Sloor Sanbraiz, Besalisk Scoundrel 3 / Soldier 1
[sblock="Character Sheet"]Sloor Sanbraiz
"Have you ever wandered what it feels like tawbe hugged taw death?"
Medium-sized Besalisk Scoundrel 3/Soldier 1
Force 6/7
Destiny 3/4 Education (specific person or founding/funding a pivotal organisation/gang/underworld network)
Init +2
Languages: Basic, Besalisk
Species Trait: 4-Handed (+2 grapple), Food stores (2 days autonomy), Expert Swimmer (Reroll and Take10), Artic Dweller (Reroll survival checks)
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Defenses Ref 17 (flat-footed 15), Fort 17, Will 16
Hp 37/37; Threshold 17; Second Wind 13 (Unused).
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Speed 6
Melee +6 (+3 Grab, +8 Grapple)
Ranged +3 (+4 at point blank range)
Base Atk +3 ; Base Dmg: +2
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Str 17, Dex 10, Con 13, Int 10, Wis 12, Cha 14
Talents: Fortune's Favor (extra Standard action on critical)
"Well I *do* have fawr awf these things, you know."
______Devastating Attack (-5 Dam threshold with bludgeoning)
______Knack (Reroll 1 skill roll 1/day)
Feats: WP (Simple, Pistols, Advanced Melee), Point Blank Shot, Martial Arts I, Pin, Mighty Swing
Skills: Deception +10, Gather Information +10, Persuasion +10, Stealth +8 (+13 with Poncho)
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Combat Summary :
Mighty Swing (2 swifts = +1 dam die)
Ojom Vibro Mace (+6, 2d10+8, 2-Handed, -5 Dam Threshold)
Stun Knuckles (+6, 2d6Stun+5, -5 Dam Threshold)
Barehanded (+6, 1d6+5, -5 Dam Threshold, return barehanded provokes if attacker does not have MA I or more)
Pin (+6, +8, Pinned till end of next round OR autodam with light weapon)
Heavy Blaster (+3/+4 Point Blank (<=20), 3d8+2/2d8+2)
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Possessions (1375 credits):
Chodium-cooled all-weather thermalwear (100), AKA an All-Temperature cloak
Red jacket with white fur trim, Combat pants, Big ammo belt, Gold pin necklace.
10 Autolite smokesticks (breast pocket)
Stun brass knuckles, one in concealed back holster, one in breast pocket (80) AKA Stun batons in another form
Bright red Ojom Vibro Mace (50, 2.5kg), left hip
Heavy blaster in hip holster (775), right hip
Belt holster, set behind blaster: Basic datapad [Short-range comlink(25), Holocapable (125), Scrambled] (500), 3485 credits on Credit chip (100), Forged blaster license (150), Forged droid license (5), Forged rifle carbine license[/sblock][Sblock=S-TB42 probe droid]
Medium-sized Security Droid (Damaged, effectively a 1° droid)
Init +2
Languages: Binary and Basic
Species Trait: Droid traits, Ion vulnerability
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Defenses Ref 12 (flat-footed 10), Fort 10, Will 12
Hp 24; Threshold 10; Second Wind (None)
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Speed 6 walking, 6 hover
Melee +0 (-5 Grab)
Ranged +2
Base Atk + 0; Grapple +2
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Str 15, Dex 15, Con --, Int 7, Wis 15, Cha 7
Talents: None
Feats: Skill Focus (Treat Injury), Surgical Expertise (10min surgery)
- Surgical Expertise (10 min surgery)
Skills: Mechanics(Int) +3, Perception(Wis) +9 Low light + Darkvision, Stealth(Dex) +8, Treat Injury(Wis) +14, Use Computer (Int)+3
Secondary Skills: Acrobatics +2, Climb +2, Jump +2
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Features (950, 28 kg): Basic processor (Free), Vocabulator (50, 0.5kg), Glow rod headlight (20, 1kg), Improved Sensor Package (200, 2.5 kg), Darkvision, Internal comlink (Scrambled), Video recorder/Transmitter, Medical Interface Visor, Vid-vox Scrambler
2 hand appendages, one telescopic (150, 15kg), 1 tool mount (10, 2 kg), Emergency Walking (360, three spindly appendages used as legs)
Locked access (50), 3kg Internal storage (150).
Features presently broken: All Weapon Feats, Attribute improvements
Kludges presently active: Cargo baskets mounted on tool mount (10, 2kg, Metal mesh with obscuring canvas, 15kg capacity)
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Internal Storage: Binder Cuffs X2, Ion Grenades X2, Stun Grenades X1, Detonite X3, System tracker (can track a ship within a system)
Cargo Basket (13.3/15kg): Medpac X5 (100, 4kg), Stimpack, Power recharger (100, 1kg), Power packs X 3 (25, 0.3kg), 2 Energy cells (20, --), Breathing masks X 4, Surgery Kit, Camouflage poncho and cap; Energy Shield (+4 REF or use Standard action to gain Cover, strapped on)
[Sblock=Current Protocols]Sneak or Hide (1 swift action, 1 or 2/Turn): TB52 advances up to 12 squares and makes a +8 Stealth check (usually takes 10).
Whispering Toolbox (1 swift action, 2/Turn): TB52 retrieves an item from its storage and hands it to its owner, or vice versa. It always uses its +8 Sleight of Hand to make the movement as discreet as possible (usually takes 10.)
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Avoid Surprise (1 free action): TB52 makes a +9 Perception check at the begining of battle. If successful, its owner avoids surprise.
Patrol duty (1 swift action, 1/Turn): TB52 makes a +9 Perception check vs the target's Stealth. If successful, its owner is made aware of the target as a free action.
Scan (2 swift actions, 1/Turn): TB52 makes a +9 Perception check vs DC15 against an adjacent square. If successful, its owner is made aware of any clues, secret doors, compartments, traps or anything else irregular about the target.
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First Aid (2 swift actions, 1/Turn): TB52 makes a +7 Treat Injury check vs DC15. If successful, and adjacent character regains hit points equal to its character level +1 per point by which the check was successful.
Medical Assistance (1 swift action, 1/Turn): +2 to another character's Treat Injury check.
Revivify (2 swift actions, 1/Turn): TB52 makes a +7 Treat Injury check vs DC20 for a character presently at 0 hp. If successful, and adjacent character is unconscious instead of dead.[/sblock][Sblock=Cost breakdown]Scavenger's Guide pricing, p34.
(1000 for 1th degree + 950 in features - 1000 for attributes [Str11, Dex15, Con--, Int5, Wis13, Cha7] + 1500 for 3 skills)/2 + (380 in possessions)= 1585 creds[/sblock][/sblock][sblock=Background]Synopsis: A from-the-streets grey market trader specializing in repo-work plus illegal running and acquisitions.
Sloor started out as hired muscle on one of Ojom's largest orbiting station before bumming his way around the near systems as a cargo handler. He quickly started supplementing his too-small income with small time mule runs, dipping into debt-collection and repo work when onstation or, more rarely, onplanet (frecsing things are too marbling big!). His personnal brand of smooth-talking coertion eventually earned him notice and, also eventually, a spending account for -special- acquisitions with certain influential parties (amazing who wants to acquire things on the quiet after the Empire started really *watching*...). Only small things so far - tentative jabs into what the grey can do for them, he figures - but Sloor can almost *hear* the credits breathing in that client's shadow: play it sly, Sloor, play it smart and this will be big! In the meanwhile... well, any credit in a storm.
Recently Sloor was contacted by Ror Roogak, a middle-aged ithorian that once kept a few of Sloor's -uh- youthful indiscretions under his hat AND pulled his blubber out of an Ithorian holding pen back on Tokamon. Ser Roogak is now working for Universal Geographics and has need of Sloor's special talents, and his local knowledge of Sel Zonn Station, Sloor's on and off home for the past few years. Well, the favor's not for him exactly, more like his protegée, a human slip of a girl named Mir Malone. *She* is seeking some command and control parts from a ship downed years ago during the Clone war, parts she says she's tracked to the gray market operating in these parts.
Always one to pay his debts (well.. oh what the frecsal, he rather liked the old two-mouth), Sloor has agreed to the hire for nearly nothing -- plus expenses, of course. Now if he can only sell the idea to droid...[/sblock]