Jorm has light bronze skin and an athletic frame, sharp features with a small goatee and yellow eyes, and long dark hair he usually wears in cornrows.
He lacks the typical clan-specific markings of the Kiffar due to his history. Instead, he has a radiant tattoo made of gold and powdered gems depicting a blazing chain, depicting his allegiance to the criminal pirate organization of the same name, coiling around his left hand, forearm and elbow. If ever possible, Jorm leaves this tattoo uncovered.
Also noticable is his audible huttese accent - Basic is a second language to him, and he may occasionally make mistakes or search for a certain phrase.
Dirty rotten scoundrels experience one of three fates: They get caught, they get out, or they get made. Through years of hard and illegal work, Jorm has managed the latter. Among career criminals, he enjoys elite status. His expertise in the dirty arts is unquestionable and sought after, and his word carries weight within his organization and without.
The price he pays is increased risk. Law enforcement agencies who dare take him on will send their best and their brightest, rivals try to catch him in cunning plans and lethal traps, and his reputation will caution many people on the "right" side of the law against dealing with him. But Jorm would not have made it this far without his ways to deal with such situations...
While Jorm is comfortable virtually everywhere, he loves space and weightlessness, to the point that moving without gravity and any concept of "up" and "down" is second nature to him.
In any planetary environment, he is well known as - besides crazy - cheerful, chipper and mischievous; but in space and especially in Zero-G his attitude shifts towards the predatory, fueled by decades of experience and amusement over the mudcrawlers who can't acclimate to Zero-G in the blink of an eye.
...he approaches sanity from the opposite direction. Jorm keeps the more random aspects of his insanity reigned in and appears almost sane, yet he is still able and more than willing to reshape reality to his twisted perception. He is easy enough to approach and commune with in controlled situations, but when stress adds up, his restraint may slip and unearth the old Jorm who served grenades and tea for a picnic, undermining the cautious trust he has earned from his colleagues.
Jorm Na'trej is always seen smiling and laughing, be it genuine or visibly false. Even when he's dead serious, rabid, or in a frenzy, something is always tugging at the corner of his mouth. Feisty jokes and witty retorts come as easily as breathing, but he will never drop his guard to deliver one at the expense of landing a decisive blow. Screams of pain are never heard, even when he becomes incapacitated. He simply laughs and jokes louder as a result. While masochism is not the only thing which excites him, it certainly can’t be discounted. His laughter will be the last the universe hears of him. (Unless he goes out in some kind of glorious explosion. Then it would probably be that.)
Jorm is a tornado of strikes, slashes, kicks, grapples, gunshots, grenades and tricks so dirty that completely uninvolved people crave for a shower. He embraces the Marauder discipline and often uses Amplification to surpass his own limits, yet he is also a powerful Telekinetic who uses the power - sparingly - to push and pull unwary opponents off balance or to accelerate objects like coins and poles to lethal speeds.
Of course, this style of combat is physically and mentally taxing, and Jorm has to wrestle his deranged self to not just go all out and burn through his reserves on a whim.
Jorm Na'trej capitalizes on his mobility and experience, he will evade attacks ever so barely and show off his acrobatic prowess, mocking his opponent with his apparent untouchability. His relationship with gravity is best described as "on/off", making his movements and fighting style very three-dimensional. However, this reliance on his athletics and acrobatics comes at the risk of being outmatched by a savvy opponent that can disrupt his footing and exploit whatever mishap results. His confidence can also serve as a double edged blade, with mixed results ensuing.
Master (+5) |
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Adept (+4) | |
Proficient (+3) | |
Trained (+2) | |
Learned (+1) | |
Mediocre (+0) |
Master (+5) |
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Adept (+4) | |
Disciple (+3) | |
Studied (+2) | |
Initiate (+1) |
Languages |
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Lore |
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Primary Martial Art | K'thri |
Secondary Martial Art | None |
Primary Lightsaber Form | Form IV (Ataru) |
Secondary Lightsaber Form | None |