Star Wars: A Flicker of Hope
A starship captain in dire need of credits
Medium Gran scoundrel 3
Force 6; Dark Side 0
Init +8; Senses darkvision, Perception +6
Languages Gran, Basic
Defenses Fort 13, Ref 17 (flat-footed 15), Will 14
hp 25; Threshold 13
Speed 6 squares
Melee stun baton +2 (2d6 +1, stun)
Ranged heavy blaster pistol +4 (3d8 +1)
Base Atk +2; Grp +4
Special Actions triple vision
Abilities Str 10, Dex 15, Con 11, Int 10, Wis 10, Cha 16
Special Qualities: target awareness, triple vision
Talents Fool’s Luck, Hyperdriven
Feats Pistoleer, Point Blank Shot, Precise Shot, Skill Focus (Pilot), Weapon Proficiency (pistols, simple weapons), Vehicular Combat
Skills Initiative +8, Perception +6, Persuasion +9, Pilot +13
Possessions heavy blaster pistol (spring loaded, targeting scope), hip holster, R5-P6 (R5 series astromech doid), The Last Gambit (YT-1250 Space Transport), utility belt
Yen Prip was in a bind.
Owing a Hutt a significant amount of credits is, generally speaking, a terrible idea. The crime lord gave him an ultimatum, come up with the credits within the day—or payment would be enacted in blood—or, better still, with his starship.
The gran smuggler had, over the years, invested a considerable amount of time and credits maintaining the YT-1250 space transport… It goes without saying that Prip was not ready to part with his most prized possession, nor was he inclined to die.
So he decided to accept the strange droid’s offer…
He knows he didn’t make the wisest decision. After all, he never does.