Jorash Khlim

Military Advisor


Stats:

Dexterity: 3D+1
Blaster 6D, Blaster Artillery 5D+1, Dodge 5D, Grenade 6D, Missile Weapons 5D+2, Thrown Weapons 5D, Vehicle Blasters 6D
Knowledge: 4D
Alien Species 6D+2, Bureaucracy 5D+2, Cultures 5D, Intimidation 6D+2, Planetary Systems 5D, Streetwise 6D, Tactics; Infantry 7D+2, Value 5D+1, Willpower 6D
Mechanical: 2D
Communications 5D
Perception: 3D
Bargain 6D+1, Command 6D+2, Con 6D, Investigation 5D+1, Persuasion 5D+1
Strength: 2D+1
Brawling 5D+2
Technical: 3D
Demolitions 5D, First Aid 5D, Security 6D+1

Special Abilities: Cybernetic Communications array, implanted in right hand, can send tightbeam messages to a maximum distance of 12 km.
Force Sensitive: No
Force Points: 1
Dark Side Points: 5
Character Points: 32
Move: 11

Equipment:

Personal Equipment: Heavy blaster pistol, blaster rifle, comlink, 3 smoke grenades, 2 sonic stun grenades, 2 HE grenades, modified Firestorm fast attack transport Fang, several datapads, access to military quality Imperial goods of virtually every description.

Other Equipment: Small residence on Chakh home, with civilian landspeeder, Chakh accounts and investments totaling over four million Chakh crowns, small asteroid base near Mamtirol, guarded by three Hangman and two Scorpio fighters and with capacious storage facilities, Imperial accounts totaling near three hundred thousand credits, and an office in the Mar Umayas facility of the Ministry of War.

Capsule:

Race: Human
Sex: Male
Age: 44

Appearance:

Height: 5'10"
Weight: 224 lbs
Eyes: Dark green
Skin: White, with some scarring and vacuum burn
Hair: Short, straight brown
Appearance notes: Jorash has broad, flat features, and his right cheekbone has been broken and poorly reset

Clothing:

When in Chakh space, Jorash wears a Chakh Empire uniform with no insignia or decoration whatsoever. When operating outside of civilized space, he tends to wear battered military style jumpsuits made somewhere in the Outer Rim. In Imperial space, he will wear whatever is appropriate to the season, and when he is assured of freedom from surveillance, his Imperium army lieutenant colonel's uniform.

Retainers, henchmen, and associates:

Jorash never goes anywhere without his three Hoplite II bodyguards. Jorash is attached as the advisor to the Third Chakh Army, where he participates in training of the troops, especially when they are equipped with new Imperial ordinance of various sorts. Jorash, as a non-Ethcroi, and as somebody with no official standing, Jorash is not seen as a threat by the commander of the Third Legion, General Keron Zanoth, and the two have actually become rather friendly.

The third army is stationed on Chakh home, and Jorash occasionally finds himself in the Chakh high council, and has come to know several of the delegates there, who use him as a source of information on Imperium training and preparedness.

In addition, Jorash always has a contact from the IIA within transmission distance, and he feeds him steady reports about the Chakh High Command, the smuggling industry, and individuals that the IIA might be interested in. Jorash never has actual contact with the agent assigned to him, and that agent is changed repeatedly.

Common haunts and habitues:

Jorash tends to rotate between coordinating weapons runs from his base near Mamtirol, advising the third army, and making the occasional visit to Imperial space.

History:

When Moff Rulduk released the races of the Chakh Empire from Imperial control, part of the treaty included the dispatching of Imperial military advisors to help the Chakh Empire establish a self sufficient and powerful military. However, these advisors were routinely kept from performing their duties by the distrust that those races bore for the Empire after it abandoned them.

A cornerstone of Rulduk's plans for the conquest of the sector included the establishment of a controllable alien state that could be used as a weapon against the Yaeger and the New Republic without having the Imperium involved, and for the Chakh Empire to fill that role, their military would have to be modernized.

At this point, advisors such as Jorash came into play. Ostensibly mercenaries or ex-Imperial officers, these highly trained Imperial agents helped train and organize the Chakh forces, being very careful to eliminate any actual mercenaries who were interested in filling their roles, and in keeping the Chakh military from becoming entirely self sustaining.

In many ways, Jorash is typical of advisors of this description. A highly decorated Imperial Army officer, Jorash was recommended for special service, and when the need for military advisors of this type became pressing, he was transferred to a Ministry of Scientific Research facility, where his physical characteristics were altered, and his communications link was implanted. An IIA agent then helped to set him up as a mercenary captain with decades of experience, and then got him recommended to a Chakh official.

From that point on, Jorash has served as an advisor to the Chakh armies, and as a spy of sorts to the Empire. His gunrunning operation is a small one, but it serves to keep the pipeline of weapons flowing from the Imperium into the Chakh Empire, something that Moff Rulduk has designated a top priority, as it keeps the Chakh Empire prepared, and capable of being controlled if it turns against the Empire.

Personality:

Jorash is very comfortable with weapons and violence, and enjoys this posting, as it keeps him in a position vital to the Imperium, where he can still see death first hand. He is relatively ambitious and career minded, and sees this position as useful in terms of advancement within the Imperial hierarchy, as it probably is.

A quote:

"Now, be absolutely certain to flick the catch on the rifle before firing."
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