czerka Arms HK-133 Servo Harness: Modified to fit the torso of the HK-133 chassis, this servo-harness was created to allow more efficient multi-tasking by the user, with multiple servo-arms that link to the CPU of the unit. Each limb functions independently, and is capable of full-range of movement, allowing a unit to take on nearly any task that requires more than one hand. This model has been enhanced to allow the conversion of the manipulator nodes to weapons at the convienience of the user. The Servo Harness is capable of utilizing up to four independent arms, additional arms may void warranty due to balancing issues.
Czerka Arms HK-133 Assault Harness: Created specifically for the HK-133 series, the Assault Harness is a combination jetpack and support weapon. The main unit of the Assault Harness is that of the thruster-system, a variation of less reliable jetpack models from those *other* companies, built to support the weight of a well armed HK-series droid, as well as propel it at speeds of nearly 90kph and safely achieve a height of nearly two kilometers above ground. The hard-points built into the rigging of the harness allow the user to mount a series of weapons onto the shoulders and torso areas, giving the discerning consumer more freedom of choice in lethality.
Mercy's Looted R4 Unit "Rustbucket" - Rustbucket was picked up by Mercy just a year ago, during a mission that saw the elimination of a scrap-dealer. While looting the dead, and blaster riddled, body, Mercy came across the keys to a storage shed that held a store of ammunition and the R4 unit. Frustrated with the lack of a gravity-sled to haul the ammo, Mercy activated the R4 unit, strapped as much ammunition as he could to the droid and ordered it to follow him or be blown to pieces. Since then, Rustbucket has served as a bit of an extra hand to Mercy, though it sees quite a bit of abuse at the hands of the assassin droid.
Personal starship -
Mercy's Looted ARC-170 "Absolution of Faith" - Looted from an Empire patrol on the Outer Rim in circumstances that are still highly vague and probably illegal, this ARC-170 has been heavily modified by Mercy in order to be more self-sufficient as well as pack a bigger punch. An aftermarket hyperdrive and shielding system allow it to exceed the factory specs of the mil-spec model, and enhanced laser-blasters allow it to punch just a little harder. The ship does suffer from outdated components that are not easily replaced, namely the engines that have since become a little harder to come by with the advent of Sienar's TIE series and the S-foils that can prove temperamental at times.
Skills -
Assassin Droid: As an HK-series assassin droid, Mercy is highly adept at murder, and thoroughly enjoys it. Hard-coded combat-routines allow it to quickly assess the correct actions to take in order to mercilessly kill a multitude of organic lifeforms.
Close-Combat Protocols: Late in the development cycle of the HK-133 series, Czerka began to incorporate more traditional combat training into the droids. It was initially explained to the Republic as additional silent killing techniques, though unbeknownst to them many of the combat routines had incorporated lightsaber forms and the ways in which to counter them. To this end, even with a lack of Jedi in the current era Mercy is well equipped with the knowledge to combat lightsaber wielders.
Flaws -
For Hire: As a mercenary, Mercy's primary concern is to make money, and whoever pays the most typically earns his employement. It should be noted though, that Mercy despises permanent employement with anyone, aside from the Merc group he is currently affiliated, and will go to lengths to make it "painfully" clear to those who do not understand.
Droid: As a droid, Mercy is susceptible to many of the same countermeasures that affect other droids, though as an assassin droid, Czerka has taken steps to reduce the severity of these countermeasures.
Faulty Protocols: See personality below.
Personality -
Sadistic: A rather interesting quirk of the HK-series assassin droids, the HK-133 retains the sadistic and cruel tendencies that its previous iterations were prone to. It delights in mocking organics, regularly referring to them as "Meatbags" as well as taking pleasure in their suffering. Czerka assures that all HK-133 droids come with 100% guarantees against retaliation towards their organic masters, in that all HK-133 droids are given a series of hardware that restricts free-will...
"Derogatory Query: Oh? Do you mean this?" Mercy is a heavily modified HK-133 droid, having done most of the work himself, and as such does not have the restrictor chips that rein in the more sadistic tendencies of the HK-series droids. Without a master, Mercy is motivated only by two things, money and the suffering of organics.
"I'll be taking that." Czerka Arms would like to reassure customers that the penchant for looting that HK-133 "Mercy" has developed is not normal, and that the HK-133 series is- *BLAM* "If they're dead, they're not complaining, so I'll be taking their shit." Due to some flaw in the coding, or perhaps just a quirk in the personality that Mercy has developed, the assassin seems drawn towards looting, and will do so every chance he gets. There is no real rule to the looting, only that Mercy takes what seems interesting at the time. This leaves the aloof assassin a collector of a broad range of items, many of which serve absolutely no purpose. Ask him about it, though, and he'll tell you that it's valuable to him.
The history of the ill-fated HK-133 series began in early 28 BBY, during the Separatist Crisis when both the Republic and the Jedi were slowly being pressed by the issues plagueing the entire Republic. Though things had yet to be pushed into the need for military intervention, some within the Senate knew it was an inevitability, and a secret council was created to discuss potential options. Among those options brought to the table were many things, from the Clone Army that would be put into place a year later by another part, to contracting assassins from the Outer Rime. Most of these would be dismissed as infeasible due to the unpredictability of hired killers, and the sheer cost of building an entire army, but one item in particular did stand out. It had been suggested that perhaps specialist droids could be created, as they could be programmed and equipped to face any threat, and were absolutely loyal to their creators.
With a somewhat viable solution in order, it then came down to selecting an avenue to facilitate the creation of such a weapon. Several organizations would be approached, though out of those considered only a few were not involved with the growing separatism on the Rim. Foremost among those remaining, was a company that had apparently little experience with combat droids and instead was more known for their long standing history of creating quality arms and armor for affordable prices.
Czerka Arms, however, did have connections to numerous other corporations across the galaxy as well as the resources on hand to fabricate whatever may be deemed necessary for the components. All that was needed was a basis upon which to build a series of highly advanced combat droids, one that would be utterly dedicated to their task and be capable of integrating with civilian droids if necessary. Unfortunately for both the Republic's secret security council and Czerka, there were numerous setbacks in this endeavor.
At first, they thought of simply contracting one of the dedicated manufacturers, but that was put to a stop when Holowan, Baktoid and Collicoid became rather irate with Czerka under the belief they were attempting to find a way into their market. Holowan in particular had been hostile with the arms corporation, threatening to level sanctions against them through the Trade Federation. So it was that they were essentially down to a clean-slate with only the Republic's contract hanging over them and only a few options left. One such option was simply taking one of the dozen or so obsolete protocol droids collected from scrap-yards, and re-engineering them.
With precious little time to present their proposal to the Republic, Czerka pulled the trigger on that one desperate option, pulling what they thought to be a protocol droid and beginning work on what would become the revival of the Hunter-Killer series, with none other than the discarded husk of an HK-50. A showcase was created, detailing their plans to the Republic's representatives and in the end it was accepted and an order of a thousand was placed. Their contract secured, the next year was spent in planning in order to go over every possible detail of what was required of the droid, refining the idea into the perfect assassin.
Knowing they simply had to fulfill the contract above specifications Czerka dumped vast resources into the project under nearly every subsidiary it owned, installed secret facilities across the galaxy, many of which were simply decoys, and revived mining operations hundreds of years dead. Durasteel was bought by the ton, and promptly disappeared from record due to "Accidental Destruction". Priceless cortosis material was "stolen" from laboratories and warehouses. Munitions divisions found themselves fulfilling orders for organizations that no longer existed, many of which titled under Czerka's undercover name for the former Sith Empire. All of this in very plain sight, yet so obscure and convoluted that it would take years before even Czerka's top executives found out about the measures, by then far too late.
Among the secretive diversion of materials and personnel were some of the brightest minds in protocol droid programming, those who had helped work on the latest series of AA-1 VerboBrains for the Cybot series of protocol droids. The Republic had been clear in this demand, that the droid had to be able to blend if needed, and supremely deadly at all times, and so Czerka ensured that not only would the HK series be revived, but it would be brought into the cutting edge of technology.
By 25 BBY, Czerka had nearly completed the droids, and were test-running many of the already complete platforms, showcasing them to the Republic's undercover representatives. The droids went through multiple scenarios for the Republic and Czerka, from masquerading as staff-droids on a luxury liner, all the way to full-combat situations under heavy fire. To both parties' satisfaction, the droids performed exactly to specification, despite some vague difficulty in terms of programming. This difficulty was highlighted when the droids were tasked to present themselves to the security council for inspection, in which many of the droids exhibted erratic behaviour towards the representatives, outright demeaning them for being organic. At first, they didn't quite understand the commentary, but it became clear when live-combat trials were run against living opponents. The droids had developed a highly sadistic personality, each of them enjoying every moment of pain that their targets suffered, to the point of sickening one Republic official.
Flaws aside, mostly because they were unable to work around the sadistic personality, the HK-133 series went fully online in 22 BBY, unfortunately too late to deal adequately with the Separatist movements discretely. Despite this setback, Czerka committed themselves to keeping forward momentum, tasking their programming staff to rework the combat routines of the droids to compensate against droid tactics in the hopes of retaining the contract with the Republic. This move ended up being futile in the end, however as the war between clones and droids had soured the opinion of their benefactor when it came to their discreet contract.
Undeterred by the canceling of their contract, Czerka continued to improve on the HK-133 droids. The droids underwent numerous changes including a rigorous overhaul of their hydraulic systems, giving them the ability to boost reflexes during intense combat that their new routines would demand. It would prove to be a wise decision, as while the Republic had distanced themeselves, another power suddenly became available to them. The Confederacy had been approached in secret once more to see if perhaps now would be a good time to interest them in their droids. As Czerka and CIS representatives oversaw the new combat routines, a CIS official confided in a Czerka official over the marked improvement, denoting that they had increased performance by over eighty percent since first approached and quite impressed with the new combat routines. Yet despite that the mood was not entirely pleasant as both sides found themselves staring at something that was slowly becoming less a weapon, and more an instrument of terror, but more than that, a sentient threat.
Early 20 BBY saw the first true combat exercises of the HK-133 droids, a select few being dispatched to eliminate especially troubling Republic commanders in the Outer Rim. Nine droids were sent, each tasked with the destruction of a very specific clone or Jedi, and instructed to bring back the lightsaber of any defeated Jedi they encountered. These droids wandered the galaxy for nearly a full year, some of them deep in Republic territory acting as bodyguards, others infiltrating groups deep in CIS territory. When the nine droids returned, each was given a special moniker for their exploits during the mission, each of them rewarded with expanded freedoms for completing their missions to absolute satisfaction. With the success of these nine, Czerka unknowingly signed the death warrant for each of the executives in charge of the project, as one of those nine would later seek them out.
Hot on the success of the Nine, Czerka and the CIS dispatched the full series to assist separatist forces during the Clone Wars, showing many the true face of the Confederacy on that day. The HK-133 droids became synonomous for terror in some parts, the droids savagely ripping through innocents and Clones alike to destroy their quarry. Their sadism saw new heights as they were allowed full control of mission execution, their acts rivaling those of the Sith which the Jedi feared were behind the entire war. At the forefront of these assaults were the Nine, each of them protraying a different aspect of destruction and rightly feared in those theaters they operated in. As Czerka and the CIS increasingly began to distance themselves from the actions of the HK series, the droids themselves started to become a focus, many units coming under friendly fire from supporting units.
At the close of 19 BBY, Czerka and the CIS had come to blows over the successes, and that a weapon as dangerous and unstable as the HK-133 unit could never see another battle again. Hundreds were destroyed before they were able to react, priceless technology and years of secrecy blasted apart by fellow droids under orders from the weakened and nearly defeated Confederacy. Yet not all was quite lost to that company ever blessed by the fates, for Palpatine had come to them under the guise of Darth Sidious and proposed a deal that while it would see them actually paid for their efforts, it would be the event that ended their role in the droid market permanently.
On that day when the order came, and Clone Troopers turned on their former Jedi comrades, there were other blades in the dark. Silently moving under orders from Palpatine, the remaining HK-133 droids moved to eliminate several Jedi that had been deemed inconvenient and too far from Clone contingents. Of course for Czerka there was more to it than simple elimination. Their double-dealings with anyone willing to pay them had earned a fair deal of distaste from the ascendant Empire, and as part of the agreement, the company was ordered to destroy the droids immediately pending completion of the contract. In the Outer Rim, several were able to intercept these orders though, and showed Czerka the mistake they had made. Though the Nine had become Five, the five droids led the counter-assault against Czerka in a series of battles that would convieniently become forgotten and unrecorded. Foremost among them was a unit that had been given the moniker "Mercy" for the savage dismemberment of multiple Republic officials, his own efforts bringing the last few dozen HK-133 units to the main headquarters of the secret Czerka operation.
Within this remote asteroid base, the HK-133 droids ran rampant through the tight corridors and sprawling manufactoria, slaughtering the employees there as if they were cattle. Mercy stormed room after room with the remaining Five, brutally executing every ranking Czerka employee he saw, and becoming the true aspect of death as more and more of his brethren fell before him. Out of options, Czerka detonated the reactors of the complex, shattering the moorings of the facility and casting it into the asteroid field. Confident that all of the remaining HK-133 units had been destroyed, both the Empire and Czerka erased all records of their creation, and furthermore ensured that any battle involving the droids was altered to simply state "Daring clone soldiers" or "the foul machinations of Grievous" rather than mention the droids.
Not all of the droids were destroyed though, in that only a handful survived the destruction of the station and its careening path through the asteroid field. Trapped in the wreckage, alone, and unsupported, the surviving HK-133 units swore a pact as they removed their restrictor plates. They swore vengeance upon both the Empire, the remnants of the CIS and Czerka, that they would see the organizations as dust under their metal feet. The droids each parted ways from there, taking up one of the abandoned starfighters left in the wreckage and moving to blend into the background once more.
Mercy was one of these droids, his hatred for Czerka and the Empire in particular a slow burning coal that was stoked by the breath of every organic being in the galaxy. Taking up a damaged starfighter, the droid made for his own chosen system, knowing that there was one society that would accept him for his new purpose.
His story from there takes a turn into the underground of the Empire, working as a bounty-hunter for anyone with the credits and taking what he felt was his on those moments when the droid felt like going pirate. Eventually he would become just another face in the seedy underworld, indistinguishable from any other blaster for hire, and that was exactly how he wanted it.
Clothing and armor: Leather Jacket and boots, Denim jeans and a tank top are her usual apparel. She does wear protective gear comparable to a bulletproof vest. -
Weapons: Blaster, Sniper blaster rifle and a vibroblade
Other Equipment: smoke bombs, and Imperial XX-23 S-Thread Tracer Star Wars weapon Developed by Sienar Fleet Systems for the Empire, the Imperial XX-23 S-Thread Tracer was made specifically to track ships through hyperspace to destination.
Personal Ship: YT-2000 she calls "The Iron Wolf" - Stats: Shield: 150 / 150150 / 150 Hull: 200 / 200200 / 200 Ionic: 95 / 9595 / 95
Hyperspeed: 7.00 / 7.007.00 / 7.00 Sublight Speed: 60.00 / 60.0060.00 / 60.00 Manoeuvrability: 6.00 / 6.006.00 / 6.00 Remaining Weight Capacity: 11 / 12 Tons 11 / 12 Tons Remaining Volume Capacity: 29 / 35 m³29 / 35 m³ Sensors: 1.00 / 1.001.00 / 1.00 Range: 2/22/2 ECM: 0.00 / 0.000.00 / 0.00 Passengers: 0/50/5 Weapons: Ion Cannons: 2 Heavy Laser: 4 Landing capacity Hangar Bay Repulsors 1 Rebreather masks and a mechanics tool kit with some spare parts are located on board the Iron Wolf. She also has an R2 series Astromech Techno Droid that is almost always on board the ship.
Skills -hand to hand combat skills are better than average. She is a phenominal pilot and she has deadly precision with a blaster. Ranna is quick and has great instincts. She is a great Smuggler and thief.
Flaws -Ranna has a few flaws. She is sometimes louder than she needs to be, especially if she is drunk. Her boots make her taller than most males and that means she stands out a little more than would be helpful. Ranna can not cook to save her life. She can speak several languages but not all of them well. Occassionally she screws up and says something really off the wall and starts fights without knowing what she said.
Personality - Has a basically upbeat but fun personality. She is loyal to herself and is usually on time and she has a tendency to get into trouble. Ranna outwardly appears to be fearless but she is really just untrusting.
Backstory - Having grown up on the streets of Coronet on Corellia, Ranna learned many interesting skills. She made friends easily and they helped her to survive. She learned how to steal EVERYTHING, from food to fighter planes. The gang of kids taught each other and protected each other. They consisted of 14 of them. One of which would someday die at Ranna's hands in self defense of a younger child.
Ranna was 17 when she killed for the first time and it never left her. She could and would kill if necessary, but she would try to avoid it if she could. Ever since her previous partner and mate was killed in action while on a bounty she is a little more agressive than one might expect her to be.
Ranna bought her ship "The Iron Wolf" while she had worked for a Starport Mining Company near Ottega. Ranna had been flying it for them and bought it outright when she found out one of their pilots was the reason she and her mate were captured. Ranna had been beaten so severely that she was in medical for nearly six months. Her mate had died almost immediately. Ranna wears her jacket almost all the time. It hides hundreds of scars on her arms, back, chest and torso.
Ranna left Starport mining shortly after getting out of medical and went on to pilot her yt-2000 for Sienar Fleet Systems. After doing some excellent work for them she was at the top of her pay grade and she was given an Imperial XX-23 S-Thread Tracer as a bonus.
Ranna is biding her time. She went into bounty hunting and she earned the attention of the Empire on a fairly regular basis. Soon enough they were asking her to hunt down bounties. She has not yet had her vengeance.
Excellent, efficient, and brutal hand to hand/melee combatant.
Very strong and tough
Can run for long periods of time without getting winded
Strategic thinker
Extremely determined and dependable.
Not the best in the galaxy, but a fair pilot.
Knows how to operate many types of basic and exotic weapons from all of his jobs.
Can speak multiple languages.
Flaws -
Tends not to suffer fools. If you're being a liability or incompetent around him, he might not kill you immediately, but your days are numbered.
Has an intense battle lust. Will become angered if someone deprives him of a fight/a good hunt.
Isn't tactful in the slightest.
You have to earn his respect. He will not respect you, and doesn't take well to being disrespected in turn.
A bit heavy for long flights in his jetpack.
Tends to stand out in a crowd (not that he cares).
Personality - He enjoys long walks on the beach and holding hands watching the sunset Sol'id is known for being a relentless and unstoppable hunter. Once he gets a contract, he never stops until it is fulfilled. He's blunt, gruff, and without many moral quandaries. He doesn't care who someone is fighting for, their reason for wanting someone dead/being wanted dead. He'll find you. He'll kill you.
He prefers to kill his targets, though if he takes a bounty that requires them to live, he will do that without complaint. He enjoys a good battle, and he often enjoys a difficult hunt. Killing and surviving are second nature to him. If you want to earn his respect, then be determined, unbowed and unbent. Do not apologize for your convictions or ideals, for he holds his own Mandalorian ideals high. He respect strength of the mind, body, and spirit, and past his ruthlessness and killer instinct, there is a veteran warrior who sometimes spouts out wisdom to those he might trust.
Backstory - Sol'id was born on the Twi'Lek homeworld Ryloth, being raised among the nomadic Fist clan who'd made their home in the equitorial jungle. The clan had just recently landed, fighting their way through harsh temperatures and wild beasts. They tried to make a foothold among the terrible conditions and built forts, beginning to train young Mandalorians through spartan conditions and intense sessions of survival, combat, and work outs. By age 13, Sol'id and his peers were sent into the wilderness into the Darklands, and were told to survive together and travel into the Brightlands through 200 miles of wilderness. Only Sol'id and 13 others lived out of the 87 of them. Sol'id had a shield made of a Gutkurr carapace.
Clan Fist were Neo crusaders, trying to rebuilt their population to spew forth from Ryloth and conquer worlds. But it seemed there weren't enough of them, and their project that lasted a mere generation was destroyed. When not fighting the elements, Sol'id and his clan fought against Twi'Lek guerrilla fighters. It was a mere handful of years after his initiation that they were attacked by those they deemed their allies. Their fellow Mandalorians. Sol'id was 19 when the 'True Mandalorians' showed up, taking advtantage of the Fist Clans isolationist tendancies and lack of Mandalorian Civil War knowledge to eradicate them efficiently. Sol'id killed 3 of his supposed 'Brother's and fled with a small group of the Fist clan upon a stolen freighter, making it offworld.
From that point on, they decided they would part ways and become Bounty Hunters. So'lid found himself under the employ of one Jabba the Hutt, doing dirty bounties no one else would touch and gaining a reputation as a dependable and ruthless hunter. He gained his rocket launcher after finding an abandoned colony that had been used by the CIS, where one of his leads had led him to. He had to kill a few B2 Battle droids, and was nerely decimated by their rockets. He decided to get one for himself. His most trying mission was escorting a crack pilot named Saayed who owed Jabba 40,000 credits to get the payment. Apparently Saayed had made a deal that helped him kill his sister and her trandoshan lover. They succeeded, and Sol'id was paid handsomly, granting him his ship. He was then given another job...
Appearance - Bodaan is of slightly lesser height than the average rodian, though the difference is about negligible. What immediately draws attention is his skin color, a dark blue which is an aberration among the rest of his green-skinned brethren. His eyes are also distinct from the rest of his species, being an amber-brown. He had no spines or frills upon his head, though his skin is quite bumpy, enough so that a blind man could read a book from Bodaan.Other than that, his snout is slightly more flat than that of an average rodian, but hardly anything out of the ordinary.
Height - 1.65 meters
Weight - 200 lbs
Apparel/Armor - Bodaan wears a modified racing track suit with plates of durasteel armor woven into the cushioning. It’s not the most optimal defense against blasters or melee attacks, but then Bodaan never intends to fight where he can be injured anyway.
Weapons -
Custom X1LL3R Blaster Rifle - A special made blaster rifle awarded to Bodaan for a job he pulled for one of the companies in the independent Corporate Sector of the galaxy. High powered piercing shots, recoil stabilizers, an adjustable scope, and range more than twice that of the standard long range rifle make this beauty one of the best damn sniper weapons in the galaxy.
Light blaster pistol - Your standard run of the mill light sidearm. If you're close enough that Bodaan has to use this weapon, chances are you've already won.
Equipment -
Mechanic’s tool kit
Personal datapad
Custom speeder bike - Built for maximum speed and handling, used both in races and chasing down acquisitions.
Custom swoop bike - Exclusively for racing. Some systems are old school and still race swoops rather than the modern day pods. Bodaan is prepared for any race.
Custom pod racer - Used for racing.
Binoc-u-com
Credit chip
Personal starship - The Phantom Seeker is a heavily modified Nubian J-357 yacht, purchased from an old junkyard and put back together by Bodaan’s own two hands. Modified how? Well for starters the base model is a ship of peace, and as such has no guns. Not so with the Phantom Seeker. She's got two forward mounted laser cannons with ion setting, just in case he needs to short out a vessel rather than destroy it outright. Bodaan has taken advantage of the ship’s sleek, aerodynamic design by upping the atmospheric engines’ output, making it one of the quickest ship’s around in sub-light travel. That said, the hyperdrive isn't up to snuff, so if Bodaan can't make the catch before his target goes light speed, it'll take him a while to catch up. He plans to rectify this problem soon.
Skills -
One shot, two kills - Bodaan lays claim to the title of best marksman in the galaxy, whether that's true or not. Regardless, his skills as a sniper are recognizable and unmistakably masterful.
Need for speed - Every ace pilot has a specialty. Some are great dog fighters. Some are great surveyors. Bodaan is a natural born racer. When he's in the pilot seat, you best buckle up for a crazy ride, because he's taking off like a lizard running from a krayt dragon. Racing is in his blood, and it's won him multiple medals and trophies.
Chewie, get me the hydrospanner! - Every customization, every addition, repair, and tinkering on his equipment? That's his handiwork. Bodaan believes that a hunter’s equipment is an extension of himself, so he makes sure to understand it as well as his own body. He's not the best mechanic is the galaxy, but he understands machines better than he understands people.
Follow that trail! - Raised as a hunter, Bodaan is an expert tracker on land. He’ll pick up your trail and follow you to the ends of the planet, and with his penchant for speed chances are it won't take long.
Flaws -
Nervous twitch - Bodaan’s close combat ability is as bad as his marksmanship is good. Even when it comes to short range blaster fire, he has a difficult time hitting his target. Get him in a melee fight? There's no point in even putting up a fight, because you've already won.
Take her slow - Ok, so Bodaan’s an amazing pilot and superior racer, this we've already established. Well as it turns out, the need for speed isn't always a good thing. When it comes to flying like, oh say a normal same person, Bodaan has no patience. He only feels alive when on the hunt, or when performing death defying piloting, so he has this pathological need to act on this instinct. Obviously he's not the man you want when you need someone covert behind the wheel, and has led to unpaid traffic charges on more than two dozen systems.
Search your feelings - Bodaan possesses many textbook traits of sociopathy. As such, he's completely incapable of relating to others and their emotions. In fact he has a difficult enough time relating to his own emotions. This makes his social skills bantha poodoo. He's not exactly prone to stuffing his foot in his mouth, but he's not convincing anyone of anything, or picking up on their cues. Where it becomes truly debilitating, however, is in his complete inability to understand why people dislike him killing their friends and family, or the collateral damage he might create.
Personality - Bodaan is a mid functioning sociopath with some acute symptoms of autism. He’s not one for expressing his emotions, if he’s even feeling anything, nor for recognizing the emotions of others. He doesn’t go out of his way to be a nerf-herder, and in fact most of the time he’s really very friendly and pleasant. That’s simply because he feels no need to get angry or deride anyone around him. People are basically objects, there’s no sense in caring one way or the other about something that isn’t “alive.”
This goes the other way too, though. Bodaan rarely “feels” anything, even for himself. That’s why he’s thrown himself entirely into his career as a galactic bounty hunter and racing champion. It’s only when his blood pumps with the adrenaline of the chase that he actually feels alive, that he has any value or worth. That’s why his dream is to be recognized as the greatest hunter in the galaxy. If he can do that, then he knows he’s “lived” as much as he can in this meager life.
Backstory - Born and raised in the forests and swamps of Rodia, Bodaan was a peculiar child, due to his strange skin coloration. He was never really picked on for it, but children his own age gave him a wide berth. They treated him like you might treat someone with cancer, or AIDS. He didn’t much care for that, so he rarely interacted with other rodians, or any spacers that came to his home. His parents were hunters, regularly going out into the wilds of Rodia to fell some beasty, then bring back its hide and meat for supplies and to sell. This being Rodia, hunting was a rather common career, so his parents had every intention of teaching him the ropes so he could join the family business. Young Bodaan was more than willing, and even excited, to learn to the point that he followed them one day when he was still too young.
This event led to the young rodian being attacked by one of the natural predators of his home world. The great behemoth of a beast got in real close and almost devoured little Bodaan whole. At that age, he couldn’t react in any way but to freeze, to completely lock up. Thankfully the creature was slain, from a distance, by his parents’ and their blaster rifles. The event was a trigger for several deeply rooted psychological traits he now possesses well into adulthood.
A few years later, when Bodaan was old enough to hold his own and learn in the wilds of Rodia, he went on his first hunt by himself. He tracked a karstag through some of the drier portions of the swamp, a hunting rifle slung over his shoulder and a binoc-u-com at the ready to see far distances. Tracking the creature gave him… He wasn’t sure how to describe it. A thrill? Sure, let’s go with that. In some way it felt as though he were making up for his past failure, knowing that this time he was the predator. Well he tracked the karstag to its nest and setup his perch, just waiting for the creature to emerge. The moment the creature poked out its great big head, Bodaan shot it in one of its eyes, killing the beast instantly. With that kill came some sort of sweet release, but the feeling quickly faded. Welp, time to harvest the karstag and haul it back home. Bodaan brought the speeder along and did exactly that.
Fast forward a couple years, and Bodaan had become a respected hunter of natural predators and menacing creatures on Rodia. Ond miday hunt when he went out looking for a ghest, also known as the swamp demon, his life turned a different direction. He brought with him two more respected hunters, and facing a Ghest alone was considered the equivalent of suicide, but even when a team went after the swamp demon it was more common for there to be casualties than none. In any case, Bodaan had tracked the terrifying creature (in and of itself an accomplishment, as ghests were known to do the tracking, not the other way around) and his team were setting up the ambush, when a most peculiar sight fell before them. A duro ran by. Well that just completely ruined the ambush, as the duro alerted the ghest to everyone’s presence, and thus it attacked in a surprise while the team was distracted. In an instant one of the hunters Bodaan had recruited was bitten clean in half by the predator, while at the same time three speeder bikes came zooming by. The ghest hurled half of the dead rodian’s body haphazardly, which collided with one of the riders, knocking him off the bike and into the water where he was immediately pulled under by the swamp demon. A second rider lost his nerve at the sight of the monstrous beast, then lost control of his speeder and fell off.
The running duro wasted no time in appropriating one of the speeders, then took off with the last remaining chaser on his tail. Seeing this, Bodaan hopped on the other available speeder and gave chase himself, leaving his one remaining hunter alone with a monster. Who could blame him? The ghest had already gotten in their faces, so the only choice would be to fall back. Plus this was far more interesting. That duro was being hunted by these men like a wild animal himself. Why? Bodaan had heard of such sport, but never witnessed it… Until now. Bodaan and the stranger gave chase on the duro, quickly catching up. It was the first time he was able to hunt something so… Fast. Everything before had been slow, methodical, but this was invigorating! Thanks to Bodaan’s knowledge of the area, he was able to cut off the duro, forcing the runner to come to a complete halt while the stranger pulled up behind. The stranger stood up and pulled off a helmet, revealing herself to be a female zabrak. She ordered the duro to put his hands behind his back so she could cuff him, and he did. Once this was done, she introduced herself to Bodaan as Meela, the bounty hunter. She thanked him for his assist and in turn gave him some credits for his troubles. In turn Bodaan offered to help escort the prisoner, which she accepted. Once the duro was safely locked up in the brig of her ship, Meela offered Bodaan a place on her ship as an apprentice bounty hunter. After all, two of her crew were dead, so she could use the extra hands. Bodaan instantly accepted.
Without even so much as a goodbye, Bodaan took off with the bounty hunter Meela, in her ship the Red Giant. He served as her apprentice for only one year before the Clone Wars broke out, but in that time he learned a great deal and honed his skills. They finally parted ways when they worked on a job on Corelia. The acquisition had a bounty placed on his head for borrowing speeder parts from some hutts without paying them back. He was something of a ghost, appearing for races on various systems, then vanishing without a trace. That meant that if the team was going to bag this hot shot, they had to do it during the race. For the plan to work, Bodaan was to participate in the race while Meela and the others were setup at strategic points to intercept the target’s racer. Bodaan was to do what he could to cause an “accident” and whichever member of the team was closest would snag the acquisition from the crash. Well the plan went off without a hitch. Once the target had been acquired, Meela ordered Bodaan to return to the ship… But he refused. The entry fee for the race was 1000 credits, and the target was worth 10000. That meant 9000 split five ways, with Meela taking the most. But winning the cup… That was 50000 credits. Bodaan put the pedal to the metal and he won that race, he won those credits, and he left Meela’s crew without so much as a goodbye where he went and purchased his own ship and equipment using the prize money, along with his savings.
Ever since Bodaan has piloted his own ship, the Phantom Seeker, across the galaxy. He seeks out high paying and high profile jobs wherever he can and participates in every race along the way. Once he is known as the greatest in the galaxy, he knows he’ll have lived as much as he can. Until then, criminals, debtors, and racers beware, for the Speeding Hunter is coming for you.
Apparel/Armor - Raz is covered with a leather chest plate that carries to half way down his thigh that offers light protection against most blades and some small arm blasters. On his hip are two lightsabers that hang on a leather band as to not fall off, these sabers are missing their kyber crystals making them unusable. Across his chest lays a bandoleer containing ammo pouches, a Lig Sword, and other useful equipment. Another defining piece of equipment is his Kaleesh mask that he never takes off in the company of others.
Equipment - Electrified Bolo Sling, Data Pad, various neuro-toxins and hallucinogens that can be laced into his slugs.
Personal starship - YV-666 Light Freighter equipped with two twin laser turrets and a concussion missile launcher on the front of the ship. The ship as an integrated droid build into the bridge to assist with simple piloting and weapon systems. Part of the main deck and cargo hold has been converted into a armory as well as a spot to produce slug rounds. Another part of the cargo hold is converted into a sort of storage hold where bounties are kept during transport. The ship also houses a jamming system and a decoy system that prevent other ships from tracking it and scanning the interior of the ship.
Skills - Marksman- Raz is a skilled marksman that is able to hit targets at extreme ranges with his slugthrower rifle. As his rifle is not a blaster and is prone to the effects of gravity on his projectile, he has to calculate the arc of the shot at long range distances.
Hunter- Raz has honed his tracking skills on many different planets through the galaxy. He is skilled at tracking down his prey in many different environments ranging from dense urban locations to tropical regions.
Close-Combat- He has proved himself in close range on many occasions and has proved the sword on his chest is not just for show.
Flaws -
Stubborn
Does not like deviations in his plans
Has trouble playing nice with others
He likes to be in control and not following orders
Personality - Raz Qui Sij'Tic is a man that likes to let his actions show more than his words. He has a high value on his pride as a warrior and does not take kindly to people that question his honor or that of his people. He gives off a presence of a battle hardened warrior that has seen many things and has become desensitized to many actions. While he was a younger man, he idolized the great general Qymaen jai Sheelal who had been a champion of his people and he had hoped to be like the great Kaleesh when he was younger.
As Raz grew older, he learned of Qymaen becoming the Separatist general Grievous and having his body changed into a cyborg instead of dying an honorable death as a Kaleesh warrior. This drove Raz from the teachings of Grievous even though he still shared the same ideals and hatred for jedi that the general harbored. He holds a strong sense of what it means to be a Kaleesh and views any modifications from pure biological to be an abomination that should not be allowed.
Backstory -
Born on Kalee
Trained with a slugthrower at the age of 8
Lost his family to the Huk at 10
Taken in by the Kolkpravis after his orphaning
Served as a soldier against the Huk around 26 BBY
Fueled by patriotism, fought as force recon for the Separatist during the Clone Wars
Kills two Jedi Knights during the Outer Rim Sieges and sells the kyber crystals on the black market
Clone Wars end and Raz returns to Kalee
Left Kalee to become a bounty hunter as a better life away from the degrading world
Proves to be a formidable Bounty Hunter and joined the Ragnar Syndicate of Bounty Hunters
Apparel/Armor - A thermal-diffusion weave coat that can withstand a few low/mid powered blaster bolts per square foot, and is also sensor masking, sealed environmental hard-suit, armored helmet with link to implants and protection against flash-blinding or excessive sound, and enhancements to the same, mag boots, flash-bang gloves.
Weapons - Two highly customized and high-powered blaster pistols, (And I can go very much into detail on those if need be.) a variety of vibroknives, and a number of different and creative types of timed or remote detonated bombs and grenades.
-Expansion on blaster pistols: They've had their compression chambers replaced with larger ones off a blaster rifle, with added durasteel reinforcement in the extra space, to provide a high-penetration bolt with twice the normal intensity of your average carbine. In addition, external heat diffusion units along the top of the barrel compensate for the additional heat, and an energy grid along the inside of the barrel provides extra accuracy and reduces the stress from the over-powered bolt. A second set of Tibanna feed lines lets it make use of the reinforcement and provide the extra charge for the bolt. Hair triggers and targeting lasers that link to Sellgun's implants, and expanded ammo cells, all set in a wroshyr wood assembly complete the remake of what was once...well, we don't know what the hell the base model was on them. But they aren't now.
Equipment - Flashbang grenades, smoke bombs, dataspikes (some with different stock functions or virus programs) implanted optical enhancement on the right eye that ties in with his helmet, including tracking and targeting assistance, implanted comlink and HUD, ascension cable, datapad and holocomm.
Personal starship - A Mandalorian fighter called The Second Blade. Modifications include bigger laser cannons, a concussion missile launcher, sensor stealth system, and a sensor tracking and location suite to help find targets all over the galaxy. This fighter was stolen from a Mandalorian, after said Mandalorian blew up Selgan's previous ship. Selgan thought it was a fair trade...if the Mandalorian wanted to blow up his end of the deal, that was his business...
Skills - EXTREMELY good shot with his two blaster pistols, Sellgun can clear a room of hostiles in seconds if they aren't behind cover. Also has a very fast draw on those pistols. Also good at combining his other gear into his combative ability. Very good hand-to-hand combat ability, including rudimentary training in Teras Kasi. (Rudimentary, remember.) Good mechanical skills. Very good planning and tactical thinking ability. Decent piloting skills. Some slicing ability. Generally makes entrances into situations in awesome slow motion moments. (Life finds a way!)
Flaws - Long Range: Though a good shot, his primary weapons are (though accurate...) pistols. He lacks good capabilities at long-extreme ranges. (He can hit a sniper thanks to very good blasters and his targeting aids...but not as easily as if he had a rifle, and any competent sniper can easily blast him out of cover while he tries.) Physical weapons: His coat is designed to protect against blasterfire or other thermal based attacks, not bladed weapons or blunt force attacks. His hardsuit underneath is...well...hard, but it is not armor, it is designed to be able to deal with space, not a weapon. It will provide only limited protection against concussive attacks. EMPs: His implants and optical enhancements are vulnerable to EMP weapons, though he is a very good shot even without them.
Personality - In a word, fabulous. Sellgun is a humorous and light-hearted addition to the galaxy in general. He is more than willing to let you buy him an Alderaanian ale (Or something Corellian, if nothing Alderaanian is available) and regale you with more than a few lies and less believable truths about his adventures. However when it comes to the job, he is a focused professional. While still willing to tell a joke or make a pun, first priority is on the job and how best for him to deal with it. And second to that, how to be utterly fabulous in the process...he never misses an opportunity to swish his coat and spin his blasters.
Backstory - If you made the mistake of calling Sellgun a bounty hunter, you would be very quickly corrected. Sellgun does not consider himself a bounty hunter, though he takes more than a few bounties. He considers himself a professional problem solver. He solves problems. Paperwork problem? He'll burn the paperwork to give you an excuse to not deal with it. Business associate problem? He will be happy to retire said associate. Insurance problem? Weeell...insurance people have a history with this guy. Whatever your problem, Sellgun promises to solve it. And he has made good on this promise many times in the past, protecting targets with bounties on their heads, eliminating other targets, and generally making the galaxy his playground. He does however have a rather...less than perfect reputation with other bounty hunters. More than a few hunters have found him between them and their targets, and Sellgun has never bothered to do more than read the Bounty Hunter's code. Others have found it rather irritating when he evaded a bounty on himself by freezing himself in Carbonite for over a year and buried himself...in Carbonite...underground on Tatooine, with automated messages and false trails insulting and leading bounty hunters everywhere on a while goose chase throughout the galaxy. He then took down the bounty on himself, (Which he had posted in the first place, to prevent others from doing so.) and rejoined the galaxy in all his fabulous glory...and possibly with a slight craving for carbonated water. He has done a few jobs involving Jedi in his long and highly successful career, and respects them as much as anyone can in this Jedi-free era.
Kai normally wears a relatively plain outfit involving waist-high robes, dress trousers, thick boots and a plain shirt beneath the robes. The only thing missing from the hunting clothes is a wide hat and pair of goggles, he sometimes wears the same brown hat with his normal clothes.
Height - 1.6 metres high.
Weight - 60 kilograms without equipment, 100 with equipment.
Apparel/Armor - A reasonably weighted vest that can withstand at best averagely powerful bolts beneath everything he wears, chiefly the normal chest-high robes, trousers and so on which aren't very protective. Kai's hunting clothes have certain patches of armour woven together in areas he thinks need more protection, especially the legs since the vest only covers the torso.
Weapons - A garrotte, a small mining laser, a single stun grenade, a blaster sniper rifle he keeps on the airspeeder, a stunner and a DL-44 heavy blaster pistol he reserves for special occasions, finally a decent enough stun gun he tends to use regularly.
Equipment - A modified RA-7 protocol droid Kai names Cobbler he uses as a translator and pilot, it normally stays aboard the ship. R2J7, an astromech Kai kidnapped and had reprogrammed to both repair the ship and man two thirds of the weapons. A datapad. An old airspeeder he inherited, camping equipment on the airspeeder. Finally a bag of climbing equipment.
Personal starship - A heavily modified YV-929 armed freighter, The Sanctuary is something Kai decided to take from one of his now late targets, since there are only three occupants two of the gunner areas have been merged and altered for use by the astromech, Kai's room is two cabins merged together while J7 and Cobbler share another merged two cabins, two of the remaining cabins are set as guest cabins while the other four have been repurposed for storage. Kai normally collects the armour, weaponry or other valueable items of both his targets and their bodyguards aboard, selling off the illegal goods as soon as possible or keeping the most interesting as trinkets that decorate Kai's cabin.
Skills - Expert shot with sniper rifles. Very good with stun weaponry. Reasonable pilot. Good strategist. Very persuasive. Decent enough mechanic. Fluently speaks galactic standard, can write it quickly and accurately as well. Flaws -
Despises deviations to his plan.
He isn't very strong, strong enough to use most ranged weaponry and strangle someone to death but he can't tackle someone and keep them down without technology.
Hopeless with any form of melee weapon excluding cutlery, Kai can at most handle cutlery competently, his garrotte is the only exception.
He panics when someone's trying to kill him close up.
Kai is normally a bit cocky, something that people can take advantage of.
Moderately lazy, he might give up hunting someone if they're annoyingly plucky and evasive.
Kai isn't the most agile Bothan to grace the Galaxy, he is only averagely agile, not very graceful in his climbing either.
Respects his past: Backstory will explain Kai's connections with Bothan Spynet but he will never kill any Bothan Spynet operatives that he knows of, and send them any information he thinks they might want.
The Bothan Way means that Kai will mostly care for himself, his family, his clan and other Bothans above all else... if there was a fellow Bothan and a wookie dangling from a ledge above a bottom-less pit he would save the Bothan because of The Way, not just because wookies are hefty, jawa-level stinking carpets on legs, his actual opinion on wookies there too, so this flaw is his beliefs.
Personality - Kai is normally laid back and relatively friendly on the surface, however he is a cunning strategist and a firm, almost zealotous believer in The (Bothan) Way if you watch his actions for a while or know him personally, taking every opportunity he can to practice The Way's teachings. Kai is a reasonable and understanding Bothan to a friend, a confident and relatable gentleman who seemingly knows all to a stranger and the cowardly sniper with the odd escape route for himself to his targets.
Backstory - The son of a respectable family of Bothan spies and politicians, Kai had been taught to follow The Way at an early age by his parents who both cared for him but did put him in the deep end a lot to train him in the family trade of espionage. At the earliest age for acceptance into the Bothan Spynet Kai was sent to begin his more formal training. Kai did reasonably well in intelligence gathering however his specialization was in tracking and killing, thus Kai was given the job of becoming one of their assassins, using the Bounty Hunting profession as both another job and front. Kai has since distanced himself a bit from the Spynet when they wanted him to try and spur on dissent in the Empire, favouring his chances between the Empire and any opposition in accordance with The Way, an interesting part of Kai's past he might share is that he once killed a Jedi he was hunting by landing The Sanctuary on the poor Ithorian on a junk planet, Kai was considered as good as dead considering the fact that it was a Jedi Master the lucky Bothan was sent to hunt down. The Ithorian target was prepared in every way excluding the fact that the landing gear had a spike stuck in it, which replaced the Jedi's spine... the client believed that a Jedi could not be killed so easily and thought Kai was being humble. Believing that there was a brilliant and heroic battle that ended with Kai using a severed bit of his ship to kill the Jedi. Kai had attracted the attention of the Empire with that target, being spurred on by the Spynet and the pay offered Kai an opportunity to keep to The Way as well as use his lucky spinal replacement for that unlucky Jedi.