Prok Espio by P47Thunderbolt

Species
Kyuzo
Career
Bounty Hunter
Specializations
Skip Tracer, Marshal
System
Edge of the Empire

4
Threshold 16
Current 0
Threshold 15
Current 1
Ranged 2
Melee 2

Placeholder Image

Characteristics

3
3
2
3
3
1

Skills

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

Attacks

Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting, 1 Advantage
Damage
8
Critical
3
Bola Carbine
Range
Medium
Skill
Ranged: Light
Accurate 1, Ensnare 1, 1 Advantage
Damage
8
Critical
3
Stun Grenades
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 3, Stun Damage, Limited Ammo 1
Damage
8
Critical
-
Kyuzo Petars
Range
Engaged
Skill
Brawl
Defensive 1, Pierce 3, Sunder, Vicious 2
Damage
+2 [5]
Critical
3
Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3, Knockdown
Damage
+1 [4]
Critical
4

0
525
2725
13/13 (current: 7/9)

Weapons & Armor

Verpine Fiber Ultramesh Armor (Soak +1, Defense 0. As a Maneuver, the character may power up or power down the armor. While the armor is powered up, the wearer gains +2 Defense. However, any character may spend 2 Advantage or a Triumph from a combat check against the character to cause it to run out of power; the armor becomes powered down and cannot be powered up until the end of the encounter.)

Bola Carbine (3/3: Laser Sight, Custom Grip, Pistol Grip)

Heavy Blaster Pistol (4/4: SoroSuub True-Site System, Laser Sight, Custom Grip, Blaster Actuating Module)

(2) Stun Grenades

Kyuzo Petars

Brass Knuckles

Personal Gear

Backpack (+4 Encumbrance Threshold)
Utility Belt (+1 Encumbrance Threshold)
Extra Reload
Datapad
Handheld Comlink
(4) Stimpacks

Tracker's Goggles (Boost to Perception skill checks to locate a target by sight. Additionally, remove 2 Setback imposed due to concealment, darkness, or fog and mist from the wearer's Ranged (Light) and Ranged (Heavy) combat skill checks.)

Electrobinoculars (see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometers away. When using electrobinoculars, characters may remove a Setback from any Perception checks made to identify an object in low light or at long distances.)

(4) Stuncuffs (Breaking free from stuncuffs requires a Daunting Athletics or Coordination check. The GM may spend 2 Threat or a Despair on the check to have the character suffer 4 strain (this ignores soak). Similarly a character holding the associated remote may trigger the stuncuffs to inflict 4 strain.)

HoloNet Homing Beacon (As long as a homing beacon is functional, the person who activated it may trace the associated target across the galaxy. No tests are required, so long as the target travels within known systems. A homing beacon remains functional indefinitely, unless it is deactivated.)

Assets & Resources

PB-950 Patrol Boat "The Hammer": https://swsheets.com/v/czuctts5y-the-hammer

Forensics Investigation Kit (Adds automatic Success to all Perception checks made by the user to spot and gather evidence. It may also count as "the right tools for the job" when making checks to analyze the evidence gathered). 4 Encumbrance.

Critical Injuries & Conditions

Durable 1 (-10)

Talents

Name Rank Book & Page Description
Dense Musculature AoR FiB 24 Kyuzo are adapted for Phatrong's high gravity, and can make impressive bounding leaps on most other worlds. Once per round as a maneuver, a Kyuzo may suffer 3 strain to leap horizontally or vertically to any location within Medium range.
Grit [Marshal] 1 EotE CRB 136 Increase ST by 1 per rank of Grit.
Toughened [Skip Tracer] 1 EotE CRB 145 Increase WT by 2 per rank of Toughened.
Durable [Marshal] 1 EotE CRB 135 The character may reduce a Critical injury result he suffers by 10 per rank of Durable, to a minimum of one.
Rapid Recovery [Skip Tracer] 2 EotE CRB 141 When this character heals strain after an encounter has concluded, he heals one additional stain per rank in Rapid Recovery.
Hard-Boiled [Skip Tracer] 3 EotE ND 34 When making a check to recover strain at the end of an encounter, the character may spend Advantage to recover 1 wound. Advantage spent this way cannot exceed his ranks in Hard-Boiled.
Hard Headed [Marshal] 1 EotE CRB 136 The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred from performing actions when staggered). He makes a Daunting Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy.
Expert Tracker [Skip Tracer] 1 EotE CRB 135 Remove 1 Setback per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. This doesn't stack with additional ranks of Expert Tracker.
Street Smarts [Skip Tracer, Marshal] 3 EotE CRB 144 Remove 1 Setback per rank of Street Smarts from any Streetwise or Knowledge (Underworld) checks the character attempts.
Street Smarts (Improved) [Skip Tracer] EotE ND 36 Once per session, the character may perform the Improved Street Smarts action. He makes a Formidable [Average] Streetwise or Knowledge (Underworld) check, reducing the difficulty once per rank of Street Smarts. If successful, the GM must reveal one vital clue pertaining to a current mystery the character is attempting to solve. They clue should be something that the character could not normally find out, but does not have to be the full answer to the mystery (it should be something that cancels a false lead and otherwise helps move the story along). The GM should tailor the information depending on the skill used; Streetwise may mean the character learn about the information from an ad hoc network of street urchins, while Knowledge (Underworld) may mean the character draws on his own vast knowledge about criminal enterprise to discover a previously unseen clue.
Bought Info [Skip Tracer] EotE ND 34 When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled success. At the GM's discretion, the character may not be able to use this ability if the information sought is particularly esoteric or hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet).
Good Cop [Marshal] 1 EotE ND 34 The character may spend 2 Advantage from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the characters ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Bad Cop [Marshal] 1 The character may spend 2 Advantage from a Coercion or Deception check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the characters ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.
Nobody's Fool [Skip Tracer] 1 EotE CRB 139 The difficulty of any Charm, Coercion, or Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Unrelenting Skeptic When targeted by a Deception check, the character automatically adds Failure to the check equal to ranks in Vigilance.
Quick Draw [Marshal] EotE CRB 141 Once per round on the character's turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Point Blank [Marshal] 1 EotE CRB 141 The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.

Background

He grew up as an orphan on Raithal until at the age of 14 when he was taken in by the Sector Ranger Toro Espio and his wife Lira, who was pregnant with their first child at the time. In spite of some early difficulties, and the frequent absence of Toro given his job, his new parents took on the challenge of raising him eagerly. Prok got along quite well with his new younger brother, Raithe.

His adopted parents reinforced Prok's surprisingly strong innate moral compass and when he was old enough, they enrolled him in a police academy on Raithal. With the lessons instilled in him by Toro, he rose to the top of his class and was flagged as a potential Sector Ranger recruit.

After a few years on the job on Raithal, he was recruited to the Sector Rangers and assigned to the Larrin Sector. About the same time as he was promoted, his younger brother Raithe joined the police force on Raithal, and got married shortly thereafter. After some key exploits and the single-handed dismantling of a large-scale terraforming scam on Filordis, Prok was recruited to the SEOs.

After only about a year, he received word that his father had been murdered. He was greatly distressed by this, but in his own investigations in his off-time, he had no more luck than the local authorities and has since given up.

A little over a year ago, he was tasked with breaking up a smuggling ring. His investigation led him to a smuggling run on Arkania. He lay in wait for the ship, a KST-100, and ambushed it. He got off a salvo with the ion cannons before the pilot had time to react, but the ship was resilient enough to shake it off and keep going. As he chased the ship, he began to suspect that the pilot was intentionally letting him stay on the Kestrel's tail. Making a pretty convincing show of running for it, but still allowing him to catch up. He managed to disable the ship, then docked and boarded in deep space. He took the smugglers captive without violence and then through his interrogations of the prisoners, he discovered that the Zeltron pilot had been coerced into the job. She was already wanted in multiple smuggling jobs unconnected from this particular organization, but he sensed an opportunity here. When he went to talk to her, she tried to weasel her way out of it, charm him, or even persuade him with her pheromones, but, aided by his respirator, he kept up his stony exterior. However, he did offer her a chance at redemption: He would secure her a full pardon if she helped him in his investigation to take down the smuggling ring, piloting for him. Until her side of the bargain was fulfilled, her ship would remain impounded and she would be responsible for the storage fees so it wouldn't get auctioned off.

By now, they've been flying together for a while. With her help, Prok was able to bring down the organization. Even though her side of the deal is done, Prok wants to keep her around. She's an excellent pilot, and has shown good progress in turning over a new leaf, but he suspects that if she was cut loose she would likely turn back to smuggling to get her adrenaline fix.
Fortunately, she seems to feel the same about sticking around, possibly, he guesses, because there are still members of the organization who might be out to get her.

Recently, on a whim after processing a recent batch of criminals, Prok decided to check on the status of a Kyuzo he had earlier arrested for sentient trafficking, among other heinous charges. To his consternation, he found that the prisoner was released from the sector prison under mysterious circumstances.

Motivation

Cause: Downtrodden
He goes out of his way to help those who are being oppressed or mistreated. He lives by the Sector Ranger's motto: "What others abandon, we protect."

Code: Rule of Law
He believes firmly in the rule of law and will ensure that it is properly enforced, that no crime goes unsolved, and that no criminal goes unpunished.

Obligations

(+10=10XP) Dutybound (20): His job within the Sector Rangers is very important to him, and he is always ready to answer the call. He is determined to keep the organization's record as clean as possible and despises dirty cops.

Description

Age: 40
Height: 6'6
Build: Muscular
Hair: None
Eyes: Yellow (compound)
Notable features: Poor-quality tattoo reproduction of the Sector Ranger logo on his right shoulder.
Wears a Sector Ranger uniform over a bodysuit of Verpine Fiber Ultramesh. The uniform is a dark gray with the Sector Rangers' logo on the back. The shoulder plates, bracers, kneeplates, and greaves are black with gold trim, and the helmet is black with a customized set of goggles that can be dropped down to cover his eyes and augment his vision. For occasions when wearing his uniform would be imprudent, to say the least, he has a nondescript long coat and broad-brimmed hat, reminiscent of the traditional shield-hats of the Kyuzo. He is capable of making himself understood in basic with the aid of a vocal enhancer integrated in his respirator.

Other Notes

XP:
Characteristics:
Brawn (3) 30XP
Cunning (3) 30XP
Willpower (3) 30XP
Total: 90XP
Species Bonus:
Coordination
Career Skills:
Perception, Streetwise, Vigilance, Brawl
Specialization Skills:
Cool, Skulduggery
Skills:
Ranged (Light) (2) 5XP, 10XP (15)
Brawl (2) 10XP (10)
Vigilance (2) 10XP (10)
Survival (2) 10XP, 15XP (25)
Streetwise (3) 10XP, 15XP (25)
Skulduggery (2) 10XP (10)
Perception (2) 10XP (10)
Discipline (1) 10XP (10)
Cool (2) 10XP (10)
Coercion (2) 5XP, 10XP (15)
Total: 140XP
Talents:
Skip Tracer (starting spec):
Hard-Boiled (A2) 5XP
Rapid Recovery (A4) 5XP
Toughened (B1) 10XP
Expert Tracker (B2) 10XP
Street Smarts (2) (B3) 10XP
Bought Info (B4) 10XP
Hard-Boiled (2) (C1) 15XP
Rapid Recovery (C2) 15XP
Improved Street Smarts (C3) 15XP
Street Smarts (C4) 15XP
Nobody's Fool (D2) 20XP
Hard Boiled (2) (E2) 25XP
Total: 155XP
Marshal (30 XP):
Street Smarts (3) (A3) 5XP
Durable (B1) 10XP
Good Cop (B2) 10XP
Bad Cop (B3) 10XP
Quick Draw (B4) 10XP
Hard Headed (2) (C1) 15XP
Grit (C2) 15XP
Point Blank (C4) 15XP
Unrelenting Skeptic (D2) 20XP
Total: 140XP
Grand Total: 525XP

Credits:
Starting credits: 30,000
-6,400 (Hyperdrive Generator)
-5,300 (High-Output Ion Turbine)
-2,000 (Security Measures)
-1,000 (Encrypted Computer)
-3,000 (Verpine Fiber Ultramesh Armor)
-800 (Bola Carbine)
-500 (Laser Sight)
-500 (Custom Grip)
-400 (Pistol Grip)
-700 (Heavy Blaster Pistol)
-500 (SoroSuub True Site System)
-500 (Laser Sight)
-500 (Blaster Actuating Module)
-500 (Custom Grip)
-2,000 (Kyuzo Petars)
-150 (x2 Stun Grenades)
-25 (Brass Knuckles)
-600 (Tracker's Goggles)
-500 (HoloNet Homing Beacon)
-450 (Forensics Investigation Kit)
-400 (x4 Stuncuffs)
-250 (Electrobinoculars)
-100 (x4 Stimpacks)
-75 (Datapad)
-50 (Backpack)
-25 (Utility Belt)
-25 (Extra Reload)
-25 (Handheld Comlink)
=2,725

Encumbrance:
Verpine Fiber Ultramesh Armor (0)
Bola Carbine (3)
Heavy Blaster Pistol (2)
Kyuzo Petars (1)
Brass Knuckles (1)
2 Stun Grenades (2)
Electrobinoculars (1)
Datapad (1)
Extra Reload (1)
{HoloNet Homing Beacon
4 Stuncuffs
4 Stimpacks
Handheld Comlink} (1)
Total: 13

Current Encumbrance:
Verpine Fiber Ultramesh Armor (0)
Heavy Blaster Pistol (2)
Brass Knuckles (1)
Electrobinoculars (1)
Datapad (1)
Extra Reload (1)
{HoloNet Homing Beacon
4 Stuncuffs
4 Stimpacks
Handheld Comlink} (1)
Total: 7

Earned XP:
Starting XP: 90XP
Bonus XP: 400XP
+10 Obligation: 10XP
Introduction Thread: 25XP
Total: 525XP

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