Kyreen
New Member
BOSS Servicing Files
File #1109382938
Syrro Kyreen
Identifying Information:
Faction: Currently unaffiliated with any known organisation.
Rank: No known rank in any known organisation.
Species: Thakwaash.
Age: Twenty-four.
Sex: Male.
Height: Nine foot six.
Weight: Five hundred and sixty-nine kilos.
Appearance: Syrro is a thickly-muscled figure, one who stands almost as tall as a Wookie. Much like a Wookie, he is covered from head to foot with hair but, unlike a Wookie, Syrro's hair is more of a coat than the shaggy fur which characterises a Wookie. For the most part, Syrro's coat is a light chocolate although this lightens around the face and darkens considerably around his mane. Down his nose is a distinctive, arrow-shaped dark patch, of the same pitch black which his eyes display.
Other than his unusually equine head Syrro is a generally-humanoid figure, albeit one written larger than the average. His coat extends across the majority of his body, terminating only at the back of his wrists and at his ankles. A multitude of small scars mark his body but Syrro has the greatest number of across his forearms, a testament to the number of assorted punch-ups he has found himself in at one time or another.
Engagement Information:
Force Sensitive? No.
Strengths and Weaknesses: Syrro's main strength is what could be called insanity in anything other than a Thakwaash: he has thirteen separate personalities residing within his mind, each of which relates itself to a specific skill set. This gives Syrro a ferocious intellect, capable of attacking a problem from multiple perspectives and dissecting it from every angle before determining which solution he wants to use based on the situation he is in. For every personality, Syrro has a suite of skills which he can easily call upon, from gunplay to piloting ability to calm analysis and the value of switching conscious control of his body to one personality while another continues to plan ahead and analyse cannot be understated, even if that personality must rely on the controlling personality to execute its plans. In addition, the number of personalities within his head means that Syrro has an innate ability to empathise with people and predict their thoughts, intentions and actions if given the time to consider them and their situation. A less obvious advantage of his splintered mindset is that Force-users find his mind a slippery thing to come to grips with: harder to predict and affect than those of other creatures. Beyond his mind, his heritage provides him with a strength which allows him to go toe-to-toe with a Wookie, should he need to.
Of course, every strength is a weakness in disguise and Syrro's mind and body create their share of difficulties. The personalities inside his head are each heavily specialised into their respective areas and are clumsy and hesitant when faced with issues outside of their comfort zone. In addition, the need for a general consensus between the personalities slows Syrro's reactions and freezes him under particularly stressful situations as he debates what to do. In fact, the need for general consensus even extends to deciding which personality controls the body, and having the mind freeze when the body needs new management can be disastrous. Physically, being the size and weight Syrro is, while useful in fistfights, simply makes him a larger target in a firefight and renders stealth all-but impossible when confronted by anything more than a deaf, dumb and blind adversary.[SIZE=11pt] [/SIZE]
Records:
Biography: Syrro was born an Axxila, which possibly explains his unwillingness to remain on any one planet for any length of time. A twisted mirror of Coruscant since the time of the Old Republic, Axxila is a planet run almost entirely by the gangs which run rampant across its surface. Those who find themselves in the middle of this conflict either take a side, find their way off-planet or else live a short and largely unpleasant life.
Syrro's family managed managed to keep themselves off of the radar long enough to save up and get a ship off of the planet. Syrro was nine when he left the only life he'd ever known and was moved to Ilos. There, he discovered that the violence and strife his family was fleeing were equally well-represented on Ilos as they were on Axxila and he continued to grow up in an environment characterised by periodic violence and the constant, oppressive threat.
Ship: The Mynock Bait is a YT-series Light Freighter - although exactly what model is something which only the most dedicated connoisseurs could take a guess at under the innumerable modifications which have been added on up over the years. The basic layout of the ship is recognisably similar to the YT-2400, with the cockpit located on a protrusion off to one side of the main body, but closer inspection reveals the tell-tale seams of modification around the protrusion: it is composed of an entirely different alloy to the main body of the ship and was evidently added on by hand.
The patchwork nature of the Mynock Bait is reflected in its capabilities. She is slow and can find it difficult to change direction if she has built up too much momentum but can spin on a dime and has a SLAM built in for a burst of speed which allows the Mynock Bait to temporarily outstrip even TIEs if need be. With a pair of dual-liked heavy laser cannons on either side of the main body, the Mynock Bait is lightly armed for something of its size but Syrro manages to make it work: mainly because he can aim both of the turrets at separate targets by himself but also because of the hidden pair of concussion missile launchers and the explosive bolts which uncover them. And, with a class one hyperdrive which was "procured" by means Syrro refuses to expand upon, the patchwork nature of the Mynock Bait is finished.
Being a Freighter, the vast majority of the Mynock Bait's volume is taken up by cargo space. If someone were to do a full and thorough survey of the ship, however, they would discover that there is a significant volume which is simply missing. A fair amount of this goes into the installation, stealthing and ammunition for the concussion missile launchers but more goes into the secret compartments and hidden areas which Syrro uses to hide contraband and other such illegal items.
Kills: No known kills.
Bounties Collected: No known bounties collected.
File #1109382938
Syrro Kyreen
Identifying Information:
Faction: Currently unaffiliated with any known organisation.
Rank: No known rank in any known organisation.
Species: Thakwaash.
Age: Twenty-four.
Sex: Male.
Height: Nine foot six.
Weight: Five hundred and sixty-nine kilos.
Appearance: Syrro is a thickly-muscled figure, one who stands almost as tall as a Wookie. Much like a Wookie, he is covered from head to foot with hair but, unlike a Wookie, Syrro's hair is more of a coat than the shaggy fur which characterises a Wookie. For the most part, Syrro's coat is a light chocolate although this lightens around the face and darkens considerably around his mane. Down his nose is a distinctive, arrow-shaped dark patch, of the same pitch black which his eyes display.
Other than his unusually equine head Syrro is a generally-humanoid figure, albeit one written larger than the average. His coat extends across the majority of his body, terminating only at the back of his wrists and at his ankles. A multitude of small scars mark his body but Syrro has the greatest number of across his forearms, a testament to the number of assorted punch-ups he has found himself in at one time or another.
Engagement Information:
Force Sensitive? No.
Strengths and Weaknesses: Syrro's main strength is what could be called insanity in anything other than a Thakwaash: he has thirteen separate personalities residing within his mind, each of which relates itself to a specific skill set. This gives Syrro a ferocious intellect, capable of attacking a problem from multiple perspectives and dissecting it from every angle before determining which solution he wants to use based on the situation he is in. For every personality, Syrro has a suite of skills which he can easily call upon, from gunplay to piloting ability to calm analysis and the value of switching conscious control of his body to one personality while another continues to plan ahead and analyse cannot be understated, even if that personality must rely on the controlling personality to execute its plans. In addition, the number of personalities within his head means that Syrro has an innate ability to empathise with people and predict their thoughts, intentions and actions if given the time to consider them and their situation. A less obvious advantage of his splintered mindset is that Force-users find his mind a slippery thing to come to grips with: harder to predict and affect than those of other creatures. Beyond his mind, his heritage provides him with a strength which allows him to go toe-to-toe with a Wookie, should he need to.
Of course, every strength is a weakness in disguise and Syrro's mind and body create their share of difficulties. The personalities inside his head are each heavily specialised into their respective areas and are clumsy and hesitant when faced with issues outside of their comfort zone. In addition, the need for a general consensus between the personalities slows Syrro's reactions and freezes him under particularly stressful situations as he debates what to do. In fact, the need for general consensus even extends to deciding which personality controls the body, and having the mind freeze when the body needs new management can be disastrous. Physically, being the size and weight Syrro is, while useful in fistfights, simply makes him a larger target in a firefight and renders stealth all-but impossible when confronted by anything more than a deaf, dumb and blind adversary.[SIZE=11pt] [/SIZE]
Records:
Biography: Syrro was born an Axxila, which possibly explains his unwillingness to remain on any one planet for any length of time. A twisted mirror of Coruscant since the time of the Old Republic, Axxila is a planet run almost entirely by the gangs which run rampant across its surface. Those who find themselves in the middle of this conflict either take a side, find their way off-planet or else live a short and largely unpleasant life.
Syrro's family managed managed to keep themselves off of the radar long enough to save up and get a ship off of the planet. Syrro was nine when he left the only life he'd ever known and was moved to Ilos. There, he discovered that the violence and strife his family was fleeing were equally well-represented on Ilos as they were on Axxila and he continued to grow up in an environment characterised by periodic violence and the constant, oppressive threat.
As he grew and continued to develop, Syrro's personalities began to emerge and bloom as their own separate entities. While each one held different views on the world around them, there was a general consensus that Ilos was not the world they wanted to continue being on.
At fifteen, the personalities circling within Syrro's mind had had enough. Making his way to the spaceport, Syrro spoke to Captain after Captain in an attempt to convince them to let him work for them. For the first day, no-one would take him on. For the second day, no-one would take him. By the time he finally managed to join onto a ship's crew, Syrro was sixteen and his personalities were planning alternate courses of escaping.
The old Duros who finally took Syrro on had been a regular visitor to Ilos over the past year and had been accosted by Syrro every single time he had attempted to get onto or off of his ship. Finally snapping, he sarcastically commented that he would offer the young Thakwaash a position if he could repair the ship's sublight engines by the time he was back from conducting business.
By the end of the day, Syrro had been accepted onto the ship as the Captain's second.
Syrro spent the next three years travelling from one end of the galaxy to the next with his newly-found patron, working as whatever he was needed for. As he gained more and more trust with the old man, he was introduced to more and more of the ship and the Captain's operations and more and more of the operations were delegated to him. Displaying a welcome combination of ferocious intellect, boundless curiosity and enough muscle to pull himself through more than one bar brawl, Syrro managed to thrive as a merchant in the eyes of the law and a smuggler to all else.
And then one day his mentor disappeared.
It was a routine run through Dantooine when the old Duros went out to negotiate with his supplier and never came back. Syrro spent three days waiting for him before his permit expired and he was forced to leave the planet. For the first time in his lifetime Syrro was in complete control of his own destiny and, after a period of mourning, he began to thrive even further on it. Spreading his operations further and further afield, Syrro found himself forced to consolidate his reputation as he tried to become something more than the protege of an old, and mediocre, hand.
And so he did. Taking whatever jobs he could, Syrro scraped credits together however he could - legitimate cargo hauls and illegitimate runs, slicing, and even a spot of mercenary work. Anything which could keep him moving from planet to planet and pay the bills, Syrro would take. Slowly, steadily, he managed to carve himself a reputation as a capable, competent player in the game, creating a tight web of people who he knew and could, if not trust, rely on when required. Five years of continual grind saw his position stabilise and he even found the resources to upgrade and refine his ship's capabilities and cargo-carrying capacity.
Ship: The Mynock Bait is a YT-series Light Freighter - although exactly what model is something which only the most dedicated connoisseurs could take a guess at under the innumerable modifications which have been added on up over the years. The basic layout of the ship is recognisably similar to the YT-2400, with the cockpit located on a protrusion off to one side of the main body, but closer inspection reveals the tell-tale seams of modification around the protrusion: it is composed of an entirely different alloy to the main body of the ship and was evidently added on by hand.
The patchwork nature of the Mynock Bait is reflected in its capabilities. She is slow and can find it difficult to change direction if she has built up too much momentum but can spin on a dime and has a SLAM built in for a burst of speed which allows the Mynock Bait to temporarily outstrip even TIEs if need be. With a pair of dual-liked heavy laser cannons on either side of the main body, the Mynock Bait is lightly armed for something of its size but Syrro manages to make it work: mainly because he can aim both of the turrets at separate targets by himself but also because of the hidden pair of concussion missile launchers and the explosive bolts which uncover them. And, with a class one hyperdrive which was "procured" by means Syrro refuses to expand upon, the patchwork nature of the Mynock Bait is finished.
Being a Freighter, the vast majority of the Mynock Bait's volume is taken up by cargo space. If someone were to do a full and thorough survey of the ship, however, they would discover that there is a significant volume which is simply missing. A fair amount of this goes into the installation, stealthing and ammunition for the concussion missile launchers but more goes into the secret compartments and hidden areas which Syrro uses to hide contraband and other such illegal items.
Kills: No known kills.
Bounties Collected: No known bounties collected.