Chadra-Fan are smaller than average and count as silhouette 0. Chadra-Fan begin the game with one rank in Mechanics. They still may not train Mechanics above rank 2 during character creation. Initial 90 XP.
-15 Duty for +10 XP/+1000 Credits, Brawn 2, Agility 4, Cunning 3 (90/100 XP), Bonus Recruit universal career
Skills (300 XP spent)
▪ Computers 1/2, Cool 1/2, Coordination 1, Discipline 1, Mechanics 3/4/5, Perception 2, Stealth 2/3/4, Survival 1, Streetwise 1, Vigilance 1
▪ Pilot (Planetary) 1, Pilot (Space) 1
▪ Gunnery 1/2/3/4, Melee 1, Ranged (Light) 2/3/4, Ranged (Heavy) 1
▪ Knowledge: Core Worlds 1, Knowledge: Education 1, Knowledge: Outer Rim 1, Knowledge: Warfare 1
Saboteur (195 XP spent)
5: ■ ■ ■ ■ Resolve / Second Wind / Grit / Rapid Recovery
10: □ ■ ■ ■ Powerful Blast / Toughened / Second Wind
15: □ ■ ■ □ Rapid Recovery / Resolve
20: □ ■ ■ □ Powerful Blast / Selective Detonation
25: ■ ■ ■ □ Dedication / Master Grenadier / Selective Detonation
Recruit (210 XP spent)
5: □ ■ ■ ■ Second Wind / Outdoorsman / Tactical Combat Training
10: ■ ■ ■ ■ Second Wind / Vehicle Combat Training / Well Travelled / Toughened
15: ■ ■ □ □ Quick Draw / Grit
20: □ ■ ■ □ Jump Up / Grit
25: □ ■ ■ ■ Dedication / Toughened / Enduring
Demolitionist (40+200 = 240 XP spent)
5: ■ ■ ■ ■ Powerful Blast / Grit / Selective Detonation / Steady Nerves
10: ■ ■ ■ ■ Toughened / Time To Go / Powerful Blast / Grit
15: ■ ■ □ □ Enduring / Time To Go (Improved)
20: ■ ■ ■ □ Improvised Detonation / Powerful Blast / Grit
25: ■ ■ ● □ Improved Improvised Detonation / Dedication / Master grenadier (Saboteur)
Sapper (40+195 = 235 XP spent)
5: ■ ■ ■ ■ Construction Specialist / Toughened / Durable / Grit
10: ■ ■ □ ■ Known Schematic / Contraption / Powerful Blast
15: □ ■ ■ ■ Durable / Improvised Defenses / Powerful Blast
20: □ □ ● ● Improvised Detonation (Demolitionist) / Master Grenadier (Saboteur)
25: ■ ■ ■ ■ Weak Foundation / Dedication / Improved Position / Master Demolitionist
Gunner (60+190 = 250 XP spent)
5: ■ ■ □ ■ Durable / Grit / Debilitating Shot
10: ■ ■ □ ■ Toughened / Brace / True Aim
15: ■ ■ □ □ Durable / Enduring
20: ■ ■ □ □ Toughened / Enduring
25: □ ■ ■ ■ Jury Rigged / Dedication / True Aim
Modder (70+115= 200 XP spent)
5: ■ ■ □ ■ Tinkerer / Resolve / Signature Vehicle
10: ■ ■ □ ■ Gearhead / Tinkerer / Modder
15: □ ■ □ □ Resolve
20: □ ■ □ □ Hidden Storage
25: □ ■ ■ □ Dedication / Natural Tinkerer
The Harder They Fall (130 XP spent)
30: Base Signature Ability
10: ■ ■ ■ ■ Increase Number / Change Skill / Increase Number / Ignore Defenses
15: ■ ■ ■ ■ Ignore Defenses / Destiny / Reduce Difficulty / Frequency
Unmatched Ingenuity (130 XP spent)
30: Base Signature Ability
10: ■ ■ ■ ■ Add Boost / Duration / Add Boost / Duration
15: ■ ■ ■ ■ Breach Quality / Destiny / Reduce Difficulty / Concussive Quality
Missions
..1 ▪ Operation OverStock: +20 XP +25 Duty +300 Credits (120 XP / 30 Duty / 1105 Credits)
..2 ▪ Operation Skooldaze: +20 XP +15 Duty +300 Credits (140 XP / 45 Duty / 1405 Credits)
...▪ Operation Getaway: +15 XP +10 Duty (GM'd, 155 XP / 55 Duty)
..3 ▪ Operation Hound Dog: +35 XP + 15 Duty +300 Credits (190 XP / 70 Duty / 1705 Credits)
..4 ▪ Operation Smash and Grab: +30 XP +25 Duty +300 Credits (220 XP / 95 Duty / 2005 Credits)
..5 ▪ Operation Arcade sim: +15 XP (235 XP / 95 Duty / 2305 Credits)
..6 ▪ Operation Damsel in Distress: +25 XP +15 Duty + 400 Credits (260 XP / 110 Duty / 2605 Credits) ► CR 1: SBD Series Assistance and Rescue droid, Repulsor assist unit
..7 ▪ Operation Kidnapping: +25 XP +20 Duty +400 Credits +2265 Credits loot (285 XP / 130 Duty / 5370 Credits)
..8 ▪ Operation Long Distance Relationship: +30 XP +15 Duty +400 Credits (315 XP / 145 Duty / 5670 Credits)
..9 ▪ Operation Fleet Engagement sim : +20 XP +5 Duty +400 Credits (335 XP / 150 Duty / 6070 Credits)
10 ▪ Operation Good Hunting : +20 XP +15 Duty +400 Credits (355 XP / 165 Duty / 6470 Credits)
...▪ Operation True Ambitions: +20 XP +10 Duty (GM'd, 375 XP / 175 Duty)
11 ▪ Operation Fractal: +20 XP +10 Duty +400 Credits (395 XP / 185 Duty / 6870 Credits)
...▪ Operation Next in the News: +20 XP +5 Duty (GM'd, 415 XP / 190 Duty)
...▪ Operation Grey Exposé: +15 XP +10 Duty (GM'd, 430 XP / 200 Duty) ► CR 2: Mechanics workshop, Low-grav workspace
12 ▪ Operation Show Off : +20 XP +20* Duty +500 Credits (450 XP / 220 Duty / 7370 Credits)
...▪ Operation Lighthouse: +15 XP +10 Duty (GM'd, 465 XP / 230 Duty)
13 ▪ Operation Shut Down : +30 XP +15 Duty +500 Credits (495 XP / 245 Duty / 7870 Credits)
...▪ Operation Road Trip: +5 XP due to postponed (500 XP)
14 ▪ Operation See No Evil (Assault) : +25 XP +15 Duty +500 Credits (525 XP / 260 Duty / 8370 Credits)
15 ▪ Operation Road Trip : +30 XP +10 Duty +500 Credits (555 XP / 270 Duty / 8870 Credits)
16 ▪ Operation Power Outage: +25 XP +15 Duty +500 Credits (580 XP / 285 Duty / 9370 Credits)
...▪ Operation Fundraiser: +20 XP +10 Duty (GM'd, 600 XP / 295 Duty)
17 ▪ Operation Bug Out: +20 XP +10 Duty +600 Credits (620 XP / 305 Duty / 9870 Credits) ► CR 3: Cybernetic brain implant, Optical camouflage system
18 ▪ Operation Liberty Trail: +20 XP +15 Duty +600 Credits (640 XP / 320 Duty / 10470 Credits)
...▪ Operation Doctors Orders: +15 XP +10 Duty (GM'd, 660 XP / 330 Duty)
19 ▪ Operation Superstitious Hunting: +25 XP +15 Duty +600 Credits +2180 Credits (685 XP / 345 Duty / 13250 Credits)
20 ▪ Operation Snowfall: +35 XP +10 Duty + 600 Credits (720 XP / 355 Duty / 13850 Credits)
...▪ Operation Housebroken: +5 Duty (GM'd, 360 Duty)
21 ▪ Operation Spud: +20 XP +15 Duty + 600 Credits (740 XP / 375 Duty / 14450 Credits)
22 ▪ Operation Recall: +30 XP +15 Duty + 600 Credits (770 XP / 390 Duty / 15050 Credits)
...▪ Operation Housebreak: +20 XP, +10 Duty (GM'd, 790 XP / 400 Duty) ► CR 4: Vangaard Pathfinder-class Scout ship, Spare parts bin
23 ▪ Operation Stolen Goods: +15 XP +10 Duty + 700 Credits (805 XP / 410 Duty / 15750 Credits)
24 ▪ Operation Cold Iron: +20 XP +10 Duty + 700 Credits (825 XP / 420 Duty / 16450 Credits)
25 ▪ Operation Emergency Evac: +20 XP +20 Duty + 700 Credits (845 XP / 440 Duty / 17150 Credits)
26 ▪ Operation Kinetic Threat: +20 XP +15 Duty + 700+450 Credits (865 XP / 455 Duty / 18300 Credits)
27 ▪ Operation Mass Exodus (Boarding): +25 XP +15 Duty + 700 Credits (890 XP / 470 Duty / 19000 Credits)
...▪ Operation Sidestep: +15 Duty (GM'd, 485 Duty)
28 ▪ Operation Muddy Boots: +25 XP +20 Duty +800 Credits (915 XP / 505 Duty / 19800 Credits) ► CR 5: Two spare parts bins
29 ▪ Operation Saving Grace: +25 XP +20* Duty report +800 Credits (940 XP / 525 Duty / 20600 Credits)
...▪ Operation Incomplete: +5 XP +5 Duty (945 XP / 530 Duty)
30 ▪ Operation MSE-6: +25 XP +20* Duty report +800 Credits (970 XP / 550 Duty / 21400 Credits)
31 ▪ Operation Faceplant: +20 XP +15 Duty +800 Credits (990 XP / 565 Duty / 22200 Credits)
32 ▪ Operation Hyde and Seek: +25 XP +15 Duty +800+750 Credits (1015 XP / 580 Duty / 23750 Credits)
33 ▪ Operation Blind Hydra: +25 XP +20 Duty +900 Credits (1040 XP / 600 Duty / 24650 Credits) ► CR 6: Pseudo-cloaking device, whisperthrust engines
...▪ Operation Archery: +15 Duty (GM'd, 615 Duty)
34 ▪ Operation Crimson Trident: +25 XP +20 Duty +900 Credits (1065 XP / 635 Duty / 25550 Credits)
35 ▪ Operation Pathfinder: +15 XP +15 Duty +900 Credits (1080 XP / 650 Duty / 26450 Credits)
...▪ Operation Monastery: +15 Duty (GM'd, 665 Duty)
36 ▪ Operation Tip-Toe: +20 XP +20 Duty +900 Credits (1100 XP / 685 Duty / 27350 Credits)
37 ▪ Operation Hatchet Job: +25 XP +20 Duty +1000 Credits (1125 XP / 705 Duty / 28350 Credits) ► CR 7: Baudo-class yacht, Research records
38 ▪ Operation Dark Star Geyser: +25 XP +20 Duty +1000 Credits (1150 XP / 725 Duty / 29350 Credits)
39 ▪ Operation Sandbar: +20 XP +15 Duty +1000 Credits (1170 XP / 740 Duty / 29350 Credits)
40 ▪ Operation Column Toppler: +25 XP +15 Duty +1000 Credits (1195 XP / 755 Duty / 30350 Credits)
41 ▪ Operation Fatal Scout: +25 XP +15 Duty +1000 Credits (1220 XP / 770 Duty / 30350 Credits)
42 ▪ Operation Emerald Ordinance: +20 XP +15 Duty +1000 Credits (1240 XP / 785 Duty / 31350 Credits)
...▪ Operation Spider Bite: +15 Duty (GM'd, 800 Duty) ► CR 8: Emergency containment measures, Superior armor
43 ▪ Operation Stolen Goods: +20 XP +10 Duty +1100 Credits (1260 XP / 810 Duty / 32450 Credits)
44 ▪ Operation Sideload: +25 XP +15 Duty +1100 Credits (1285 XP / 825 Duty / 33550 Credits)
45 ▪ Operation Obsidian Night: +20 XP +10 Duty +1100 Credits (1305 XP / 835 Duty / 34650 Credits)
46 ▪ Operation Balefire Throne: +25 XP +25* Duty +1100 Credits (1330 XP / 860 Duty / 35750 Credits)
47▪ Operation Gizer Shuffle: +20 XP +15 Duty +1100 Credits (1350 XP / 875 Duty / 36850 Credits)
48 ▪ Operation Kriskind: +20 XP +5 Duty +1100 Credits (1370 XP / 880 Duty / 37950 Credits)
49 ▪ Operation Trident II: +25 XP +20 Duty +1200 Credits (1395 XP / 900 Duty / 39150 Credits) ► CR 9: Missile Tube material, _________
...▪ Operation Frozen Wampa: +20 XP +10 Duty +300 Credits +12 hours (GM'd 1415 XP / 910 Duty / 39450 Credits)
50 ▪ Operation Broken Shackles: +25 XP +20 Duty +1200 Credits (1440 XP / 930 Duty / 41650 Credits)
51 ▪ Operation Missing Obol: +25 XP +25 Duty +1200 Credits (1465 XP / 955 Duty / 42850 Credits)
52 ▪ Operation Huttball Glory: +25 XP +25 Duty +1200 Credits +2940cr winnings +280cr worth of grenade parts (1490 XP / 980 Duty / 46990 Credits)
53 ▪ Operation Kerbal III: +20 XP +20 Duty +1300 Credits (1510 XP / 1000 Duty / 47190 Credits) ► CR 10: ______, ______
54 ▪ Operation Huttball Glory II: +25 XP +25 Duty +1300 Credits (1535 XP / 1025 Duty / 48490 Credits)
55 ▪ Operation Carpet Weaver: +20 XP +25 Duty +1300 Credits (1555 XP / 1050 Duty / 49790 Credits)
56 ▪ Operation KTB: +20 XP +0 Duty 0 Credits (1575 XP / 1050 Duty / 49790 Credits) * no R&R
57 ▪ Operation Sudden Strike I: +25 XP +20 Duty +1300 Credits (1595 XP / 1065 Duty / 51090 Credits)
58 ▪ Operation Hunter Hunter: +20 XP +10 Duty +1300 Credits (1615 XP / 1075 Duty / 52390 Credits)
59 ▪ Operation Foot Drill: +25 XP +20 Duty +1300 Credits (1640 XP / 1095 Duty / 53890 Credits)
60 ▪ Operation Hanabi: +20 XP +20 Duty +1400 Credits (1660 XP / 1115 Duty / 55290 Credits) ► CR 11: ______, ______
61 ▪ Operation Foot Drill: +20 XP +15 Duty +1400 Credits (1680 XP / 1130 Duty / 56690 Credits)
62 ▪ Operation Mango Tango: +20 XP +10 Duty +1400 Credits (1700 XP / 1140 Duty / 58090 Credits)
63 ▪ Operation Raging Vessel: +25 XP +15 Duty +1400 Credits (1720 XP / 1155 Duty / 59490 Credits)
64 ▪ Operation Rampart Striker: +20 XP +15 Duty +1400 Credits (1740 XP / 1170 Duty / 60890 Credits)
...▪ Operation Cataplasm: +20 XP +15 Duty +300 Credits +12 hours (GM'd 1760 XP / 1185 Duty / 61190 Credits)
65 ▪ Operation Max Ambition: +20 XP +5 Duty +1400 Credits (1780 XP / 1190 Duty / 62590 Credits)
66 ▪ Operation Banana Boat: +25 XP +15 Duty +1500 Credits (1805 XP / 1205 Duty / 64090 Credits) ► CR 12: ______, ______
67 ▪ Operation Amber Nagar: +20 XP +15 Duty +1500 Credits (1825 XP / 1220 Duty / 65590 Credits)
...▪ Operation Cataplasm: +20 XP +15 Duty +300 Credits +12 hours (GM'd 1845 XP / 1235 Duty / 65890 Credits)
...▪ Operation Troubadour: +20 XP +15 Duty +300 Credits +12 hours (GM'd 1865 XP / 1250 Duty / 66190 Credits)
68 ▪ Operation Maximum Phalanx: +25 XP +10 Duty +1500 Credits (1890 XP / 1260 Duty / 66690 Credits)
69 ▪ Operation Broken Fang: +25 XP +15 Duty +1500 Credits (1915 XP / 1275 Duty / 68190 Credits)
70 ▪ Operation Crimson Corsair: +15 XP +15 Duty +1500 Credits (1930 XP / 1290 Duty / 69690 Credits)
+5 XP from providing Op surveillance (1935 XP)
71 ▪ Operation Raging Veridium: +25 XP +15 Duty +1600 Credits (1960 XP / 1305 Duty / 71290 Credits) ► CR 13: ______, ______
72 ▪ Operation Pirate Party: +20 XP +10 Duty +1600 Credits (1980 XP / 1315 Duty / 72890 Credits)
73 ▪ Operation Fleet Breaker: +10 XP +500 Credits (1990 XP / 73390 Credits)
74 ▪ Operation Arid Teeth: +15 XP +90 Credits (2005 XP / 73480 Credits)
= 1800 hours R&R
Fake ID (10 hours)
Fiz Rinzo - Full ID with business, Rinzo and Associates, Engineering Specialists
Expenses (41120 in purchases + 15920 in crafting + 530 on mission = 57570 spent)
Shopping (40 hours)
▪ A99 Aquata rebreather, AG/L Mk.III targeting goggles, amphibious modification attachment (+2 mods), antishock blanket (for K-8T), backpack, blaster actuating module (+4 mods), blaster suppressor, bulwark tower shield, custom fit armor attachment (+1 mod), custom grip (+1 mod), demolitions scanner, demolitionist's toolkit, emergency repair patches x3, energy sighting system (+1 mod), extra reloads x2, foamcast, fusion cutter, heavy hydrospanner, microaxial starmapper handheld navicomputer, mine detector, model 40 field repulsor hoist, Mk III modular backpack + pouches, multi-band comlink attachment, 2 mods for Optical camouflage system, OR-Series tech recycling station, 4x RMD-20 'Eye in the Sky', surveillance taggers x3 (one lost), TIE/IN model (100cr) ,utility arm attachment (+2 mods), vacuum seal attachment, verpine comlink, VX-A Intelligent toolbox, 20 Tarascii Explosives Plasma Charges, verpine bond gauntlets
▪ Pathfinder-class scout ship: mods for Pseudo-cloaking device, Workshop manual
▪ Baudo-class star yacht: Amphibious modification, Workshop manual
▪ Red Thirteen: 4x X-30 lancer blaster pistols, blaster actuating modules and marked target locks
Selling (28 hours, +3600 Credits)
▪ Customizable armour (values): Two with sealable (575).... two with extra melee defense (600)... one with an extra hard point (625)... two with extra soak (650)... one with extra hard point and soak (725), 28 hours, sold for 3600 Credits
Workshop Crafting (1601 hours)
▪ Grenades [various, 250 hours/7580 credits, 2 schematics and research records]
▪ Mines [various, 13 hours/1275 credits, 3 schematics and research records]
▪ Missiles [various, 60 hours, 4 schematics and research records]
▪ Micro-rockets [various, 10 hours, 4 schematics and research records]
▪ Vibro-weapons [various, 9 hours, 3 schematics and research records]
▪ Demolitionist's multitool [Simple Tool: lightweight x3, compact x2, safety features, supreme craftsmanship, inbuilt zapper, 7 hours/300 credits]
▪ Demolitionist's multitool [Simple Tool: lightweight x3, compact, safety features, supreme craftsmanship, 13 hours]
▪ Iriri's missile launcher [Missile Launcher: lightweight x2, customizable, extra capacity x5, accurate, 2 hours]
▪ Iriri's suit [Customizable armour: lightweight, extra soak, customizable, extra hard point, extra melee and ranged defense, sealable, 15 hours/1250 credits]
▪ Iriri's suit Mk II [Customizable armour: lightweight, extra soak, customizable, 2 extra hard points, extra melee and ranged defense, sealable, 2 hours/750 credits]
▪ Iriri's zapper [Energy pistol: accurate, extra range, customizable, pierce 2, 7 hours/1250 credits]
▪ Iriri's X-Speeder [27 hours]
▪ Mechanic's multitool [Simple Tool (mechanics): lightweight x3, safety features, 3 hours]
▪ Micro sound suppression field generator [Precision tool (stealth): lightweight x3, safety features, supreme craftsmanship, 46 hours/2475 credits]
▪ Power lathe [Specialist Tool (mechanics): safety features, supreme craftsmanship, 6 hours/400 credits]
▪ Slicing palm pad [Simple tool (computers): 3x lightweight, 3x compact, safety features, supreme craftsmanship, 11 hours]
▪ Survival mini-kit [Simple Tool (survival): lightweight x3, compact, safety features, supreme craftsmanship, 6 hours/325 credits]
▪ Arth's simple projectile pistol [1 hour]
▪ Bimbsy's pistols, simple tools, light armor [13 hours, 2 schematics]
▪ Bimbsy's monotask droid chassis, [1 hour, 2 schematics]
▪ Colton's pistols [3 Energy pistols: accurate 2 / accurate 2, customizable / accurate 2, customizable and disorient 2, 13 hours]
▪ Drego 'Bones' cybernetic implant [24 hours]
▪ Drox's segmented armour [48 hours, 1 schematic]
▪ Dullis Nozad's airspeeder [5 hours]
▪ Garium's pistol [Energy pistol, 3 hours]
▪ Garium's specialist tool [9 hours]
▪ Grrukta's armour [Customizable armor: extra soak, extra melee and ranged defense, sealable, 7 hours]
▪ Grrukta's armour [Combat armor: extra soak, extra melee and ranged defense, 70 hours]
▪ Heka's driving gloves [Specialist tool: lightweight x7, safety features, 1 hour]
▪ Huarra Webb's cybernetic medical skill implant [24 hours]
▪ Jace's garb [Reinforced clothing: extra soak, extra melee and ranged defense, advantage on stealth, 6 hours]
▪ Jace's augmentatitve armor [2 schematics, research records, 150 hours]
▪ Jace's Speederbike [20 hours]
▪ Jarem's Energy Pistol [3 hours]
▪ Jarem's Macrogoggles [Precision instrument: Perception, 8 hours]
▪ Kai Tanwa's shield [3 hours]
▪ Kedas Ar'gals vibro-weapon and shield [6 hours, research records]
▪ Lamtra's customizable armour [4 hours]
▪ Maggie's staff [14 hours, 1 schematic]
▪ Maniac's cybernetic arm and leg [28 hours]
▪ Maniac's labor droid, G3-4R [37 hours]
▪ Maas Morlan's energy rifle [2 hours]
▪ Nem's cybernetics [54 hours]
▪ Nem's mystery energy pistol [3 hours]
▪ Nessh's light armour [3 hours spent, research records]
▪ Nessh's vibro machete [6 hours spent]
▪ Ohz's sitar [12 hours spent]
▪ Omin Wist's wardrobe [Reinforced clothing; 1 well-tailored suit (charm adv, superior, extra soak), 1 traders apparel (negotiation advantage, extra soak, extra melee and ranged defense), 7 hours]
▪ Raynor's augumentative armour [246 hours, 2 schematics]
▪ Raynor's heavy energy rifle [16 hours, 4 schematics, research rifle]
▪ Raynor's missile tube [1 hours, 1 schematic]
▪ Raynor's sniper rifle [8 hours, 3 schematics, research records]
▪ Reynold's customizable armour [2 hours]
▪ Reynold's slug thrower [2 hours]
▪ Reynold jetpacks, energy rifles [41 hours]
▪ Reynold's missile tubes [6 hours, 3 schematics]
▪ Rush's missile tubes [2 hours, 3 research records]
▪ Rom Salka's armour [Customizable armor: extra soak, extra hard point, extra melee and ranged defense, sealable, 1 hour]
▪ Rom Salka's armour [Augumentative armor: extra soak, 2 extra hard points, extra ranged defense, sealable, 100 hours, schematic]
▪ Spirit's jetpacks [82 hours]
▪ Tychus's Slug rifle [Solid projectile rifle, autofire, burn 1, customizable, pierce 1, vicious 1, 8 hours]
▪ Vrik's pistol [Energy pistol, pierce 2, destructive, customizable, stun setting, long range, 3 hours]
▪ Vrik's cybernetic arm and leg [16 hours]