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Scum and Villainy Scum and Villainy
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Learn what it takes to be a smuggler, or how to build up a criminal empire that can rival the Hutt clans. Take your ship on the dangerous Kessel run, or chase down a bounty and claim your reward. Watch out for the long arm of Imperial law, though, or you may find yourself on a one-way trip to the spice mines. This book provides extensive information on life on the fringe in the Star Wars universe. More than just information for players, this book gives Gamemasters a wide variety of information on bounty hunters, crime syndicates, smugglers, pirates, and criminals of all stripes throughout the Star Wars setting. Covering everything from vile Hutt gangsters to smooth-talking con artists, Scum and Villainy gives both players and Gamemasters everything they need to fit right in at Mos Eisley spaceport.
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Kl'aal
23 August 2003
Author: Jan Tolbara
Source: The DarkStryder Campaign
The Defel known as Kl'aal is a mysterious individual. Emerging literally from the shadows on Kal'Shebbol, he joined the Farstar crew as a forward scout. His reasons for doing so are a secret known only by Kl'aal himself. He keeps to himself most of the time while on board ship, and he is known to disappear from the scouting parties that he forms and returns when he feels that he has completed the mission's objectives. He doesn't talk much and doesn't like to embellish his speech or his reports.

Kl'aal does not involve himself with shipboard matters as long as he can visit a planet at least once every week or two. He is an avid supporter of Captain Ciro and First Officer Adrimetrum. Like Gorak Khzam, he gains much satisfaction from hunting down prey. Unlike the Rodian, however, he considers the hunt to be a contest of honor between predator and prey. Kl'aal avoids ranged combat when he can and very rarely carries a blaster.

Kl'aal has no place of his own on the ship, or so it is assumed by the rest of the crew. He has this strange ability to appear when needed or when others are speaking about him. Nobody on the Farstar has ever seen him eat.

After being accused of murdering another Defel and being convicted of the crime despite swearing innocence, Kl'aal fled his homeworld of Af'El many years ago. Since then, he has considered himself cursed and has been constantly on the run. He has been pursued by Defel hunters, other law enforcement organizations, bounty hunters and even the Empire.

Eventually, Kl'aal arrived at Kal'Shebbol, where he was tracked down by Moff Sarne's forces and captured. Instead of imprisoning the Defel, Sarne made him his personal assassin in exchange for protection from the other forces that wanted him. Even though his conscience dreaded the work he did, he did his job effectively.

Now that he works for the New Republic, Kl'aal has made it his personal goal to hunt down and kill Moff Sarne personally to cleanse his troubled soul and restore his personal honor.

NOTE: See the DarkStryder boxed set, Book 1, pg. 56 for D6 stats.
Kl'aal - d20 Stats
Name: Kl'aal
Male Defel Scout 11
Initiative: +3 (Dex)
Defense: 20 (+7 class, +3 Dex)
Speed: 10m
VP/WP: 101/16
Attack Bonuses: +11 melee, +11 ranged
Special Qualities: Evasion, extreme effort, heart +2, skill mastery (intimidation, survival), trailblazing, uncanny dodge (can't be flanked)
Saving Throws - Fort: +8 Ref: +8 Will: +8
Size: M
Force Points: 5
Reputation: +2
Str: 17 Dex: 17 Con: 16 Int: 11 Wis: 13 Cha: 14

Equipment: Satchel

Skills: Computer Use +5, Demolitions +8, Disable Device +7, Gather Information +3, Intimidate +7, Knowledge (streetwise) +10, Knowledge (systems) +5, Move Silently +8, Pilot +7, Read/Write Basic, Read/Write Defel, Search +3, Speak Basic, Speak Defel, Spot +3, Survival +14, Treat Injury +5

Force Skills: None

Feats: Blind-Fight, Dodge, Iron Will, Power Attack, Skill Emphasis (survival), Track, Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons)

Force Feats: None
Era: New Republic
Type: Player Characters
Alignment: New Republic
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