Anthropomorphized Cricket

Jydimu's page

6 posts. Alias of avr.


Race

Shirren

Classes/Levels

Operative 1 | EAC 12 KAC 13 | HP 12/12 SP 7/7 RP 2/2 | F +1 R +3 W +4 | Init +2 Per +8 (blindsense 30') Move 30

Alignment

CG

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 14
Charisma 8

About Jydimu

background:
Playing with the rich when you haven't the cash to do so is a tricky thing, and Jydimu knows the tricks. Not outright theft - oh, maybe an eat and dash when truly necessary - but looking the part, acting the part, knowing art and gossip and fast vehicles, and judging people well enough to cadge a meal or a ride. He needs to do so to keep up the appearances, his departed parents left the estate to his despised host-sibling Xot and nothing to him.

His parents are literally departed and not deceased by the way. Retired to a weaving commune. Jydimu still chokes when talking about this betrayal.

At least he did get a solid education, and C'ton, his sister still calls occasionally. She has a respectable job and doesn't need impoverished relatives arriving at strange hours to crash on her couch though.

There was some work as an informant for a security organisation for a while but that dried up lately. A shame, keeping an eye on high society was a job which someone has to do and what did it matter that some Ysoki dancer got so upset? She was involved in the smuggling I'm sure of it, and if I'd had more time I could have proved it. Anyway, he did get a referral to this...Exploration Team. The room and board may not be up to my standards, but another eat and dash could be unhealthy.

Jydimu's pretty buff as an arthropod goes having fed well as a youngster and exercising well even now. Unfortunately mammals don't seem to see it. Nor the faintly embossed and tuned decorations which Shirren blindsense picks up easily. Philistines.


stats:
Shirren Operative (Detective spec.)
Sensate theme

HP 12 SP 7 RP 2
EAC 12, KAC 13
F +1 R +3 W +4
Initiative +2

Unarmed +3, 1d3+3 B, archaic, optionally nonlethal
Survival knife +3 (+1 thrown), 1d4+3 S, analog, operative, thrown 20' (returning)
Pulsecaster pistol +1, 1d4 E, 20 charges, range 30', nonlethal

Skill focus (culture, sense motive), improved unarmed strike

Acrobatics 1R, Edge+1, Dex+1, Class+3 = +6 (jump +14)
Athletics +8
Bluff +4
Computers +5
Culture +9 (-5 DC to know about artistic traditions & innovations)
Diplomacy +2
Disguise +4
Engineering +5
Life science +1 (-5 DC to identify consumables)
Mysticism +3
Perception +8
Physical science +1
Piloting +6
Sense motive +9 (trick attack +13)
Stealth +2
Survival +3

Second skin w/leapers upgrade $455
Survival knife $95
- returning fusion $120
Pulsecaster pistol $250
Personal comm $7
Computers tool kit $20
Engineering tool kit $20
Binders, restraints $5
Current cash: $28

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.

Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language.

Languages: Asimovian/Common, Shirren, Elven