Khyerl

Khyerl's clothing consists of the traditional kilt. His mane is blackish with gold streaks and extends to his shoulder blades. On his right shoulder, held with a green woven strap that holds his Long Rifle he was given by his old rifle corps.

Khyerl grew up in a lower-class Aslan home. For generations, his family has never owned land, or attained any status. It is Khyerl's dream to someday change that. He has come to respect the other crewmembers, and has learned to be patient with the non-Aslan way of thinking. After all, these tahiwihteakhtau (barbarians) might help him find real land someday! While Khyerl has become accustomed to Imperial culture, he has no intention of becoming assimilated.

To humans, Aslan have an inordinate preoccupation with the acquisition of land. Unfortunately, Khyerl's home world of Akhlare offered none of it to someone of his mediocre social standing. In a way, however, this suited him fine. He always desired to see new places and experience new things--a personality unsuited to a male who must carefully oversee his land.

Khyerl joined the military to fight in a glorious clan-war that was to last at least another 20 years, gaining him great honor, and perhaps land. Unfortunately the war was satisfied in only a few years. So having received his training, and after hardly bloodied his weapons on more than a few dozen opponents, Khyerl was discharged. He took his life savings and went to the Imperium and eventually purchased an equal share of the Wayfarer. In his own mind, the Wayfarer is his land, and he can be found wandering the corridors surveying his property.

Aspects
High concept: 
Curious male Aslan Warrior
Trouble: 
I don't do that, it's female work
Other aspects: 
Frightening
The reputation for ferocity of Aslan warriors is something you frequently leverage.
Customized trolitakheal (Laser rifle)
You carry a modified and personalized ornate high-power laser rifle whenever possible
Yurletya (Spear with hook)
Your melee weapon of choice is quite effective and grabbing retreating foes
Skills
Brawling
+4 (Great)
Physique
+3 (Good)
Gunnery
+3 (Good)
Athletics
+2 (Fair)
Stealth
+2 (Fair)
Provoke
+2 (Fair)
Notice
+1 (Average)
Burglary
+1 (Average)
Will
+1 (Average)
Gun Combat
+1 (Average)
Stunts
Dewclaw
Once per scene, when you force an opponent to take a consequence using your Brawling skill, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
Riposte
If you succeed with style on a Brawling defense, you can choose to inflict a 2-shift hit rather than take a boost.
Army of One
You are a one-man army; the odds don’t matter to you. Whenever you are physically attacked by a mob, opponents in that mob do not get a teamwork bonus to their attacks.
Whirlwind Claws
You take no penalty—and grant no bonus—for being outnumbered, no matter how preposterous the numbers.