Combat Gear
Azimuth Laser Pistol, Survival Knife, Second Skin (w/ Infrared Sensors).
Ammunition Loaded
Battery 20/20 (Azimuth Laser Pistol)
Other Gear
Personal Comm, Engineering Kit, Profession (Private Eye) Kit, Consumer Backpack, Everyday clothing, Travel Clothing, Cable Line 50ft, flask of 'strong stuff', packs of cigs.
Credits:
1437 cred
Weight
? / 5(encumbered)
Racial Capabilities:
Blindsense (30ft): Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.
Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Cultural Fascination: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
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TRACKED RESOURCES
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See stat line above.
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Special Abilities
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Operative's Edge (Ex): +1 insight to all skills and to initiative.
Specialization (Detective): Spec. skills are Sense Motive and Culture. Can make a sense motive check to trick attack with a +4 bonus.
Skill Focus (Sense Motive, Culture): +3 insight to Sense Motive and Culture.
Trick Attack (Ex): You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Boons: (Boons starting with a star have already been used up)
Society Contract (Slotless Boon): When you play a pregen, 1/adventure you can reroll a single d20 roll. Alternatively, you can spend this boon to gain a raise dead on your pregen (this takes 10 minutes). See 1-00 chronicle for details.
Claimant to Salvation (Slotless Boon): You get additional bonus boon in a mission where you continue to explore Salvation's End. You can use this boon on any character, not just the one this chronicle is assigned to.
Faction's Friend (Social Boon; 3/3 Uses): While slotted, if you fail to earn fame at the end of an adventure, you can use a use of this to still earn 1 reputation with your faction (but no fame) as if you can still fulfilled the condition for earning fame.
Star Sugar Heartlove!!! (Slotless Boon; 1/1 Uses): You have a physical album from Strayberry Machine Cake. You can resell the album for 200 creds or hold onto it for future scenarios.
Boons Currently Slotted: Ally: Faction: Second Seekers' Champion
Personal: Promotional: Social: Faction's Friend
Starship: Slotless: See boon list above. All Slotless boons apply.
Character Fluff:
Appearance: Hirix is a spindly, hunched shirren with a blue-grey carapace. Her feathery antennae move constantly, surveying spaces, judging, analyzing. Sporting a fitted grey coat over her bodysuit and a worn eyepatch over one of her compound eyes, she gives off a businesslike aura. She is also rarely seen without a cigarette in or near her mandibles. A smell of intoxicating smoke follows her around.
Background: Owns a Private Eye office in the Downlow of Absalom Station.
Personality: Businesslike, serious, yet happy to bandy snark, Hirix speaks in an oblique 'noir' fashion at all times. She has a fondness for plushies and keeps her collection in her office.
BOTTING & MACROS:
Hirix keeps at the edge of her laser pistol's range and attempts trick attacks with sense motive. The following macro should work once brackets are fixed:
[dice=Trick Attack (Sense Motive)}d20+13[/dice]
[dice=Az. Laser Pistol}d20+4[/dice]
[dice=Az. Laser Pistol damage (fire)}d4+d4[/dice]