<div class="floatright">(https://i.pinimg.com/736x/18/f2/45/18f245e04d33b66e70a7faaecbe6e45d--lee-science-fiction.jpg)</div><br/><strong>Krysia “Kris” Vereen (http://www.myth-weavers.com/sheet.html#id=1402576)</strong><br/><br/><em>Human Envoy 1 NG</em><strong>HP</strong>10 / 10<strong>RES</strong>3 / 3<strong>STAM</strong>6 / 6<strong>Speed</strong>30ft<br/><strong>Init</strong>2<strong>KAC</strong>14<strong>EAC</strong>13<strong>Fort</strong>0<strong>Ref</strong>4<strong>Will</strong>2<strong>CMB</strong>22<strong>BAB</strong>0<br/><br/><strong>Str</strong>10 (0)<strong>Wis</strong>10 (0)<br/><strong>Dex</strong>15 (2)<strong>Int</strong>13 (1)<br/><strong>Con</strong>10 (0)<strong>Cha</strong>15 (2)<br/><br/><strong>Weapons:</strong><br/>Azimuth Laser Pistol Atk+2 Dmg 1d4F Crit 1d4 Burn Rng 80ft Cap 20 Use 1<br/>Tactical Baton Atk+0 Dmg 1d4B<br/><br/><strong>Armor:</strong><br/>Second Skin (w/infrared sensor upgrade)<br/><br/><strong>Skills:</strong><br/>Acrobatics +6, Bluff +6, Computers +5, Culture +1, Diplomacy +6, Disguise +6<br/>Engineering +1, Intimidate +2, Life Science +1, Medicine +5, Perception +4,<br/>Physical Science +1, Piloting +2, Sense Motive +4, Sleight of Hand +6,Stealth +6<br/><br/><strong>Feats:</strong><br/>Diversion, Mobility<br/><br/><strong>Class Features:</strong><br/>Envoy Improvisation<br/>Expertise 1d6<br/>Skill Expertise<br/><br/><strong>Items:</strong><br/>Holoskin, Personal Comm Unit, Tier -1 Computer (Rng 100ft), 44 credits<br/><br/><strong>Background:</strong><br/>Kris comes from a family of brokers, the ones that arrange or negotiate deals, disputes, anything that requires a viable settlement for parties involved.  She is the youngest of four and is seen the least competent in the trade or at the very least is considered green.  But that doesn’t stop her in proving herself.  And so she decided to strike out on her own unannounced, thinking that her family wouldn’t care missing her absence.  She finally ended up in the well renowned Absalom Station where she thought her life would change for the better.<br/><br/>Once in Absalom, she tried to advertise herself for anyone interested, pleading even,  but was mostly ignored or brusquely told to buzz off.  None of them wanted to do with someone with little or no experience as an envoy, thus leaving Kris in a depressing and uncertain situation.  That is until she was  noticed and approached by the philanthropist extraordinaire of Absalom Station, Mr. Johnson.<br/><br/>Whether it was something he saw in Kris that reminded him of himself, or it was his firm altruistic stand, Mr. Johnson decided to take her under his wing.  Hoping to find some use for her in his organization, particularly in an all-female group he enthusiastically plans in forming.  Kris was of course was gladdened by this and accepted his generous offer with almost no questions asked, promising her benefactor that she will do all she can to be of use for him and for herself, and would be teammates.<br/><br/><strong>Kinks:</strong>Most of the GM’s planned smutness are spot-on for me of wanting to happen to my character, except of perhaps the pregnancy part.  Also would love some electro torture added to the interrogation stuff. And non-cons that go especially hand in hand with all the smutness above.<br/><br/><br/><br/><br/>