Acriv Skall

Captain Skall

## Background

Many years ago, a small town on Trandosha, in the center of one of the many humid forests of the jungle world, a gang of pirates made a crash landing, and stayed a while, lying low to hide from some republic enforces that had been searching for them. The young Acriv Skall was immediately infatuated with their charming leader, Captain Cronn, a dashing and charismatic human. Cronn, though jaded and harsh, took Acriv under his wing, trained him to make repairs to his ship, 'The Valhalla', until it was flight worthy, and the heat had died down.

Acriv asked Cronn for days to let him join his crew, until, on the day of their leaving, Cronn finally said yes. Acriv said a short and unemotional goodbye to his clutchmates, and flew away to begin his life as a pirate. After a few of years, Acriv decided to get his own ship, so said goodbye to the now elderly Captain Cronn, and went off to purchase or steal the best ship he could find. Eventually, he came across 'The Constellation', a vessel that had been left to rust in a scrapyard on Tatooine. He hired a crew, managed to repair 'The Constellation', and flew off to make his fortune as a pirate. Or at least, that was his plan.

After a couple of years as Captain Skall, he learnt rapidly that it was more difficult then he had expected. Despite being an excellent shot with his pistols, and having picked up some skill as a gunslinger, he garnered little respect among other pirates, even despite having pulled off some daring schemes, even managing to steal a Nexu kitten from some smugglers who'd been carting the young feline off to a gladiatorial circuit. But from then on, luck seemed to decline for Acriv, until eventually, after a dry spell of a few bad heists, he finally lost 'The Constellation' in a bet to a smug noble from cloud city, along with his disappointed crew. He was left on Xeosis with nothing but his blasters; his newly named Nexu, Sigil; his (admittedly limited) wits and a hunger for credits and respect.

## Personality Traits

Brutal and loyal in equal parts, Acriv Skall is a pirate and a Trandoshan at heart, so aggression and blood are commonplace to him. That being said, as a captain, he is loyal to a fault, and respect, charisma, and a good plan are important to him. He is of good humour, if a little single minded, and in general will fight to the end to protect those he respects, being the strong, the smart, and those as loyal as he. Gambling is indeed a fault, though one he is rapidly growing more resentful of.

### Likes

Gambling, drink, and credits especially. Hardly able to resist a game, or a challenge, he often finds himself in trouble for this. Though this isn't always bad; Acriv lives for the adventure and the infamy of piracy. The only thing he cares about more then adventure, is his pet Nexu, stolen from smugglers as a newborn, it is his closest companion and his most constant confident. He enjoys shooting, and is always most comfortable with a gun in his hand and a friend at his side.

### Dislikes

A strong distate of those who'd stab people in the back. He also hates being tricked almost as he loves tricking people. An especial, personal dislike, is that of disrespect. An insult, no matter how old, never leaves the mind of Acriv Skall.

## Appearance

A long and strong build, with limbs reminiscent of girders: thick and immovable. He stands straight backed, with blood-red scales and eyes the colour of cold green poison from end to end. He has a wide grin, and his jaws contain teeth that even a fellow Trandoshan would consider slightly too long and wide. Acriv spends his days in dented plate armour, with grey polymer underclothes, slightly worn in places.

## Character Attributes

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### Professions

 Subterfuge
 Negotiator
 Linguist
 Spaceships Pilot
 Duel wield shooting
 Animal handling
 Quick draw
 Athletics

### General Statistics

 Saber Bonus
 Melee Bonus
 Ranged Attack Bonus

### Unique Bonuses

* SE-14: +1 to attack, Blaster Pistol; No deduction to shooting from Melee range, Range limit: Long Range, Has a Stun Setting
* Trandoshan: +1 to Trained Combat (Melee), May regrow a lost limb in 1d6 days
* Datapad
* Comlink - short range
* Favoured planet advantage: Trandosha (jungle)
* Hidden talent - athletics
* A pet Nexu kitten
* Medium armour: +2 melee block bonus, -2 melee counter attack bonus, Melee wounds of an 8 or lower are reduced by 1

* Can perform Dual Shot Maneuver without -3 negative