Shask'yk Kuri'ki by xanrethan

Species
Verpine
Career
Engineer
Specializations
Scientist, Recruit, Shipwright
System
Age of Rebellion

5
Threshold 11
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
5
6
1
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2 2 ranks from SES
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 2
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 5 +suc, +adv, upgrade, when using "Specialist" OR +b utility arm
Medicine (Int) X 1 +b when using medpac
Negotiation (Pr) 0
Perception (Cun) X 1 +b when closely examining something (Microvision)
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Vicious 3
Damage
5
Critical
3
Modded Energy Rifle "Freeze"
Range
Medium
Skill
Ranged: Light
Destructive [+1 base damage], Concussive 1, Auto Adv, 4/5HP, Accurate 2, short range aim incidental, First Shot +2 success +1 threat, Pistol Grip[Range limit med, setback one handed, light ranged], Augmented Spin Barrel
Damage
13
Critical
3
Stun Grenade
Range
Short
Skill
Ranged: Light
Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
Damage
8
Critical
NA
"Wall" Shield
Range
Engaged
Skill
Melee
Defensive 3, Deflection 3, Stun 2, Mag-tether, 2 threat induce 3 strain to engaged range attacker
Damage
+0
Critical
5

40
335
61
12/13

Weapons & Armor

Combat Armor (7ENC): 3 Soak, 4HP (5 with Tinker applied, one mod reduced by 1 for Reverse Engineer, +4 ENC threshold, Sealable, +1 Brawn, Brace (2), Athletics (2), Boost Mechanics (or other), 1 Strain extra Maneuver, Quick Draw. (Modded with Strength Enhancing System, Utility Arms, and Integrated Holsters. Check char channel pins for breakdown)

(Holster 1)Modded Energy Rifle "Freeze": Crafted 1/13/21
Final Stats: 13 dmg, 3 crit, Concussive 1, +Advantage, 3 ENC, Medium Range, Accurate 2, Light Ranged, Setback wield in one hand, aim at short as incidental 1/rnd, First shot: +2 success +1 threat. 5/5 Hardpoints (one mod reduced by 1 HP for Reverse Engineering)Check char channel pins for breakdown)

(Holster 3) Fusion Cutter (ENC 2)

(Holster 4)"Wall" shield. Crafted 1/11. Melee
+0 damage, 5 crit, 5 hp, 2 encumbrance (base 1), defensive 3 (base 3), deflection 3. Stun 2

Shield Discharge Pack - 2 threat for 3 strain dmg to melee attacker. Reverse Engineer for 0 Hardpoints. modded with Defensive Stance talent.

Stun Pulse - Stun 2

Magnetic Tether

Personal Gear

Handheld Comlink
Stimpack x 14
Field Rations x5
Medpac (ENC 2)
ZX-A Intelligent Toolbox (ENC 3) (In backpack)
Simple Tool (Computers), Supreme Craftmanship + Lightweight x3 (ENC 1)
Backpack (+4 ENC)
Utility Belt (+1 ENC)
Datapad (ENC 1) (Storage)
Cybernetic Brain Implant
Scanner Goggles
Stun Grenade x1 (ENC 1) (one in storage)
Cybernetic left arm, Agility.

Assets & Resources

storage: Specialist Tools (Safety Features + Supreme Craftmanship + Lightweight) [mechanics] (7enc), datapad (1ENC), stun grenade x2 [Holstered], PR0-T0 [monotask, 6 ENC] [14/20]

1/20/21

MODS:
Utility Arm: 1 mod, reduce strain for extra maneuver. Failed mod for increased mechanics.

Electronic Sighting System: 1HP, installed on Energy Rifle. Incidental aim at short, modded Accurate 1

Pistol Grip: 1HP, installed on Energy Rifle. Set range limit Medium. Set skill Ranged: Light, Setback to wielding 1-handed.

Augmented Spin Barrel: 2HP, installed on "Freeze". +1 Damage, +Setback to weapon maintenance. +1 additional damage. Accurate 1. One Failed Damage Mod.

Set Trigger. 0*HP, installed on Energy Rifle. +1 success, +1 Threat, first shot only. Modded for additional +1 success. Reverse Engineered for -1HP.

Superior Weapon Mod. +1 dmg, +1 auto adv. ("Freeze")

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Speaks Binary 1 AoR 101 +boost redirect droids
Tinkerer 2 AoR 101 May add 1 hp to [2] unique item worn.
Utility Belt 1 AoR 101 Spend 1 Destiny point on Utility Belt Incidental, produce previously undocumented item or weapon from belt or satchel. Restrictions: Rarity 4 or less. Weapon must be 'Limited ammo 1'
Inventor 1 AoR 101 Add a boost or remove a setback when nodding or crafting
Dedication 1 AoR 101 +1 Intelligence (4->5)
Eye for Detail 2 FO 29 Trade 1 success for 1 advantage on a successful Mechanics or Computers check. Costs one strain.
Creative Design 1 FO 29 Gain 1 advantage when crafting. GM may later spend 1 threat.
Debilitating Shot 1 FO 29 Upon Successful attack, may spend 2 adv to reduce maximum speed of target by 1 until end of next round
Brace 2 AoR 143 SES Attachment: Maneuver to remove (2) setbacks on next check due to changing conditions
Defensive Stance 1 AoR 145 Shield Attachment: Maneuver, suffer strain up to ranks, upgrade difficulty of engaged range attacks against character by the same number.

Background

Shask'yk was originally tasked by his colony, as one of both technical and fleet prowess, as a body guard and mechanic for trading missions from his colony in the Roche Asteroid belt with more Inner-Rim planets seeking the technology his laterally thinking, and communally reasoning brethren tended to fabricate.

And, after a week in lightspeed, they dropped out, only to find heavy magnetic interference from the freshly destroyed planet of Alderaan. There was confusion for a good deal of time, as they tried rechecking their maps, and hailing on common port frequencies, to no avail. It was by chance that their trading ship, outside of Alderaan 'splash zone', was intercepted by some of the people who'd been 'lucky' enough to be off world, on the nearby moon. To learn, later, that a single structure had the power to devastate an entire planet was both horrible and hopeful, for Shask'yk. Believing that the technology will lead to peace, that should all races and factions own an equally powerful amount of technology, such a 'Mutually Assured Destruction' doctrine might promise peace and a resolution of differences, in recognizing that pushing on such a suitably armed potential adversary could prove catastrophic. At the time, knowing that the tech was out there, somewhere was good enough for him.

The years following were restless; He'd returned to his colony, returned to his work. But he could feel the stirrings of something in him, something the colony repeatedly told him were foolish endeavors, that his place was to always be with them. It wasn't until the destruction of the second death star, four year later, that he realized some factions might be acting not for the good of all. And, against the better judgement of the colony, left to see if he could find a way to be sure of either his idealogy of peace through assured destruction, or of any exceptions there may be to avoiding conflict too readily.

Motivation

"Belief in Progress"

"Resolve and Avoid Conflict"; Shask'yk had been taught a lighter hand in diplomacy from all of his colony in his formative grub years. Even as he began to tend and care for the next generation, there were plenty of ways that the hive reinforced this rule in their decisions. This was the wisdom of many aeons of conflict. To approach resolution earnestly was always the first step. To sidestep it was the second step. Confronting it was the unspoken third, and final, step.

But in his time apart from the hive, when the buzzing of his broodmates no long sang a voice of near unison, of decisive diplomacy, he has begun to wonder if there is another way. Verpine weaponry and ships have always been sought after for one reason or another; and their own prowess led to unique advancements that would often compete with current serious R&D facilities working tirelessly for such innovation.

Duties

Tech Procurement - 13

When it came to technology, the cutting edge was hardly ever shared. Proprietary reasons. It was hard enough enforcing intellectual property laws on a planetary scale, let along a galaxy-scale, or bigger. Most of the newest innovations tended to either hide just outside of common knowledge, or masquerade themselves merely as a slight upgrade. How else to avoid everyone realizing your advantages, and stealing all your own hard work?

As a Verpine, Shask'yk had no compunctions commandeering technology this way. It was 'for the good of all', after all. And, as far as the Alliance was concerned, it was good for them, specifically. So long as they weren't *selling* bootleg tech, it wasn't *technically* illegal. And learning what physical marvels and mysteries hid within new methods of resource allocation, or handling of throughput were each exciting discoveries, especially if he could synthesize incomplete ideas from different models, and "Complete" them, as they "should" be.

Description

The 6 foot tall insectoid person has three fingers upon each hand, and a dull olive carahide 'skin' that covers all of his body. Elongated head sports two, large black eyes that are, in actually, hundreds and hundreds of tightly packed smaller 'eyes' making up one large, unblinking, Compound Eye.

His clothing, however, looks rather odd on his lithe frame; It is clear he had to scavenge different 'sets' of the Engineer outfit to better suit his frame, including pants made for someone who could moonlight as a flag pole, and a helmet that didn't quite fit the verpine's head, with two carefully drilled and reinforced holes to accommodate his antennae which poked out the back unhindered. Even with the internal packing he'd added to get it to fit better, the helmet will still wobble, due to his gaunt, elongated head. Despite the outfit not fitting, Shask'yk appears fond of his "new Colony's" dress, and insists he make every attempt to better fit in.

Other Notes

Stats:
ENC 2 Short Blade, base crafting stats: +1 dmg, 3 crit, ENC 2, HP 1
ENC 1 Proj Pistol, base crafting stats: 4 dmg, 5 crit, short, 1 ENC

Book Abbreviations: FO - Fully Operational; AoR - Age of Rebellion core

Engineer: Scientist:
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Engineer: Shipwright
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Universal: Recruit:
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80 xp
-40 xp Agi 3 -> 4
-40 xp Int 3 -> 4
Radio Wave Communication
Microvision
Mechanics Racial

Career skill choices: Ranged Light, Mechanics, Computers, Perception
Specialization choices: Computers, Medicine

Recruit Tree unlock free

Duty 10 - > 5xp, 1000cr

1500cr
-75cr Alliance Engineer's Helmet and Vest
-250cr Ion Blaster
-25cr handheld comlink
-25cr stimpack x1
-25cr Field Rations x5
-50cr Backpack
-25cr Utility Belt
-175cr Fusion Cutter
-400cr Medpac
-350 Tool Kit (100cr)
-75cr Datapad (25cr remains)

+d100cr = 78 (103cr)

9/11/20 +2 Duty, +10xp, +200cr
15/95 xp, 2 Duty. 303cr.
-260cr for materials, rarity 2 [43cr]

9/18/20 +2 duty, +10xp, +200cr
-15xp mechanics 3
10/105 xp, 4 duty, 243cr

9/25/20 +2 duty, +10xp, +200cr

10/2/20 +2 duty, +10xp, +200cr
-20xp Mechanics 4 [10/125xp]

10/9/20 +2 duty, +10xp, +200cr
-5xp speaks binary
-10xp tinkerer [5/135]

10/16/20 +2 duty, +10xp, +200cr

10/23/20 +2 duty, +10xp, +200cr
-15xp Inventor [10/155xp]

10/30/20 +2 duty, +10xp, +200cr
-20xp Tinkerer [0/165xp]
Uyter complete +2 duty, +10xp, +1000cr
11/6/20 +2 duty, +10xp, +200cr
11/13/20 +2 duty, +10xp, +200cr
-25xp Utility Belt [5/195xp]
11/20/20 +2 duty, +10xp, +200cr
11/27/20 +2 duty, +10xp, +200cr
-25xp Dedication [Int] [0/215xp]
12/4/20 +2 duty, +10xp, +200cr
12/11/20 +2 duty, +10xp, +200cr
12/18/20 +2 duty, +10xp, +200cr
-25 xp mechanics 5 [5/245 xp]
12/25/20 +2 duty, +10xp, +200cr
12/25/20 Lifeday! 20xp 2000cr
-20xp shipwright tree
-5xp Eye for Detail
-5xp Creative Design [5/275 xp]
1/1/21 +2 duty, +10xp, +200cr
-10xp Debilitating Shot [5/285 xp]
-5xp education rank 1 [0/285]
1/8/21 +2 duty, +10xp, +200cr
-10xp eye for detail [0/295]
1/15/21 +2 duty, +10xp, +200cr
1/18/21 Talay Bonus 1/15/21 +2 duty, +10xp, +1000cr
1/22/21 +2 duty, +10xp, +200cr
1/29/21 +2 duty, +10xp, +200cr

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