Hemlock Slosher by DrewHaas

Species
Kalleran
Career
Sentinel
Specializations
Investigator
System
Force and Destiny

7
Threshold 15
Current 6
Threshold 16
Current 1
Ranged 1
Melee 2

Placeholder Image

Characteristics

3
2
3
4
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) X 2
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2 1 Boost, -2 Setback, 1 Success
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 2 Advantage
Streetwise (Cun) X 2 -3 Setback
Survival (Cun) 0 1 Boost
Vigilance (Will) 1 -2 Setback
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 3
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1 -2 Setback, +1 Success
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 1 2 Boost

Attacks

Unarmed2
Range
Engaged
Skill
Brawl
1 or 2 Handed, Disorient 1, Knockdown, Stun
Damage
2
Critical
5
Vibrorapier - Roll with v
Range
Engaged
Skill
Melee
Superior (Auto Adv), Def 1, Pierce 5, Mono-Molecular Edge (1 CR)
Damage
6
Critical
1
Neuronic Whip
Range
Short
Skill
Melee
Disorient 4, Ensnare 1, Stun Damage
Damage
4
Critical
4
Cortosis Sword
Range
Engaged
Skill
Melee
Cortosis, Defense 1
Damage
5
Critical
3
Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1
Damage
4
Critical
3
Silver Dagger
Range
Engaged
Skill
Melee
Silvered
Damage
+1
Critical
3

0
385
3087
5/7

Weapons & Armor

Vibrorapier - 6dmg - 1 Crit, Defensive 1, Pierce 7, Superior - YYG (Adv)
Nueronic Whip - Short - 4dmg - 4 Crit - Disorient 4, Ensnare 1, Stun Dmg - YYG
Explorer's Knife - 4dmg - 3 Crit - Vicious 1, YYG
Smuggler's Trenchcoat - checks to find anything hidden within a smuggler's trench are opposed by the Skulduggery of Wearer - can conceal up to 2 Encum
Combat Armor - +4 Soak, +1 Def, Enc 3, 5 HP, Auto Adv on Stealth, Superior)

Personal Gear

Model 31 Palm Stunner - Use on unaware target with opposed Skul v Stealth check - Success incapacitates minion or deals 12 strain to rival/nemesis - Each Suc deals +1 dmg
Species Database - Add 2 Boost to Xeno
Urban Compass - In urban environments, remove 2 setback from checks to unfamiliarity, traffic or other travel hazards - grants 1 boost to checks to find info about urban environment, including city operations, landmarks, businesses
Authentication Tools - Add 2 Boost to determine if documents are falsified
Data Goggles - May add Suc to checks of particular Knowledge skill selected
Appraiser's Eye - Provides auto adv on Negotiation/Streetwise checks to buy/sell items
Concealed Recorder - Add 2 Setback to Perception checks to find a concealed recorder on body
P2P - walkie talkie up to 24 hours
Protective Amulet - sunglasses - activates via one-liners/puns - While active, the talisman allows the user to ignore environmental effects such as fire, acid, and corrosive atmospheres. They always act as if in a standard gravity field and may breathe normally even underwater and in a vacuum. Weapons !i.Jith the Burn quality do not count as having that quality when used as part of an attack against the user. Recover 1 strain per use.

Maltese Falcon - small, valuable stone falcon statuette; adds automatic success to Perception checks when in inventory, valued at 5k credits and attracts the attention of any thieving or criminal NPCs that are aware of its presence due to value, need to be on guard

6 Stimpack - Heals 5 wounds

Assets & Resources

+20xp 10/30/2020
+20xp 11/6/2020
+10xp 11/13/2020
+15xp 11/20/2020
+20xp 11/27/2020
+15xp 12/4/2020
+20xp 12/11/2020
+10xp 12/19/2020
+10xp 1/2/2021
+15xp 1/9/2021
+15xp 1/16/2021
+10xp 1/29/2021
+15xp 2/5/2021
+15xp 2/19/2021
+20xp 2/26/2021
+15 xp 3/5/2021
+10xp 3/12/2021 (45 unspent)

Dr. Kevin's Suspicious Cohorts -
Yan Yoyo - Duros
Beezer Fortuna - Twi'lek - cousin of Bib, owes money to Hutt Crime Syndicate
Lux Bontari - human that Ashley flirted with when we first arrived
Ashley - former (possibly current) propogandist for Empire; made shady phone calls; knows too much about the Empire; clearly set up the group for disaster by intentionally failing charm check with inquisitor and ISB agent; seems to aggressively confront Klub when asked to do something they don't feel is correct; never leave alone

Operation Next Generation - Rego Shif was executed due to this directive

Mort Arzio - nemesis is present at Gabagar's Bash - searching for somebody at behest of woman, subject's wife

Critical Injuries & Conditions

Thermal Detonator
2 Frags
Extra Reloads x1
Vibroknife
(stolen from stormtrooper)

Talents

Name Rank Book & Page Description
Clever Solution 1 Action Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.
Sense the Scene 1 Action Perform the StS action; make a Hard Perception check and add Force die no greater than Force rating. If successful, spend pips to identify the emotional characteristics of one person involved in the crime.
Grit 2 Passive Gain +1 Strain Threshold
Street Smarts (Improved) 1 Action Once per session, may take an Improved Street Smarts action; make a formidable streetwise or underworld check to learn one vital clue from the GM. Reduce difficulty once per rank of Street Smarts.
Keen Eyed 2 Passive Remove 2 setback per rank of KE from Percept/Vigilance checks; decrease time to search a specific area by half
Dedication 1 Passive Gain +1 to a single characteristic (Intellect). This cannot bring a characteristic above 6.
Street Smarts 3 Passive Remove setback per rank of SS from Streetwise/Underworld checks
Valuable Facts 1 Action Once per encounter, perform a Valuable Facts action: make an Avg Knowledge check. If successful, add Triumph to one ally's skill check during the encounter.
Toughened 2 Passive Gain +2 Wound Threshold
Heightened Awareness 1 Passive Allies within close range add 1 B to Percept/Vigilance checks, Engaged adds 2
Uncanny Senses 1 Passive Add 1 Boost per rank to all Percept Checks
Reconstruct the Scene 1 Action Perform the RtS action, make a hard Percept check to identify the physical characteristics of person present at the scene within 24 hours
Talk the Talk 1 Incindental When making Knowledge check, may spend 1 DestPt to substitute Underworld or Streetwise for required skill

Force Powers

Force Rating
2
Power
Misdirect
Description
Creates illusions to fool those around him - May spend FP to make a target up to short range unable to perceive chosen person/object of silhouette 1 or smaller, until beginning of user's next turn, target cannot see or sense hidden person/object
Upgrade Effect
Basic
Power
Seek
Description
User allows will of the Force to lead the way to something lost or forgotten - may spend 2 FP to gain insight into general location or direction of person/object that he knows about, regardless of current distance

May spend 1 FP and succeed at average Vigilance check (or opposed Vig v Disc) to see through illusions
Upgrade Effect
Basic
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.

The user may spend to sense all living things within short range (including sentient and non-sentient beings)
The user may spend to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Basic

Background

Hemlock Slosher - Slosher Inc - Intergalactic Private Investigator
Kaller, the homeworld of the Kalleran species, has never been seen by Mr. Slosher. During the time of the Confederacy of Independent Systems rule on Kaller, Mr. Slosher's parents were moved off world onto a mining ship. That is where Mr. Slosher was born. Before the end of the war between the CIS and the Galactic Republic, the Slosher family was resettled on Agamar near the outskirts of the capital city Calna Muun under CIS rule. That rule did not last long as the Republic soon freed the planet from the CIS, but to the Slosher family it was simply trading one overlord for another. The people of Agamar were not friendly to the Kallerans, what with their green skin, green eyes, and wiggling antennae that moved as they spoke. Mr. Slosher, our hero, learned quickly that he had to rely on his street smarts and his cunning to avoid getting caught in tricky positions. The poor, dimwitted fools of Agamar did not appreciate having outsiders resettled on their planets, believing that the people had too little, and the CIS rulers had too much. They were quick to violence against these newcomers. Why should they be left with the responsibility of assimilating aliens? They barely had time to take care of themselves! And soon after resettling, the CIS were no more. An Empire rose. This changed little of the day-to-day on Agamar. Mr. Slosher's father, Mr. Slosher, taught most of what he knew to our hero, and bestowed in him a work ethic reliant on preying on the weak-minded, aggressive fools of Agamar for food and money. When Mr. Slosher passed away near our Mr. Slosher's 25th birthday, our Mr. Slosher opened up shop - Slosher Inc., For Your Misplaced and Missing. Our Mr. Slosher used both his inherent talents for perception and those taught to him by his father, Mr. Slosher. Those who were willing to accept the help of this Kalleran, which were mainly other relocated alien species who knew of the Kalleran family and the rare open-minded Agamarian, found his services to not only be efficient, but nearly downright invaluable. As Slosher Inc. solved cases and found things missing, Slosher Inc. grew in renown. One day, an Imperial Agamarian nobleman requested Mr. Slosher's assistance. It seemed a bounty hunter had taken this man's child as ransom. Mr. Slosher, having never taken a quest of this kind before, saw an opportunity that he could not pass up. He accepted the request to return the child to this nobleman. After a bit of a hunt, a thrilling, exhilarating hunt that elapsed several weeks and pushed Mr. Slosher to his skill limits, perhaps even beyond, our hero was able to apprehend his prey and return the child to his benefactor. The child relayed the harrowing story of his near death experience and how Mr. Slosher was able to conceal him through "magic," protecting him from both harm and view while subduing the bounty hunter. The nobleman was not only ecstatic at the return of his child alive, but returned the favor in kind. Offering to financially support the remaining Sloshers, Mr. Slosher was offered another opportunity. An opportunity offworld. He could travel to another planet, one where this nobleman had friends that needed help. One where Mr. Slosher could continue to use his unique talents to spread his name. And thus Slosher Inc became Slosher Inc - Intergalactic Private Investigations. As Mr. Slosher traveled the stars, he met many species of varying types, and soon realized all were same same but different. Everyone needed help with something, everyone wanted something, and everyone was willing to pay something to get what they desired. He enjoyed the thrill of extracting his commission, and even more earning it. He lived this lifestyle for several years until he received a terrible, life-altering message. The nobleman was dead. The Slosher family had disappeared, and no one on Agamar could provide whereabouts. The nobleman was relatively well-liked, but he did have his shadows about him. Perhaps he had done something to irk the wrong people. Was this Mr. Slosher's fault? Had his efforts to right occasional wrongs and return loved ones and items misplaced angered some unforeseen foe? What had happened to his family? His now elderly mother and younger sister? Why could he not solve this puzzle, nor find any clues that hinted to their whereabouts? His skills rendered dubious, Mr. Slosher received another message. Klub would help. Klub would find the way. But Klub needed something in return... How could he trust this Klub? How could he afford not to? How could his family put them in this position? Could they not have protected themselves, even with the riches granted them by the Imperial nobleman!? Mr. Slosher felt as though his lifestyle had finally turned around on him. He became the one willing to negotiate for life itself. Feeling trapped on this path after years of freedom, and hopeless with few other answers, Mr. Slosher ventured towards Naboo, desperate to resolve his crisis...

Mother - Trisha
Sister - Enola

Motivation

Relationship - Parents

Morality

73 - Light Side Force User

Description

Beginnings - The Down and Out
Attitude toward Force - Pragmatic Power
Reason for Adventure - Thrill of the Hunt
Obligations - 5 - Unfinished Business
Morality - Cleverness/Recklessness (+2500 Credits)

Male, 32, 6'8", Medium build, Hairless, Green Eyes, Green Skin, thick black rims around eyes that look like glasses at a distance

Other Notes

Return to Top