And I just realized the X-30 on Kl'ck's character sheet won't show up because I forgot the [tr] [/tr] tags. >_<. Reposting sheet so I can maintain wounds, strain, and XP.
Spoiler: Kl'ckSpoiler: Character sheetName: Kl'ck
Specializations: Scoundrel, Thief
Wounds Taken: 0/12
Strain Suffered: 2/12
Microscopic Sight: Verpine add [Advantage] to all Perception checks.
( 2 ) ( 3 ) ( 3 ) ( 3 ) ( 2 ) ( 2 ) Brawn Agility Intellect Cunning Willpower Presence
Spoiler: General Skills
General Skills Characteristic Career Rank Dice Pool Astrogation Int - 0 ♦♦♦ Athletics Br - - ♦♦ Charm Pr √ 0 ♦♦ Coercion Wil - 0 ♦♦ Computers Int √ 1 ★♦♦ Cool Pr √ 0 ♦♦ Coordination Ag √ 0 ♦♦♦ Deception Cun √ 2 ★★♦ Discipline Wil - 0 ♦♦ Leadership Pr - 0 ♦♦ Mechanics Int - 1 ★♦♦ Medicine Int - 0 ♦♦♦ Negotiation Pr - 0 ♦♦ Perception Cun √ 0 ♦♦♦ Piloting - Planetary Ag - 0 ♦♦♦ Piloting - Space Ag √ 0 ♦♦♦ Resilience Br - 0 ♦♦ Skulduggery Cun √ 1 ★♦♦ Stealth Ag √ 1 ★♦♦ Streetwise Cun √ 1 ★♦♦ Survival Cun - 0 ♦♦♦ Vigilance Wil √ 0 ♦♦
Spoiler: Combat Skills
Combat Skills Characteristic Career Rank Dice Pool Brawl Br - 0 ♦♦ Gunnery Ag - 0 ♦♦♦ Melee Br - 0 ♦♦ Ranged - Heavy Ag - 0 ♦♦♦ Ranged - Light Ag √ 1 ★♦♦
Spoiler: Knowledge Skills
Knowledge Skills Characteristic Career Rank Dice Pool Core Worlds Int - 0 ♦♦♦ Education Int - 0 ♦♦♦ Lore Int - 0 ♦♦♦ Outer Rim Int - 0 ♦♦♦ Underworld Int √ 0 ★♦♦ Xenology Int - 0 ♦♦♦ Warfare Int - 0 ♦♦♦
Talent Rank Activation Acquisition Indistinguishable 1 Passive Thief Quick Draw 1 Incidental Scoundrel
Credits: 280 (Added Obligation for Credits)
Weapon Qty Dam Crit Range Encum HP Held Equip Special X-30 Lancer 1 5 3 Long 1 2 - √ Accurate 1, Pierce 2, "Bantha's Eye" Laser sight: add one [ADV] to successful check mod HL-27 Light Blaster pistol 1 5 3 Medium 1 2 - √ Accurate 1, Stun Setting
Armor Qty Soak MDef RDef Encum Held Equip Special Catch vest 1 1 - - - - √ +1 Soak vs. Energy
Gear Qty Encum Held Special Modular Backpack 1 -6 √ Attachment: 3 Modular Backpack Expansions Utility Belt 1 -1 √ - Stimpack 3 0 √ - Concealment Holster 1 0 √ Add [Setback] to Perception checks to discover the concealed weapon Extra Reloads 2 2 √ - Rim Excursions Inc. Military Belt Pouch 1 0 √ Holds 2 items of encumbrance 0. Can draw those items as an incidental. Slicer Gear 1 2 √ - Datapad 1 1 √ - Comlink (Handheld) 1 0 √ - Macrobinoculars 1 1 √ -
Spoiler: Duty & Obligation
5 - Criminal: Roche criminal record, and a few blurry photos of a Verpine engaged in anti-Imperial activity
10 - Family: Homesickness/loneliness due to lack of communication in his native frequency
5 - Dutybound: His espionage tasks from Verpine Industries.
(+2500 Credits, representing his initial backing by Roche)
Experience Spent: 120/120
- 3 Agility: 30 XP
- 3 Cunning: 30 XP
- Thief Specialization: 20 XP
- Quick Draw: 5 XP
- Indistinguishable: 5 XP
- Computers 1: 5 XP
- Stealth 1: 5 XP
- 2 Brawn: 20 XP Bonus
The Verpine are widely known for the mechanical prowess and constant tinkering upon any equipment that they obtain. Many corporations within the Roche Asteroid have made fortunes marketing upgraded versions of non-Verpine produced items, such as the Verpine personal shields, by extension improving the lives of all Verpine within Roche. This industry was occasionally hurt by the competition stealing prototypes to reverse engineer and release before the Verpine could bring the product to market. Realizing the value of corporate espionage, they used their selective breeding program to produce hatchlings that would be raised as infiltrators and ne'er do wells, acting as covert operatives for the Verpine. Kl'ck is one such Verpine. Publicly declared an outlaw punished with banishment by the Roche government, Kl'ck has embraced this public role in order to hide the clandestine operations with which he is occasionally tasked.
Through making his broad array of skills available to various less than legal enterprises, Kl'ck has made more than a few contacts in the underworld, and made himself a small reputation as a infiltration jack of all trades, able to handle a multitude of tasks with some measure of skill. These jobs have put him in contact with various other criminals with more specialized skills, a useful contact list for times when his industrial espionage assignments requires a particular speciality. Between "official assignments" Kl'ck picks up whatever work comes his way to keep solvent and help camouflage the work that comes through back channels from Roche. He particularly enjoys any job that entails upsetting the Empire, as their "human first" industrial policies have cost Roche based corporations lucrative contracts, despite having a better product.
As one trained in espionage, Kl'ck tends to be paranoid, preferring cautious analysis to rash action. Once things start to go south, he prefers to try to lie his way out of a bind, saving his blasters as a last resort. After all, you can always shoot someone after talking to them, but they aren't likely to talk if you've been shooting them. He is prone to bouts of homesickness and loneliness, especially when he ends up working alone, missing the constant activity and communal communication common to a Verpine hive. He hopes to eventually be invited back to Roche, but in the meanwhile he wants to experience as much of the universe as possible, and takes special enjoyment out of any action that inconveniences or annoys the Empire.
As previously in Kl'ck's life he was assigned to fertilize an egg, he prefers that other sentients refer to him using the masculine pronoun for simplicity's sake. He is gradually getting into the habit of using the term "I" as he has not been part of a hive's collective democracy for some time. Still tends to use "This one" when talking to others in a group he belongs to.
Spoiler: The Last Resort IIYT-2400 Light Freighter "The Last Resort II"
Hull Trauma Suffered: 0/25
Fore Starboard Port Aft 1 - - 1
System Strain Suffered: 0/18
Hull Type: Freighter
Hyperdrive: Primary: Class 2; Backup: Class 12
Sensor Range: Short
Ship's Complement: One Pilot, One Co-Pilot/Engineer
Encumbrance Capacity Available: 140/140
Passenger Capacity: 6
Consumables: Two Months
Customization Hardpoints Available: 5/5
Weapon Location Fire Arc Dam Crit Range Qualities Turret Mounted Twin Medium Laser Cannon Dorsal All 6 3 Close Linked (1) Turret Mounted Twin Medium Laser Cannon Dorsal All 6 3 Close Linked (1)