Character Dossier

Trisk'Tal

Shirren · Scholar · Technomancer 1

Backstory

AKA 'Tal', born 271 AG

Trisk'tal was hatched amidst the chaos of the Silent War. From a young age, he exhibited a sharp mind and a talent for understanding the intricate dance of genetics and biology. This aptitude earned him a place in the Initiative for Evolutionary Defense (IED), a clandestine program dedicated to enhancing the Pact Worlds' capabilities in the covert war against the Veskarium.

As part of the program, Trisk'tal worked tirelessly to develop genetic modifications that could give soldiers an edge without compromising their autonomy. Colloquially, a super-soldier programme. It was here that he met Zenn'reet, another Shirren researcher. Their shared fascination with discovery and innovation grew into something deeper and together they unlocked breakthroughs that were as extraordinary as they were dangerous.

After the war, the IED transitioned into the Genesis Vanguard (GD), a civilian research initiative under the sponsorship of Luminex Biotechnica (LM). The corporation touted its commitment to ethical research and scientific progress, but its profit-driven agenda soon became clear. Cost-cutting measures and relentless demands for results strained the GD's operations. Safety protocols were quietly deprioritized to keep up with corporate expectations.

Trisk'tal and Zenn'reet were working late on a high-priority project when the accident occurred. An experimental mutagenic agent, meant to simulate adaptive evolution in extreme environments, was released due to a malfunction in containment systems. The failure stemmed from faulty equipment that had gone unaddressed—an oversight stemming from Luminex's refusal to approve costly replacements. Zenn'reet was exposed to the agent before the lab could be sealed.

At first, the changes seemed minor. Zenn'reet displayed heightened cognitive abilities and an almost preternatural connection to the collective Shirren consciousness. But as days passed, her behavior grew erratic, and her connection to the Swarm began to reawaken. Trisk'tal watched in horror as the bond they had forged was eclipsed by the overwhelming pull of the Swarm.

One night, Zenn'reet vanished. Whether she left willingly or was driven by the Swarm's influence, Trisk'tal could not say. Luminex downplayed the incident, blaming it on "unforeseen genetic instability," and quietly classified the records. Trisk'tal's pleas for resources to find Zenn'reet or address the safety flaws were ignored. Disillusioned and grief-stricken, he resigned, but whispers of his involvement in the accident tainted his reputation, leaving him unable to find formal work.

Trisk'tal now dedicates himself to independent research, scavenging resources and funding from wherever he can. His goal is bold, some might say impossible: to find a way to trigger the mutation that enabled Shirren to break free from the Swarm's hive mind. He believes that this discovery could offer freedom to countless Swarm entities, whom he sees as potential Shirren waiting to be liberated. This work is also deeply personal. If he can find a way to replicate the mutation, he may also save Zenn'reet—if she is still alive and under the Swarm's influence.

Prelude to WSCL

One evening, while deep in thought over an experimental formula, Trisk'tal heard a faint scrape outside his door. When he opened it, no one was there, but a datapad had been slipped beneath. Its screen flickered to life, displaying an encrypted message: an opportunity for substantial credits and invaluable business connections.

Was this a genuine chance to fund his research—or a trap laid by those who sought to control or silence him?

Character Sheet

Trisk'Tal

Shirren · Scholar · Technomancer 1
Alignment Neutral Good Home World Absalom Station
STR
8
-1
DEX
10
+0
CON
13
+1
INT
18
+4
WIS
10
+0
CHA
14
+2
HP
11
SP
6
RP
5
+0
= +0 Dex Mod
EACEnergy Armor Class
11
= 10 Base + +1 Armor Bonus + +0 Dex Mod + +0 Misc Mod
KACKinetic Armor Class
12
= 10 Base + +2 Armor Bonus + +0 Dex Mod + +0 Misc Mod
AC vs. Combat Maneuvers
20
= 8 Base + 12 KAC
DR / Resistances -
Fortitude
+1
= +0 Base Save + +1 Con Mod
Reflex
+0
= +0 Base Save + +0 Dex Mod
Will
+2
= +2 Base Save + +0 Wis Mod
BAB
+0
Melee Attack
-1
= +0 BAB + -1 Str Mod + +0 Misc Mod
Ranged Attack
+0
= +0 BAB + +0 Dex Mod + +0 Misc Mod
Thrown Attack
-1
= +0 BAB + -1 Str Mod + +0 Misc Mod
WeaponLvlAtk BonusDmgTypeCritRangeAmmo/UsageSpecial
Pulsecaster Pistol 1 +0 1d4 E - - 30 ft. 20 (1/shot) Nonlethal
Skill Ranks/Level 8
SkillAbilityClass SkillTrained Only RanksTotal
Acrobatics Dex - - 0 +0
Athletics Str - - 0 -1
Bluff Cha - - 0 +2
Computers Int Yes Yes 1 +8
Culture Int - Yes 1 +7
Diplomacy Cha Yes - 1 +8
Disguise Cha - - 0 +2
Engineering Int Yes Yes 1 +8
Intimidate Cha - - 0 +2
Life Science Int Yes Yes 1 +11
Medicine Int - Yes 1 +5
Mysticism Wis Yes Yes 0 +0
Perception Wis - - 0 +0
Physical Science Int Yes Yes 1 +8
Piloting Dex Yes - 0 +0
Sense Motive Wis - - 1 +1
Sleight of Hand Dex Yes Yes 0 +0
Stealth Dex - - 0 +0
Survival Wis - - 0 +0
CommonShirrenBrethedanVeskAzlantiCelestial

Race Traits

Blindsense. Shirrens' sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—with a range of 30 feet.

Communalism. Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Cultural Fascination. Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

Limited Telepathy. Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Theme (Scholar)

Theme Knowledge. You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Class Features

Spell Cache. As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don't need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you've expended all your spell slots for that spell's level.

If your spell cache is damaged, it is restored to full Hit Points the next time you prepare your spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Cantrips(4 known)

SpellSchoolCasting TimeRangeTargetsDurationSaveSR
Dancing Lights Evocation 1 standard action medium (100 ft. + 10 ft./level) - 1 minute - no
Daze Enchantment 1 standard action close (25 ft. + 5 ft./2 levels) one humanoid creature of CR 3 or lower 1 round Will negates yes
Energy Ray Evocation 1 standard action close (25 ft. + 5 ft./2 levels) one creature or object instantaneous - yes
Psychokinetic Hand Transmutation 1 standard action close (25 ft. + 5 ft./2 levels) one unattended object of no more than 10 lbs. or 1 bulk concentration none no

1st Level Spells(2 known · 2/day)

SpellSchoolCasting TimeRangeTargetsDurationSaveSR
Jolting Surge Evocation 1 standard action touch one creature or object instantaneous none yes
Magic Missile Evocation 1 standard action; see text medium (100 ft. + 10 ft./level) up to three creatures, no two of which can be more than 15 ft. apart; see text instantaneous none yes
ItemLevelBulkQtyPrice
Second Skin 1 L 1 250 cr
Pulsecaster Pistol 1 L 1 250 cr
Battery, Standard 1 — 2 120 cr
Comm Unit, Personal 1 L 1 7 cr
Backpack, Consumer 1 1 1 3 cr
Hygiene Kit 1 L 1 3 cr
Medkit, Basic 1 1 1 100 cr
Tent, Mass Produced 1 1 1 2 cr
Field Ration 1 1 1 1 cr
Credits 264 cr remaining
Carrying Cap. 4 Bulk carried - Unencumbered ≤ 4, Encumbered ≤ 8, Overburdened beyond that