Luna Tuun by dakota0606

Species
Kallidahin (Polis Massan)
Career
Colonist
Specializations
Doctor
System
Edge of the Empire

0
Threshold 9
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Characteristics

1
2
3
2
3
1

Skills

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

Attacks

Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Molecular Stiletto
Range
Engaged
Skill
Melee
Pierce 2
Damage
2
Critical
2

0
140
375
4/6

Weapons & Armor

- Holdout Blaster (1 Hard Point)
- Molecular Stiletto (It featured a sharp, near‑invisible blade that was only a single molecule thick, making it extremely delicate but capable of cutting through most materials)

Personal Gear

- Emergency Medpack
- 4 Stimpacks
- 2 Liters of Bacta
- 6 Synthskins
- Surgical Implements
- Collection of random body parts



Assets & Resources

Critical Injuries & Conditions

- Polis Massans are mute, we do not have vocal cords. We can communicate telepathically with willing receivers within a 15-meter radius.

Talents

Name Rank Book & Page Description
Surgeon 3 EotE When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank.
Grit 1 EotE Gain +1 Strain Threshold per rank
Stim Application 1 EotE Take the Stim Application action; make a (2 neg die) Medicine check. If successful, one Engaged Ally increases one characteristic by 1 for the encounter and suffers 4 Strain.
Resolve 2 EotE When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.
Pressure Point 1 EotE When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks of Medicine (this ignores soak).

Background

I came from Polis Massa originally. I was a doctor back on Polis Massa. My species was attempting to recreate life from tissues recovered from archaeological digs using Kaminoan cloning technology. However, I became increasingly curious about other species. While most of the others would prefer to study other species from afar, I decided to take another approach. Due to the secret Rebel base on Polis Massa, I was able to begin building my collection of bodies from other species to study. It started with taking an arm or a leg or something small and built to just killing someone to dissect them in the name of research. People started becoming suspicious, especially the rebels, so I had to flee my home. Ever since then, I've been on the run working odd jobs to get money to continue my research and continuing my collection when I can.

Motivation

Ambitions: Expertise: The character wants to excel in his chosen profession and constantly practices to achieve perfection.

I am driven to discover and learn everything there is to know about every species (how to heal them, how they function, how they die, etc).

Obligations

Criminal: The character has a criminal record, or was accused of a crime (perhaps on that he didn't even commit), and is somehow embroiled in the legal system. Obligation may be settled by paying ongoing legal costs, making attempts to bury evidence, or efforts to prove his innocence.

I am not diplomatic enough to make nice with the rebels, so I will need to bury the evidence and get the suspicions turned elsewhere/find someone else to place the blame on. I will not be willing to destroy my research to eliminate evidence, but I will find a way to hide the evidence from others so that what I have done cannot be proven.

Description

The average Kallidahin was a short, thin being unable to walk as fast as a Human would or, on average, to compare to a Human's strength. They had skinny bodies covered by soft gray skin that, being thick, smooth, and partially insulating, pointed to their aquatic, cetacean ancestors. Their fibrous figures were also surrounded by anatomical features known as growth rings. The head was connected with the body through a long, thin neck. A member of the species had a flat, pale face, covered by an osmotic membrane that left them featureless. The only facial feature was a pair of black eyes.

Other Notes

- Making my way through port town, but it's obvious to people that I do not belong there. I take note of the other three, but they are not aware of me. I do not do anything about this; I just watch them as we continue approaching the contact. The contact tells us to go to the droid access hatch in 10 minutes because the five men (husband's men) cannot overhear what she has to say. Mike plants a jade elephant on one of the men and a Trandoshan begins to fight the guy that Mike accused of stealing. All 5 men will participate in the fight and distracts them enough for the Pantoran woman (contact) to get away. The Trandoshan wins. I find one of the unconscious guys and slit his throat. Then I take an eye, an ear, and a few fingers with me. We all meet back up with the woman at the droid access hatch. We are all introduced to each other. She tells us that her father will have more information for us on the job. He's in an apartment on floor 50. We arrive and he checks to make sure that we weren't followed. Once we are inside, we meet Arend Shen. The Jewel of Yavin, a precious gemstone, will be auctioned off on Cloud City. Case out the joint and come up with a plan. Infiltrate the auction, try to drive up the price of the gem (manipulate the bidders to do so), siphon the funds from the sale of the gem to Arend's bank account, then steal the actual gem. The owner of the gem is an imperial authority figure. The Jewel is illegal to sell because Karuska gems (what the Jewel of Yavin is) are outlawed by the empire. Afterwards, collect your reward and escape. The winning bid will be split evenly among us.

- To start, we need to win the Cloud Car Grand Prix to secure an invitation to the Gala the day before the event. The race is seven days from now. Divani is already entered into the race and just needs a co-pilot. Rivalti (Jonathan) will be his co-pilot. We are allowed to shoot and disable the opponents, but they cannot outright cause severe damage or kill the competitors. Haz'uk'tee could potentially hack the droid copilot for one of the competitors. We could potentially sabotage the others as well.

- In the meantime, prepare for the heist by casing the joint and coming up with a plan as well as learning about the bidders and their weak points to try to push the price higher. Then, after the gala, steal the gem, and siphon the funds from the sale of the gem into Arends account. Then gather your reward and make your escape. Arend will provide a getaway speeder to rendezvous with him after stealing the jewel, then we will all escape on his yacht. called The Venture.

- Haz'uk'tee will have to create a computer slicer. We will have to worry about Lobot who is plugged into all of the systems and networks in Cloud City, we will have to distract him in some way while Haz'uk'tee is using the computer slicer. Otherwise, he will probably know about the intrusion. Preferably don't kill Lobot as we are trying to keep a very low profile.

- We go to visit the Cloud Car on Level 100. The bay with the air speeder has tools and other equipment. Anything that could be needed to provide maintenance or any upgrades. It's a Storm 4 Cloud Car made by Bespin Motors.

- Visit the Four and a Half on Level 124. Seedier place for the "out of sight things". Good place to make money. I convince Rivalti to enter into a fight with a Tusken Raider. He wins and we triple his money (from 25 to 75 credits). I take the Tusken Raider's dead body to the bathroom to dissect it successfully, then return to the group and give Rivalti his money and his gun back. Haz and Divani find a bounty hunter who gives us a job hunting down some thug. Booger Da is who we are hunting down. We need to bring back some evidence of his death. We find where the guy is hiding on floor 145 in a hole in the wall type of place. Haz hacks the door while Divani and I head around to the front of the building to head him off in case he can get through the building that way. The place the guy is hiding is booby trapped. Haz and Rivalti walk into the building and set off the booby trap and the building lights on fire. Haz is trying to break the sink and toilet to have it spray water to put the fire out. Rivalti found a trap door, but it's stuck. Rivalti is able to get it half open. Divani and I arrive to help Rivalti open the trap door and we get it fully open. As soon as it opens, a shot is fired straight up. Rivalti shoots him in the head and I cut off his head, a foot, and a hand. We escape the burning building and start heading back to the Four and a Half.

- On our way back to the Four and a Half, a group of rebels spots me and starts to head towards us. We try to book it and throw objects in their way and get out of their eyesight. They get closer. Divani and Rivalti get out of eyesight, but Haz and I are still in eyesight and the rebels get closer to us. We get into a shoot-out. I am incapacitated, but we make it out. Rivalti takes the leader of the rebels to interrogate him. Divani leaves a note for the other rebels to say their friend is not dead after tying up the other two rebels and Haz picks up my incapacitated body. If anyone questions it, they will just say that we are really drunk. Haz manages to wake me up and sets me down. We arrive at the cantina and no one really looks at us suspiciously. We collect the bounty and then head to the bar to see if the bartender can advise us where we could stay. The bartender, Gruff, sends us to a place owned by Nel to stay. Nel (Gruff's wife) gives us room 2B (more inconspicuous) and room 2 (more public) for 30 credits per night. Rivalti and I are staying in 2B, Divani and Haz are staying in 2. We all go into room 2B to search the body of the rebel and Divani takes his armor, I get his knife. Divani smacks the rebel to try and wake them up. The rebel tries to make a deal with us that if we give them the jewel, they will stop hunting me. However, they are searching for an ISB agent. Rivalti offers to assist the rebel alliance in finding the ISB agents. I set the rebel's nose, painfully for him, and apply a bacta patch from the emergency medpack. Divani offers the rebel booze, and the rebel spits it at me, so I stab him in the leg. Then I dress the wound. The agreement is that if we report information to them about the ISB agent, they will look the other way regarding what happened at Cloud City. If no leads are found, they will report us to the Rebel Alliance. I stab a sedative into his injured leg so we can set him free without him knowing where we are staying. We leave 2B and start heading to the center of Port Town. After dropping of Kelren near where the other rebels are, we all head back to the cantina.

- Once we are in the cantina, we notice someone familiar to all of us. Aris Shen is in the cantina and is sitting with Bill. Aris calls us over. Bill is just hanging out and playing it cool. Aris says that she believed we needed another man in the crew who could assist with stealing. She introduces us to Bill who joins the group. Bill is a smuggling thief. Aris also mentions having a job for all of us to make some extra money. 80% of Aris' cut of the original job in exchange for stealing a pleasure yacht for her. She wants to be able to leave on her own after the heist. The ship can be found on a landing platform on level 115. She gives us a data stick with the information for the ship. The dock and ship are owned by a bunch of Aqualish thugs (Burrow Boys), so we will have to deal with them to get the ship. There is a private dock for us to hide the ship on after we steal it. Stealth is preferred but not necessarily required. We need to get the ship before the heist, which is 5 days away now. The guys all get a drink to celebrate Bill joining the team.

- We find a lift to take us to floor 115 to make our way towards the port that has the ship we're supposed to steal. As we approach, we can see the docking bay in an open, wider passageway with the docking bay towards the end. There are a few thugs wandering around outside, near the dock. One appears to be actively standing guard outside the door to the docking bay. There's a total of 5 thugs outside the front door. There are loading dock crates around that we can hide behind. I try looking around to see if there is another way into the docking bay and I don't see anything obvious and people start to notice me looking around. Jonathan hops on top of the crates and is relatively unnoticed. He doesn't see anything obvious, but he figures there is a ventilation system that could probably fit everyone except Haz that could get us into the docking bay. Divani tries to walk around casually and take a look around. No one even questions him being there. He finds a small alleyway tucked around a building. There is a side door there that only has a single guard in front of it. Bill finds a large vent tucked behind a crate that he can use to try and gain access to the dock. The others come back to discuss what they've found. Because Haz and Rivalti cannot fit inside the ventilation system, they will have to go through the side door. I hand Haz a sedative to use on the guard outside the side door. Divani, Bill, and I head towards the ventilation system. Bill opens the grate and Divani goes in first. Getting to the end of the vent system, we see the docking bay. There is a gangway/upper platform, to the left is the opening to the atmosphere, on the far wall on the ground floor there is a lounge area that leads to lounging. There are at least a few thugs chilling around, drinking and playing sabaac. There are two ships on the dock, one that is the pleasure cruiser that Aris has asked us to steal and one that is a smuggler ship. Rivalti is not noticed on his way to the side alley to get to the side door. There is no consequence (at this time) for them to make it into the alley way. Haz tries to sneak up on the half-asleep guard, who is starting to wake up and notice him. Haz tries to stick the guard with the sedative before the guard can say or do anything. The guard is successfully knocked out and Haz rifles through his pockets and finds a blaster pistol and brass knuckles. Haz keeps the brass knuckles and Rivalti takes the blaster pistol. Haz opens the side door to see into the dock. Across is the atmosphere, above and around them is the gangway, slightly to the left is the lounge area and the smuggler ship, to the right is the pleasure cruiser. We see Haz and Rivalti from our location inside the vents and Divani comms him to let him know we can see them and to warn them about the thugs in the lounge area. We are able to sneak out of the vent and onto the gangway without anyone noticing. Divani checks to see if there is anything restraining the ships, but there is nothing holding them in the bay. All we'd have to do is get to the ships and fly them away. While Divani is looking around the ship, he knocks over a tool box and draws the attention of one of the guards from the front door, who opens the door. Divani, Bill, and I rush for the pleasure cruiser and Haz and Rivalti head towards the freighter. The people in the lobby take notice because the guard who opened the front door announces there are intruders. Haz and Rivalti sprint towards the smuggler ship/freighter and make it inside the ship and start up the ship. I get inside the pleasure cruiser while Divani is already inside. One of the thugs tries to shoot at Bill and misses completely. Bill gets inside the pleasure cruiser. Two more thugs come out confused, not sure what's happening. Divani starts up the pleasure cruiser and starts to take off. Two more thugs come out and try shooting the cruiser with their small blasters, which does nothing. Rivalti starts launching the freighter and taking off. Rivalti and Haz get away perfectly clean with no issues. Divani then follows suit and gets Bill and I away clean as well. We all go straight to the private dock on floor 75 that Aris has set aside for us and Rivalti and Divani land the ships. Aris is at the dock when we get off the ships.

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