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| |profession=Acrobat, infiltrator, impostor, jester, saboteur, Sith | | |profession=Acrobat, infiltrator, impostor, jester, saboteur, Sith |
| |position=Member of House Excidium, of Clan Scholae Palatinae | | |position=Member of House Excidium, of Clan Scholae Palatinae |
| |ship=modified YT-2400 "Fool" | | |ship=modified YT-2400 ''Fool'' |
| |dossier=[[dossier:12044|12044]] | | |dossier=[[dossier:12044|12044]] |
| }} | | }} |
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| == Late childhood and Adolescence - The Errant Circus - 13-23 ABY == | | == Late childhood and Adolescence - The Errant Circus - 13-23 ABY == |
| When Jorm was six, he was adopted - read: sold to - by an errant circus. From then on, he lived the life of a nomad, never setting foot on a planet for more than a few weeks at best. The circus had only rather slow ships and toured in Wild Space, so Jorm was forced to spend a lot of time in confined spaces. But since he was mainly trained as an acrobat and couldn't perform unless he had gym time in a freight room, he was plagued by boredom. To distract himself, he aquired the basic skills of carpentry, piloting, navigation and mechanics. Within his ten years in the circus, he became proficient enough in each field to start a carreer, but disagreements with his foster parents/buyers and an unforseeable event guided him onto a different path. | | When Jorm was six, he was adopted - read: sold to - by an errant circus. From then on, he lived the life of a nomad, never setting foot on a planet for more than a few weeks at best. The circus had only rather slow ships and toured in Wild Space, so Jorm was forced to spend a lot of time in confined spaces. But since he was mainly trained as an acrobat and couldn't perform unless he had gym time in a freight room, he was plagued by boredom. To distract himself, he aquired the basic skills of carpentry, piloting, and navigation. Within his ten years in the circus, he became proficient enough in each field to start a carreer, but disagreements with his foster parents/buyers and an unforseeable event guided him onto a different path. |
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| == Early Adulthood - The Blazing Chain - 23-33 ABY == | | == Early Adulthood - The Blazing Chain - 23-33 ABY == |
| When Jorm was sixteen, the circus was attacked by a raiding Blazing Chain flottilla. The pirates, themselves force-users, discovered his sensitivity for the force and his status as a de facto slave and offered him to join. Since Jorm had nothing to lose and much to gain, he accepted the offer and began a carreer which would span over a decade. He quickly adapted his acrobatics into unorthodox combat skills and his stage talents for infiltration purposes, and over the years raised a little unit of similar individuals. This little group was stationed aboard the CR90 ''Thief's Luck'', which operated semi-independent from the fleet. It was a good time, but the duties of leadership and his heavy focus - and reliance - on physical and mental abilities, as well as the limited teaching offered by the pirates, left his potential in the force mostly unexplored. Due to these circumstances he never developed further than a Jedi Hunter. Despite this, life was good until the Chiss decided to put an end to the ship. Jorm is reportedly the sole survivor, but received burns in the face and a concussion which weakened his connection to the force. | | When Jorm was sixteen, the circus was attacked by a raiding Blazing Chain flottilla. The pirates, themselves force-users, discovered his sensitivity for the force and his status as a de facto slave and offered him to join. Since Jorm had nothing to lose and much to gain, he accepted the offer and began a carreer which would span over a decade. He quickly adapted his acrobatics into unorthodox combat skills and his stage talents for infiltration purposes, and over the years raised a little unit of similar individuals. This little group was stationed aboard the CR90 ''Thief's Luck'', which operated semi-independent from the fleet. It was a good time, but the duties of leadership and his heavy focus - and reliance - on physical and mental abilities, as well as the limited teaching offered by the pirates, left his potential in the force mostly unexplored. Due to these circumstances he never developed further than a Jedi Hunter. Despite this, life was good until the Chiss decided to put an end to the ship. Jorm was the sole survivor, but received burns in the face and a concussion which weakened his connection to the force. |
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| Also distinctive is that he doesn't have the typical Kiffar clan tattoos since he didn't grow up in his species' culture. People usually take him for a human if he doesn't correct them. He also looks a few years younger than he really is. | | Also distinctive is that he doesn't have the typical Kiffar clan tattoos since he didn't grow up in his species' culture. People usually take him for a human if he doesn't correct them. He also looks a few years younger than he really is. |
| However, he has a large tattoo of a blazing chain, representing that very organization, winding around his left hand and forearm. It is made from powdered gems and gold dust and radiant beyond words. | | However, he has a large tattoo of a blazing chain, representing that very organization, coiling around his left hand, forearm and elbow. It is made from powdered gems and gold dust and radiant beyond words. |
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| Bacta treatments have removed all scars, which is a status quo he preserves. | | Bacta treatments have removed all scars, which is a status quo he preserves. |
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| Jorm is an outwardly very moody character who strives for pleasure in everything he does, ignoring or attacking unpleasantries. He likes to deceive enemies with his conduct and makes them play the game after his ever-changing rules. From this attitude and his circus experience stems his motto about masks. Fair play means little to him. | | Jorm appears as a very moody character who strives for pleasure in everything he does, ignoring or attacking unpleasantries. To all but the most observant people, he seems to be an emotionally driven and hedonistic barbarian. Behind this, however, is a keen and controlled mind, using his behavior to vent steam before it can affect his thinking. This often deceives enemies and allows him to play the game after his ever-changing rules, denying his opponents their usual conduct if possible. Fair play means little to him. He has a habit to shrug off everything with a burst of laughter and press on once he has a goal worth the effort. |
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| Among friends, he is much more open and reveals a well-developed intelligence, empathy and even modesty, but there are no living witnesses of the latter. He doesn't take himself too serious at any time. | | Among friends, he is much more open and reveals his well-developed intelligence, some empathy and even modesty, but there are no living witnesses of the latter. He doesn't take himself too serious at any time. |
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| Jorm is one who can't sit and wait for long. He either needs physical or intellectual activity, lack of both will make him twitchy and aggressive. | | Jorm is one who can't sit and wait for long. He either needs physical or intellectual activity, lack of both will make him twitchy and unbearable. |
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| Throughout his carreers in the circus and the Blazing Chain, he has developed a taste for uncommon tactics and weaponry. His choices on both matters will often enough make enemies and allies alike question his sanity - which he will state as inquestionably lost when asked - and underestimate him. He is very unlikely to let his temper slip, as his favorite weapon - his fist - doesn't allow for the wielder to get carried away by emotions. He is a hard-to-surprise veteran of countless brawls, skirmishes and even a few battles, and will take anything coming at him with a smile and a proper - and possibly devastating - reaction. | | Throughout his carreers in the circus and the Blazing Chain, he has developed a taste for uncommon tactics and weaponry. His choices on both matters will often enough make enemies and allies alike question his sanity - which he will state as inquestionably lost when asked - and underestimate him. He is very unlikely to let his temper slip, as his favorite weapon - his fist - doesn't allow for the wielder to get carried away by emotions. He is a hard-to-surprise veteran of countless brawls, skirmishes and even a few battles, and will take anything coming at him with a smile and a proper - and possibly devastating - reaction. |
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| | He usually lives away from the rest of his Clan, blending in with the local crime scenes or pursuing own goals. Yet if the house calls, Jorm will answer. |
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| Although he has lost and regained his physical and mental prime by the events that seperated him from the Blazing Chain, he still retains a lot of abilities learned over three decades. This includes experience in the fields of mechanics, stagework, piloting and combat as well as a fairly large amount of street smarts. | | Although he has lost and regained his physical and mental prime by the events that seperated him from the Blazing Chain, he still retains a lot of abilities learned over three decades. This includes experience in the fields of mechanics, stagework, piloting and combat as well as a fairly large amount of street smarts. |
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| Apart from Huttese, he speaks Basic, Twi'leki and enough Vong to start a fight. He also understands simple Shyyriwook, Rodian and Sullustan. | | As a rather gray Force User in a nest of Darksiders, Jorm has tailored his abilites to deal with enemies from the own ranks. He is an incredibly physical fighter who likes to suppress his adversary's abilities, denying them the Force that makes them so much more dangerous. |
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| | Apart from Huttese, he speaks Basic, Twi'leki and enough Vong to start a fight. He also understands simple Shyyriwook, Rodian and Sullustan, and a plethora of profanities in other languages. |
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| | = Assets = |
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| | == Wealth == |
| | As the only survivor and former officer of a well doing pirate band, Jorm has access to numerous vaults and accounts from his previous occupation. He has transferred this wealth into other accounts since and sold off some of his loot. Today, he is simply filthy rich. Yet, he doesn't just throw his money around to not raise too much suspicion. |
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| | == The Chain Tattoo == |
| | While not an asset which could be sold or transfered, it is a matter of pride for Jorm and has cost a fortune. The chain is drawn in obsidian with opal highlights, and the flames surrounding it with rubies, amber, and gold dust. Unless the mission or environment demands it, he will leave it uncovered. |
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| | == The ''Fool'' == |
| | Jorm's personal and heavily modified YT-2400. The prominent hollow slot behind the cockpit has been filled in and holds a large bathroom and appropriate water supply. The crew space and cargo capacity have been greatly reduced to make room for larger engines, improved shields and an outrageous arsenal. |
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| | In total, the ship has four turrets with two laser and one ion cannon each, sitting in pairs side by side on top and bottom of the saucer. Two fore and two aft torpedo tubes with six torpedos each complete the arsenal. The weapons are controlled by an improved version of the standard AI Gunner/Copilot from the cockpit. |
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| | The interior can sustain up to four people in the long run, but is really only designed for one. The space suitable for a small cruise liner's luxury cabin is panelled with granite from Nar Kreeta, the floor simulates sand, and the headlights shine with merciless brightness. Just like home. The furniture looks like wood and old leather. However, technology hides everywhere under this facade. |
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| | The cockpit is excempt from these design choices. It looks much like a standard YT cockpit, but the AI station is larger, all labels are in Huttese, and Jorm prefers to turn both the light and the artificial gravity off in here when he's not maneuvering. |
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| | On the outside, the ''Fool'' is one of the flashiest ships there is. It is covered in gold and blood red diamond motley, with a chain of interchanging black and silver rhombuses running several times around the hull - a motif reminiscent of Jorm's tattoo. |
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| | Jorm uses the ship as his home and to pull off his own raids away from the Clan. When it is too flashy to use, it will sit in a safe hangar somewhere, just waiting to be activated again. |
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| [[Category:Palatinaeans]] | | [[Category:Palatinaeans]] |
| [[Category:DJB Characters]] | | [[Category:DJB Characters]] |
Jorm "The Jester" Na'trej
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Nar Kreeta
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7 ABY
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Kiffar
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Male
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1.92 meters
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95 kilograms
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Dark brown, almost black
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Citrine
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K'tara
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Acrobat, infiltrator, impostor, jester, saboteur, Sith
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Member of House Excidium, of Clan Scholae Palatinae
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modified YT-2400 Fool
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12044
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Character History
Birth and early years - Nar Kreeta - 7-13 ABY
Jorm was born on Nar Kreeta in 7 ABY as the son of Kiffar mining engineers working on the planet. His parents perished in a hovercar accident not a year later. Since he had noone left to care for him, he was put into an orphanage which accomodated children of multiple species. Under such circumstances, it was all too natural for him to grow competative and independent; he was recognized as a tomboy. In this environment, Huttese became his first language.
Late childhood and Adolescence - The Errant Circus - 13-23 ABY
When Jorm was six, he was adopted - read: sold to - by an errant circus. From then on, he lived the life of a nomad, never setting foot on a planet for more than a few weeks at best. The circus had only rather slow ships and toured in Wild Space, so Jorm was forced to spend a lot of time in confined spaces. But since he was mainly trained as an acrobat and couldn't perform unless he had gym time in a freight room, he was plagued by boredom. To distract himself, he aquired the basic skills of carpentry, piloting, and navigation. Within his ten years in the circus, he became proficient enough in each field to start a carreer, but disagreements with his foster parents/buyers and an unforseeable event guided him onto a different path.
Early Adulthood - The Blazing Chain - 23-33 ABY
When Jorm was sixteen, the circus was attacked by a raiding Blazing Chain flottilla. The pirates, themselves force-users, discovered his sensitivity for the force and his status as a de facto slave and offered him to join. Since Jorm had nothing to lose and much to gain, he accepted the offer and began a carreer which would span over a decade. He quickly adapted his acrobatics into unorthodox combat skills and his stage talents for infiltration purposes, and over the years raised a little unit of similar individuals. This little group was stationed aboard the CR90 Thief's Luck, which operated semi-independent from the fleet. It was a good time, but the duties of leadership and his heavy focus - and reliance - on physical and mental abilities, as well as the limited teaching offered by the pirates, left his potential in the force mostly unexplored. Due to these circumstances he never developed further than a Jedi Hunter. Despite this, life was good until the Chiss decided to put an end to the ship. Jorm was the sole survivor, but received burns in the face and a concussion which weakened his connection to the force.
A Fresh Start - The Dark Jedi Brotherhood - 33-35 ABY
Still recuperating from injury he sustained during his last raid with the pirates, and far from his former strength, Jorm decided to join the DJB to properly learn what he has only touched before. After some time, however, his nomadic past called out to him, luring the then Jedi Hunter away from the Brotherhood and into unknown adventures.
Return
In 39 ABY, Jorm found reason to return to the Brotherhood. He rejoined the now Clan Scholae Palatinae and immediately made his presence known, earning the rank of Dark Jedi Knight within days.
Description
Appearance
As many male Kiffar, Jorm has long, dark hair, but unlike them he doesn't wear it in dreadlock fashion. He styles them into cornrows instead. His features are overall handsome with tendencies to sharpness, and his build is athletic.
Whenever he's not wearing his formal robes - so, always - he will don a casual but practical attire made up by cargo pants, T-Shirt, and combat boots.
Also distinctive is that he doesn't have the typical Kiffar clan tattoos since he didn't grow up in his species' culture. People usually take him for a human if he doesn't correct them. He also looks a few years younger than he really is.
However, he has a large tattoo of a blazing chain, representing that very organization, coiling around his left hand, forearm and elbow. It is made from powdered gems and gold dust and radiant beyond words.
Bacta treatments have removed all scars, which is a status quo he preserves.
Personality & Traits
- "We're all wearing our masks. I just don't hide behind mine."
- ―Jorm Na'trej
Jorm appears as a very moody character who strives for pleasure in everything he does, ignoring or attacking unpleasantries. To all but the most observant people, he seems to be an emotionally driven and hedonistic barbarian. Behind this, however, is a keen and controlled mind, using his behavior to vent steam before it can affect his thinking. This often deceives enemies and allows him to play the game after his ever-changing rules, denying his opponents their usual conduct if possible. Fair play means little to him. He has a habit to shrug off everything with a burst of laughter and press on once he has a goal worth the effort.
Among friends, he is much more open and reveals his well-developed intelligence, some empathy and even modesty, but there are no living witnesses of the latter. He doesn't take himself too serious at any time.
Jorm is one who can't sit and wait for long. He either needs physical or intellectual activity, lack of both will make him twitchy and unbearable.
Throughout his carreers in the circus and the Blazing Chain, he has developed a taste for uncommon tactics and weaponry. His choices on both matters will often enough make enemies and allies alike question his sanity - which he will state as inquestionably lost when asked - and underestimate him. He is very unlikely to let his temper slip, as his favorite weapon - his fist - doesn't allow for the wielder to get carried away by emotions. He is a hard-to-surprise veteran of countless brawls, skirmishes and even a few battles, and will take anything coming at him with a smile and a proper - and possibly devastating - reaction.
He usually lives away from the rest of his Clan, blending in with the local crime scenes or pursuing own goals. Yet if the house calls, Jorm will answer.
Abilities
Although he has lost and regained his physical and mental prime by the events that seperated him from the Blazing Chain, he still retains a lot of abilities learned over three decades. This includes experience in the fields of mechanics, stagework, piloting and combat as well as a fairly large amount of street smarts.
As a rather gray Force User in a nest of Darksiders, Jorm has tailored his abilites to deal with enemies from the own ranks. He is an incredibly physical fighter who likes to suppress his adversary's abilities, denying them the Force that makes them so much more dangerous.
Apart from Huttese, he speaks Basic, Twi'leki and enough Vong to start a fight. He also understands simple Shyyriwook, Rodian and Sullustan, and a plethora of profanities in other languages.
Assets
Wealth
As the only survivor and former officer of a well doing pirate band, Jorm has access to numerous vaults and accounts from his previous occupation. He has transferred this wealth into other accounts since and sold off some of his loot. Today, he is simply filthy rich. Yet, he doesn't just throw his money around to not raise too much suspicion.
The Chain Tattoo
While not an asset which could be sold or transfered, it is a matter of pride for Jorm and has cost a fortune. The chain is drawn in obsidian with opal highlights, and the flames surrounding it with rubies, amber, and gold dust. Unless the mission or environment demands it, he will leave it uncovered.
The Fool
Jorm's personal and heavily modified YT-2400. The prominent hollow slot behind the cockpit has been filled in and holds a large bathroom and appropriate water supply. The crew space and cargo capacity have been greatly reduced to make room for larger engines, improved shields and an outrageous arsenal.
In total, the ship has four turrets with two laser and one ion cannon each, sitting in pairs side by side on top and bottom of the saucer. Two fore and two aft torpedo tubes with six torpedos each complete the arsenal. The weapons are controlled by an improved version of the standard AI Gunner/Copilot from the cockpit.
The interior can sustain up to four people in the long run, but is really only designed for one. The space suitable for a small cruise liner's luxury cabin is panelled with granite from Nar Kreeta, the floor simulates sand, and the headlights shine with merciless brightness. Just like home. The furniture looks like wood and old leather. However, technology hides everywhere under this facade.
The cockpit is excempt from these design choices. It looks much like a standard YT cockpit, but the AI station is larger, all labels are in Huttese, and Jorm prefers to turn both the light and the artificial gravity off in here when he's not maneuvering.
On the outside, the Fool is one of the flashiest ships there is. It is covered in gold and blood red diamond motley, with a chain of interchanging black and silver rhombuses running several times around the hull - a motif reminiscent of Jorm's tattoo.
Jorm uses the ship as his home and to pull off his own raids away from the Clan. When it is too flashy to use, it will sit in a safe hangar somewhere, just waiting to be activated again.