SWURPG
Dinara

Dinara

Trandoshan · Vanguard · Level 5

Era: The Imperial era

A Trandoshan vanguard who left home to hunt worthy prey. The wall the crew stands behind — eighteen points of strength and an axe that ends arguments — quietly learning what a crew is.

Starting Gear

  • Vibro-Axeweapon
  • Survival Knifeweapon
  • Blaster Pistolweapon
  • Reinforced Combat Vestarmor
  • Medpac II×2gear
  • Binder Cuffsgear
  • Comlink (Short-Range)gear
  • Syntheropegear
  • Electrobinocularsgear

Equipped armor: Reinforced Combat Vest · Main hand: Vibro-Axe

Backstory

Trandoshans hunt to honor the Scorekeeper, who tallies the worth of every kill and weighs a life by the difficulty of the prey it took. Dinara left Trandosha not because she rejected the faith but because she found its usual expression — caged game, easy points, the lazy cruelty of hunting things that cannot hunt back — beneath the goddess it claimed to serve. Worthy prey, she decided, is prey that can kill you. And nothing in the galaxy is harder to bring down than a being with a price on their head and every reason in the stars to run.

So she carried her vibro-axe into the bounty trade, where the marks shoot back and the Scorekeeper's tally climbs honestly. She is not cruel — a point earned by torment is a point that shames the hunter — but she is entirely without hesitation, which unsettles people who mistake her calm for coldness. She fell in with Loren's crew after a three-way standoff over the same bounty ended with her and the human back-to-back against a worse threat than either of them; she still does not fully understand why he went back for her when the smart move was to leave her on the deck, and she has decided that understanding it is reason enough to stay.

She is the wall the others stand behind — eighteen points of raw strength, an axe that ends arguments, and a Trandoshan's slow regeneration that lets her walk off wounds that would retire a human. She keeps a private tally of her worthy kills, as her faith demands. Lately, and to her own mild surprise, she has begun keeping a second count: the number of times this strange little crew has come home whole. That number has started to matter to her in a way the Scorekeeper never thought to explain.

Roleplaying Tips

  • Dinara is the anvil. Strength 18, Athletics +10, and Trandoshan regeneration make her the front line — she walks into the fire so the others don't have to, and she shrugs off hits that would drop the rest of the crew.
  • Her calm is not coldness. She kills without hesitation but never with cruelty — a kill earned by torment shames the hunter and the goddess both. Play her as principled, not savage.
  • The Scorekeeper tallies worthy prey. Dinara respects a mark who fights back and holds quiet contempt for easy points, which can complicate a "just bring them in" job when the quarry earns her respect.
  • She is learning what a crew is. The second tally — the times they all came home whole — is her arc; let it surface in small, gruff loyalties.
  • The old Trandoshan enmity for Wookiees is real. Don't drop a Wookiee ally beside her without a conversation first — it's a rich roleplay vein, never a punchline.

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