Siz Va Klussk

AgentAbide

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  1. Siz Va Klussk

    AGE
    ► 24​
    SPECIES
    ► Saurin​
    HEIGHT
    ► 6’3”​
    WEIGHT
    ► 185 lbs​
    EYE COLOR
    ► Black​
    HAIR COLOR
    ► N/A​
    HOMEWORLD
    ► Durkteel​
    GENDER
    ► Male​
    FACTION
    ► Hutt Cartel​
    RANK
    ► N/A​
    FORCE SENSITIVITY
    ► No​
    BIOGRAPHY
    Siz Va Klussk was born knowing what the other side of wealth looked like. Born on the agriworld of Durksteel, he spent most of his time as a brat learning how to hunt like his people did for generations. On top of being a farmers son, he learned what it meant to be a hunter of many types of prey. Large beasts. Small pests. Even the kind of prey wanted by those who had enough credits to stockpile a small militia. His father, Kal Va Klussk, was once a hunter of men and beast. His father’s past was difficult and it made him a totalitarian when it came to parenting. Having Siz at the age of 27 didn’t help matter’s, as Kal planned to not have offspring. It made Siz into a cold character, always seeing the glass halfway to overflowing. He never knew his mother, she apparently wasn’t to far off from his father when it came to her outlook on life. From what his father has said about her, there was no romantic nature to their “business”. They just so happened to fancy each other to a degree. After that, their “business” was over. Siz’s mother dumped him onto his now retired father and that was that.

    After spending his childhood learning the tricks of his trade from his father, Siz Va, known around his area as “Klussk”, began making friends with the underworld of Durkteel. Klussk, now 16, clawed his way through the mud for credits and a steady position in local activity. Before long, he would find himself being an enforcer for some slim ball collecting money for the local kingpins in protection rackets. Being more than a decent shot, he often found himself in petty fire fights between rival gangs. He even found bounty hunting as a lucrative source of income, finding that taking out local bosses and even offing political figures as a means to an end. It also meant he could keep The Scorekeeper happy, his people’s religious icon. After earning a name on Durksteel, he set his sights for Hutt territory. Taking jobs as a Bounty Hunter for hire, Klussk found steady work. With his father dying a natural death, he found that staying close to Cartel controlled worlds kept his pockets fat and his stomach full. Now 24, he’s just waiting for his next job.
    Personality
    Klussk is a cold-hearted, near emotionless machine. He borders on the line of being a sociopath and a rational risk taker. He fears little and knows only how to get his end of a deal. He manages to remain silent unless provoked and enjoys little to no company. He started out being an enforcer to a local gang on Durksteel, so he knows when muscle needs to be flexed and when talking needs to begin. He isn’t an emotionless sycophant, trying to gain fame and fortune by jumping through hutt hoops for power. He’s out to survive, something his father instilled in him when he was young. He likes to be alone, tinkering with gadgets and gizmo’s as a hobby. He can often be found digging through market places for the odd part he can never find. Bin diving in bazaar’s to hopefully find the power supply tray for some random piece of tech. Overall, he’s a quiet thinker, who lives for making credits by any mean’s necessary.
    Attributes


    Strength: 7.5/10

    Being a Saurin, a cousin of the Trandoshan’s, he’s easily stronger than most humans and some other species of humanoids in the universe. He can leap with the best of force sensitives from strength alone and can only be outmatched in strength by wookies themselves.

    Dexterity: 6/10

    Trandoshan’s have problems with dexterity, especially with their hands. Their hands are awkward with 3 fingers on each hand and claws on each finger. Saurin’s, however, are known to have more human like hands. Klussk has five fingers with small claws, making his hands a little better with moving objects and fixing tech. Though, he still isn’t great at it, it’s a huge advantage for him when it comes to tinkering.

    Stamina: 9/10

    Klussk has great stamina and recovers quickly from being overworked. Being a Saurin and training since he was young chiseled him into peak fitness.

    Intelligence: 7/10

    Klussk isn’t a super genius but he does know how to get what he want’s in the end. He’s pretty versed in combat and tactics, he’s also a skilled hunter and knows how to hunt a slew of prey. He’s intelligent on the way’s of survival and how to earn credits. Is there a reason to know more?

    Wisdom: 4/10

    Klussk isn’t wise. He’s a high stakes risk taker and a bounty hunter. He doesn’t need to be wise beyond knowing not to bite the hand that feeds him and to respect the right people.

    Charisma: 3/10

    Klussk isn’t the most charismatic Saurin around. He never really needs to be. He’s not a smuggler, who needs to feign ignorance to get out of a bad deal. The person with the pouch of credits tells him to shoot somebody, he shoots them. End of story.


    Gear


    Weapons

    http://www.thestarwarsrp.com/forum/index.php?threads/am-30-designated-marksmen-rifle.79274/[/url] The AM-30 Designated Rifle

    http://www.thestarwarsrp.com/forum/index.php?threads/4c-blaster-pistol.76702/[/url] 4C Blaster Pistol

    http://www.thestarwarsrp.com/forum/index.php?threads/collapsible-vibro-sword.77647/[/url] Collapsible Vibro-sword

    http://www.thestarwarsrp.com/forum/index.php?threads/ascension-gun.79307/[/url] Ascension Gun

    He also carries a couple of concussive grenades and smoke grenades.

    Armor

    http://www.thestarwarsrp.com/forum/index.php?threads/clovoc-armor.76718/[/url] Modified Clovoc Armor. Klussk doesn’t have a need for the face plate or the footwear of the Clovoc Armor, so he keeps the head wear on with the face plate off. He also keeps the footwear off.

    Ship

    Nerf-Herder Light Freighter

    Droids

    [URL='http://www.thestarwarsrp.com/forum/index.php?threads/mr-series-utility-astromech.76735/[/url'] MR-Series Utility Astromech Droid
    [/url]

    [URL='http://www.thestarwarsrp.com/forum/index.php?threads/mr-series-utility-astromech.76735/[/url']

    [/url]
    http://www.thestarwarsrp.com/forum/index.php?threads/nerf-herder-light-freighter.76701/[/url
    http://www.thestarwarsrp.com/forum/index.php?threads/nerf-herder-light-freighter.76701/[/url
    http://www.thestarwarsrp.com/forum/index.php?threads/nerf-herder-light-freighter.76701/[/url
    [URL='http://www.thestarwarsrp.com/forum/index.php?threads/mr-series-utility-astromech.76735/[/url']
    [/url]

[URL='http://www.thestarwarsrp.com/forum/index.php?threads/mr-series-utility-astromech.76735/[/url']
[/url]
 
Last edited:

AgentAbide

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Edited in an MR-Series Astromech Droid. Forgot to add that in before posting.
 

Logan

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Everything looks pretty good. The only hang up is that the ship you selected is advanced tech - which means you unfortunately cannot start with it. You'll have to switch it to something else. The Nerf Herder freighter is a pretty solid starting ship, and it has a hyperdrive.
 

AgentAbide

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Ok. I'll change it up when I get the chance. More than likely sometime tomorrow.
 
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