Glarn Irnoth

Paramilitary Leader/Smuggler Captain


Stats:

Dexterity: 3D
Blaster 6D, Brawling Parry 6D, Dodge 7D, Grenade 4D+2
Knowledge: 3D+1
Alien Species 6D+1, Bureaucracy 8D, Cultures 5D, Intimidation 7D, Planetary Systems 8D+1, Streetwise 4D, Value 8D
Mechanical: 3D+1
Capital Ship Piloting 7D, Capital Ship Gunnery 5D, Starfighter Piloting 4D+1, Starship Gunnery 4D+2
Perception: 3D+1
Bargain 6D+2, Command 9D, Con 6D, Investigation 7D+1, Persuasion 4D, Search 8D+1, Sneak 3D+2
Strength: 3D
Brawling 7D
Technical: 2D
Security 6D+1

Special Abilities: None
Force Sensitive: No
Force Points: 0
Dark Side Points: 4
Character Points: 12
Move: 10

Equipment:

Personal Equipment: Blaster Pistol, Comlink, 3 liters of fine alcohol of some type.

Other Equipment: Command and title to the Ravager, a modified Marauder class Cruiser, personal fortune totaling 232,000 credits, in bank accounts and investments across the mid-rim, large wine cellar, filled with beverages both rare and common.

Capsule:

Race: Human
Sex: Male
Age: 58

Appearance:

Height: 5'7"
Weight: 205lbs
Eyes: Pale Blue
Skin: Pale, with a dissipated flush
Hair: Red, thoroughly mixed with white
Appearance notes: Glarn has the ruddy, somewhat swollen complexion of a heavy drinker, though he regularly uses bacta treatments to bring that swelling down

Clothing:

Glarn tends to wear simple, uniform-like outfits, planning on designing a system of uniforms and ranks for his followers.

Retainers, henchmen, and associates:

Glarn maintains his grasp on his crew through a group of black clothed armed proctors, whose squad leaders report directly to him. The day to day operations of the ship are handled by Krot Sham, an experienced spacer, and more delicate negotiations are handled by Marcan Alijjir, a professional gambler who is also Glarn's drinking partner.

Common haunts and habitues:

Glarn tends to remain in his cabin, plotting grandiose dreams of war and conquest. From there, he plays with his web of informants and spies in his crew, and his fledgling network of interstellar spies.

History:

Once the captain of an Imperial Bayonet class cruiser, the Steelheat Glarn defected from the Imperium shortly after the reports of the Emperor's death were confirmed. Glarn took his ship with him, and the various branches of services aboard the ship fell under Glarn's personal control. Recently, Glarn managed to use the Steelheat to capture a brand new Marauder cruiser on it's way to the New Republic's core worlds fleet, and he has transferred his operations to that ship, selling the Steelheat to a powerful crimelord.

Riscah found out about the Steelheat's sale, and was able to track Glarn down from there. He made him the offer to pilot the Knifeman's Run, and Glarn accepted. Since that time he has made some minor modifications on the cruiser, and has been making the run quite successfully, as well as making several other smuggling runs on the side.

Personality:

Glarn is the sort of person that is not that interested in getting involved in things personally, unless he has to. Instead, he relies on his underlings to do most of the work for him, leading to his giving his assistants large amounts of power. Fortunately, the individuals he has chosen, Marcan Aljjir and Krot Sham are quite trustworthy, and would not think of betraying his trust.

A quote:

"Don't bother me."

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