
Loren Kray
Human · Bounty Hunter · Level 5
Era: The Imperial era
The fast-talking human bounty hunter who pulled the crew together one at a time and, without ever noticing, became the one who decides they all come home. The leader, the face, and the pilot.
Starting Gear
- Computer Spike +1gear
- Medpac Igear
- Stun Batonweapon
- Combat Vestarmor
- Medpac IIgear
- Medpac IIIgear
- Security Kitgear
- Binder Cuffsgear
- Comlink (Short-Range)gear
- Syntheropegear
- Glow Rodgear
- Datapad (Basic)gear
- Computer Spike +2gear
- Bounty Puckgear
- Scrambler Grenadegear
- Stun Grenadeweapon
- Frag Grenadeweapon
- Fistweapon
Equipped armor: Combat Vest · Main hand: Fist
Backstory
Loren Kray talks his way into more trouble than his blaster could ever get him out of, which is why he collects people who are better with theirs. He came up on the docks of a mid-Rim port, a fast-handed kid moving cargo he knew better than to ask about, and he learned early that the galaxy sorts people into those who hold the leash and those who wear it — and that a good enough lie, told with a good enough smile, can cut any leash. He won his first ship in a sabacc game he definitely cheated, lost it a month later to people who cheated better, and stole it back with a plan that needed four other pairs of hands. He has been building crews ever since.
What makes Loren the leader isn't the fastest gun or the coldest nerve — Rai is faster, Dinara is colder, and Mex is smarter than all of them put together. It's that he is the one who decides the crew comes home. He takes the bounties that pay, but he takes the ones that let everyone walk away from them, and when a job turns and the smart move is to cut a loss and run, Loren is the one who goes back. His people have all noticed this. He has not noticed that they've noticed, which is the other true thing about Loren Kray: he reads every room in the galaxy except the one he is standing in.
He gathered them one at a time — Rai out of a client's death-trap, Mex out of a repossessed clinic, Dinara out of a three-way standoff that should have gotten them both killed — and somewhere along the way a collection of dangerous loners became a crew that comes home. The custom sidearm he calls the "Fist" is mostly theater; his real weapon is that he is usually three moves ahead and always, infuriatingly, likeable. He is not a good man, exactly. But he keeps his word and he keeps his crew, and in his line of work that is rarer than either, and worth more.
Roleplaying Tips
- ▸Loren leads from the front of the conversation, not the fight. He opens every encounter talking — a lie, a deal, a name he shouldn't know — and only reaches for the blaster when the talking is finished. Play him three moves ahead and always likeable.
- ▸He decides the crew comes home. When a job turns lethal and the smart move is to cut and run, Loren argues for going back for the one who's down. That instinct is his whole character — lean on it hard.
- ▸He reads every room but his own. He's oblivious to how much the crew respects him, to Rai's feelings, and to his own tells. The blind spot is what makes him human.
- ▸The "Fist" is a prop. He would much rather win without firing it — let his Pilot +10 and his Deception and Intimidation +8 carry more scenes than his gun.
- ▸He owes everyone and admits it to no one. Debts, favors, half-paid markers, old names — Loren's past is a web, and a GM can pull any thread for a hook.
Ready to play?
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