M'K R'SHR K'NTTH

Independant Arms Dealer

History

M'k has served SLA for all of his days, now into his eighties, he has settled comfortably into his position of family head and put his glory days behind him. Once he was a warrior, as proud as any and perhpas better than most. Not legendary but competant, able and ultimately successful. When he decided to retire, he had ammassed wealth enough to finance his own subsidary company. K'NTTH ARMOURY is a small family operation. Here M'k has managed to prosper and his family with him. The Armoury is a small but meticulously maintained building in central that has six Shaktar staff present at all time. M'k is often present on the shop floor and enjoys his business.

Personality

M'k is more complex than your average Shaktar, he has passed the days of his youth where he sought only glory in service to SLA, wizened yet not disillusioned, he is proud of his achievements. Now a Grandfather and happily retired, he is still a fiery and quick-tempered soul. More than most of his kind he is personable and can take others off-guard with a witty joke and snappy conversation. His family's reputation is important to him, he seeks glory for his sons and grandsons so they may achieve the happiness he has.

M'K R'SHR K'NTTH (Killan Trans: Mick-Ri-Shar-Kontoth.) Independant Arms Dealer. SCL: 5e.2.

Appearance: An imposing Shaktar, rugged and greying so he seems almost rusty looking. A long and deep facial scar runs from temple to jaw, giving him a mostrous aspect when first encountered. Height: 7'2'', Weight: 216lbs, Eyes: Yellow, Complexion: Rusty Red, Age: 83.

Characteristics: STR 8, DEX 7, DIA 7, CONC 9, CHA 7, COOL 7, TOTAL HITS 19 (Karma Modifications.)

Skills: Unarmed Combat: 6, Blade 1-H: 8, Blade 2-H: 5, Chainaxe: 4, Martial Arts: 7, Gymnastics: 4, Electronic Lock Picking: 5, Detect: 7, Pistol: 7, Rifle: 6, Auto/Support: 8, Sneak: 5, Hide: 6, Business Finance: 7, Business Administration: 5, Written Report: 4, Computer Use: 6, Weapon Maintenance: 8, Electronic Repair: 5, Mechanical Repair: 4, Pilot-Civilian: 3, Pilot-Military: 5, Speak-Killan: 3, Literacy: 4, Intimidation: 5, SLA Info: 5, Thresher Info: 3, Streetwise: 3, Evaluate Opponent: 8.

Advantages/Disadvantages: Timekeeper-Good: 5, Looks-Ugly: 4, Figure-Bad: 1, Vehicle: 3, Dependant: 10, Financial-Investments: 6, Reputation-Good: 4 (None Shaktar Ops.), Reputation-Bad: 2 (Shaktars.), Housing-Good: 6.

Equipment: Anything he wants, he runs a weapons store. By preference he uses a Shaktar Switchblade and KK-20's loaded with AP and HP. He still has Warworld issue Crackshot armour and KARMA modifications including skeletal enhancement shell and claws.

Game Use

  1. The PCs frequent his Central store for 5% cheaper weaponry, his advice on weaponry can be used as your voice 'in game' to recommend Ops to certain gear.
  2. He gives the Ops 'special deals' cultivating them as allies so that his offspring will have friends on the circuit when they graduate.
  3. A carelss PC (probably a Brainwaster) pisses him off and finds himself being challenged by the aging Shaktar, he can be appeased but not bribed, he will actually be incredibly impresed if the fool chooses to fight him, perhaps sparing him, perhaps not.
  4. A PC he comes to respect may be given tuition in Martial Arts or 1-H Blade. If he can make a CONC roll of 11+ Current skill. He can spend 1 less Experience Point when raising the skill. If 21+ he pays an additional 1 less, this can't exceed 1/2. Lessons cost 30c a month, the mimimum time required for a succesful roll.
  5. M'k is viewed poorly among other Shaktars who dislike his business over warrior attitude. Ops may find themself opposed by other Shaktars if they befriend him.