Ankheg

Tszk's page

19 posts. Organized Play character for Tark the Ork.


Full Name

Tszk

Race

Shirren

Classes/Levels

Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Gender

Male

Size

Medium

Age

15

Alignment

LG

Deity

Sarenrae

Languages

Common, Shirren, Akitonian, Ysoki

Strength 11
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Tszk

HP: 13
Stamina: 9
KAC: 16
EAC: 14
Init: +7
Resolve: 4/4
Key Ability: Dex

Fort: +4
Reflex: +3
Will: +3

Attack Azimuth Laser Rifle +4 1d8 (Critical 1d6 Burn)

Abilities
Primary Fighting Style (Sharp Shooter),

Sniper's Aim:
When you make a ranged attack against a target with cover,
reduce the AC bonus from cover by 2. You can’t use sniper’s
aim against an enemy with total cover.

Theme (Outlaw):
THEME KNOWLEDGE (1ST)
You are well connected to shadowy secrets and back-alley
deals, and you both know about key players and have handy
skills of your own. Reduce the DC of Culture checks to recall
knowledge about the criminal underworld by 5. Sleight of
Hand is a class skill for you, though if it is a class skill from
the class you take at 1st level, you instead gain a +1 bonus
to Sleight of Hand checks. In addition, you gain an ability
adjustment of +1 to Dexterity at character creation.

Race:
SIZE AND TYPE
Shirrens are Medium humanoids with the shirren subtype.

BLINDSENSE
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.

Feats: Improved Initiative

Skills:
Engineering: +5
Sleight of Hand: +5
Perception: +2
Athletics: +2
Medicine: +5

Equipment:

Bulk 5/5

Azimuth Laser Rifle 425 1
Lashunta Ringwear 1 415 2
Personal Comm Unit 7
Toolkit 20
Flashlight 1
Industrial Backpack 25
Hygiene Kit 3
2 Weeks of Field Rations 2
Travel Clothes 10
2 batteries. 20 charges each

2 credits

Appearance:
Tzsk's carapace his an iridescent red that shifts to green along the joints. Marred with a number of small scars and pockmarks it's clear that Tzsk has lived a relatively violent life. Pensive and ever attentive Tzsk keeps a clsoe eye on those in his immediate vicinity, ever wary that someone might put a knife in his back.

History:
It's really not worth to talk much about Tzsk's youth. For like many children stuck in the dank slums of Maro Tszk did what he could to survive. Learning how to steal, mug, and grift for his bread and butter early on in life it wasn't much a transition for the adult Tzsk to move into a small gang of so called "organ harvesters" criminals specialized in the removal of cybernetic limbs and organic grifts to be sold on the black market to deep desert gangs and underground gladiator rings.

He worked with four other gang members to find marks with profitable augments. The job was relatively simple even if each part was fairly complicated. The mark, typically referred to as the "lamb" or "sheep" would be led to a specially prepared location, often a hotel room, though an abandoned building or back alley could do in a pinch. The lamb would typically be drugged, or otherwise heavily inebriated a job left to one of the more convincing and seductive members of the crew. Once the lamb was brought to the location they would quickly be rendered unconscious and the lamb would be "sheared" by the gangs group of amateur surgeons removing any profitable augmentations.

Tszk's role in this was that of "shepherd" if the target was getting rowdy, if the cops or a rival gang were too close or getting savvy, if the target's friends were starting to catch on, if he had even the faintest itch in his antennae he would step in and either abort the job or fix the problem himself.

For a while, life was decent, the money they earned meant he didn't have to live in a trash can. The respect their reputation gave them meant most rival gangs stayed away from them. The fact that they didn't kill their lambs and went out of their way to ensure their targets survived meant the cops were far easier to bribe as they didn't have to clean up after a murder.

That all changed when the shearer decided to take out a lambs artificial heart.

It proved a turning point for Tszk. He himself had never taken a life, maimed, stole, battered, all necessary things when it came to the grim algebra of survival. Yet his part in it basically meant he was every bit as responsible as if he had torn it from the ribcage himself.

When he brought his grievances to the gang's leader they argued. Shots were fired, and fearing for his life Tzsk grabbed all the credits he had been saving up and grabbed the next flight off the planet. Ever since he has been on the run trying to find any kind of redemption for actions in the past. The starfinders offer him an opportunity to find that redemption and keep a life on the move the better evade authorities, his old gang, or past victims who might recognize the faintly metallic form of Tszk.