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Tanic Pul-Drom
As a young man Tanic grew up on the backwater world of Ganipres
<View System>
within the Hutt sphere of influence, things were often turbulent
and he turned his hand to whatever job would pay well enough.
His inherent sense of honesty and fair play got him into more
trouble in this lawless place than many people, even those
on the other side of the law see in their lifetimes. In a
bid to escape his past he signed on with a mercenary unit
involved with fighting various conflicts between the cartels.
Within the unit there was respect for his honesty and loyalty
to the group.
Several years of battling one criminal group in the name
of another eventually left Tanic wealthy but immobile with
a serious leg injury. He retired from active service and returned
home, his fortune bought him a prosthetic to replace the mangled
leg but he still walks with a limp. He took a law enforcement
job in the local town and settled back to raise a family.
Tanic made a reputation for himself by cleaning out the local
scum and generally improving the town where he was Marshal.
That was when he attracted the attention of one crime bosses
from the near by city of Gamch, he sent some heavies round
to pay their respects to Tanic, they didn't come back but
wound up swing from the trees close by. The second wave of
heavies, didn't bother Tanic, they went straight for his family.
No longer could he sit back and forget about the world beyond
his small township, he donned his old battle armour from his
mercenary days and went after the crime boss.
Tanic didn't use subtlety, he went straight for the heart,
though the front of the crime boss's fortress. When he left
there was carnage in his wake, the crime boss was never found
and Tanic embarked upon a new career as a member of the Bounty
Hunters Guild. He still operates along the Hutt frontier with
the Republic specialising in live captures of those who believe
they have escaped Republican justice by crossing a border.
Male Human Bounty Hunter (Finger 3 / Soldier 5 / Bounty Hunter
2) 10; Init +0 (+0 Dex); Defense 17 (+7 class, +0 Dex); Spd
10 m; VP/WP 70/13; Atk +10 melee (1d6, punch), +9 ranged (3d8,
customized blaster carbine); SQ Barter, Jury-Rig +2, Target
Bonus +1, Sneak Attack (+1D6); SV Fort +9, Ref +5, Will +3;
SZ M; Rep 10; Str 13, Dex 10, Con 13, Int 18, Wis 10, Cha
10.
Equipment: Customised Blaster Carbine with
under slung Ion Pulsar (Carbine: 3d8 damage, 19-20 critical,
20 meter range increment, +2 targeter; Ion Pulsar: 3d6 damage,
19-20 critical, 10 meter range increment, DC20 stun, +2 targeter),
Customised Medium Battle Armour (DR 5, Max Dex +2, Ar Mod
-4, incorporates an environmental body sleeve, +4 on survival
checks and +4 Fort saves for hostile environments, breath
mask, comlink and beacon call for starship), Customised Starship
(Epytherim Ghost <View
Starship>).
Skills: Astrogate +2, Climb +6, Computer
Use +2, Demolitions +2, Gather Information +10, Handle Animal
+2, Hide +6, Intimidate +10, Jump +6, Knowledge (streetwise)
+6, Languages +1, Listen +6, Move Silently +10, Pilot +8,
Profession (law enforcer) +8, Repair +2, Ride +7, Search +2,
Spot +2, Survival +6, Swim +2, Treat Injury +2.
Feats: Animal Affinity, Armour Proficiency
(light, medium), Martial Arts, Fame, Point Blank Shot, Precise
Shot, Starship Ops (transports), Track, Weapon Group Proficiency
(simple weapons, blaster pistols, blaster rifles, vibro weapons). |
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