Iriri Bim by StormUK

Species
Chadra-Fan
Career
Engineer
Specializations
Saboteur / Recruit / Demolitionist / Sapper / Gunner / Modder
System
Age of Rebellion

10
Threshold 25
Current 0
Threshold 20
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

3
6
6
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 2
Cool (Pr) X 2
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 5
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 1
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) X 4
Streetwise (Cun) X 1
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) X 4
Lightsaber (Ag) 0
Melee (Br) X 1
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) X 1
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 0

Attacks

Iriri's Zapper
Range
Long
Skill
Ranged: Light
Accurate 3, Pierce 4, Stun Setting
Damage
9
Critical
3
Stun Microbomb
Range
Medium
Skill
Ranged: Light
Stun Damage, Blast 6 (13), Disorient 2, Limited Ammo 1 (4 per 1 enc.)
Damage
8
Critical
NA
Frag Microbomb
Range
Medium
Skill
Melee
Blast 6 (13), Limited Ammo 1 (4 per 1 enc.)
Damage
8
Critical
3

15
2005
17000
14/20

Weapons & Armor

Iriri's suit (MkII customizable armour)
Soak 3, Defense 1/2, HP 7, Enc 3
├─ Amphibious
├─ Integrated ascension gear*
├─ Multi-band comlink
├─ Optical camouflage system*
├─ Superior
└─ Vacuum seal
· Remove ■ from Athletics checks due to underwater conditions. Provides up to 9 hours of breathable air.
· With ascension gear, an Average (♦♦) check with Ranged (Light) to hook an object in Medium range as an action. May carry another person with an Average Athletics check. Use an action to reel in.
· Built-in long range comlink.
· Whilst optical camo system active: gain one Stealth skill rank, upgrade Stealth checks twice and gain the Master of Shadows talent.
· Jury Rigged: +1 Ranged defense

* if switched out for Utility Arm
+ □□ for Mechanics checks, extra free maneuver for 1 strain (usual maximum of two.)

Micro sound supression field generator (crafted precision tool, lightweight x3, safety features, remove ■■, add one automatic advantage and gain one skill rank on Stealth checks, enc 2.)

Iriri's Zapper (crafted energy pistol, built into Demolitionist's multitool)
Damage 9, Accurate 3, Critical 3, Pierce 4, Stun setting, Long range, HP 4 + 1 Tinkerer
├─ Custom grip
├─ Blaster actuating module
├─ Blaster energy dampener
├─ Blaster suppressor
└─ Electronic sighting system
· Adds ■■ for anyone other than Iriri. May aim once as an Incidental at short range.
· Decrease difficulty of perception checks made to locate shooter in low light conditions by 1.
· Increase difficulty and add ■ to detect weapon fire. Add ■■ to perception and vigilance checks to locate a concealed shooter firing silenced blaster.

4 Frag Mk I microbombs
3 Stun Mk I microbombs
2 Concussive microbombs
2 Ion microbombs
1 Foamcast microbomb

Personal Gear

Comlink
Cybernetic brain implant (+1 Intellect)
Datapad
Demolitionist's multitool (3x lightweight, 2x compact, safety features, supreme craftsmanship, integrated weapon)
Demolitions scanner
Emergency repair patches (3)
Extra reload
Field goggles
Foamcast
Fusion cutter
Hand scanner
Load-bearing gear
MK. III modular backpack
- Repulsor assist unit
RMD-20 'TIE/IN the sky' (with interactive lights and sound. Pilot action figure not included)
Slicing palm pad (3x lightweight, 3x compact, safety features, supreme craftsmanship)
Survival mini-kit (3x lightweight, 2x compact, safety features, supreme craftsmanship)
2x surveillance taggers
Utility belt

Assets & Resources

Crafting check: Int 6, Mechanics 5, Workshop with low-grav workspace, research records and emergency containment measures - :Advantage: and downgrade difficulty once, Power lathe specialist tool with supreme craftsmanship and safety features - upgrade skill rank once, :Success: and :Advantage:, Upgraded utility arm - :boostBlank::boostBlank:, Unskilled assistance - :boostBlank:, Intelligent toolbox - half time, (Heavy hydrospanner - :Advantage:, Verpine bond gauntlets :boostBlank:) = basic roll [ppppppbbb][saa] + situational [b][a]

95 hours R&R

The 'Ebullient Scallywag'
[ Baudo-class star yacht ]

X-Speeder 'Red Thirteen'
[ Custom speeder bike ]

AG/L Mk.III targeting goggles
Aquata rebreather
Backpack (+4 max enc.)
Bulwark tower shield (Defensive 3, Deflective 3, Rebel restricted)
Demolitionist's multitool (3x lightweight, 1x compact, safety features, supreme craftsmanship)
Demolitionist's Toolit (4 enc.)
Holdout Blaster with concealed holster
└─ Filed front sight, quick draw mod
(Add ■■ to Perception search checks to find. Reduce difficulty of checks to conceal by 1. Bonus Quickdraw Talent.)
Mechanic's utility suit
Microaxial Starmapper handheld navicomputer
Mine Detector
Model 40 Field Repulsor Hoist (6)
Verpine comlink

3x RMD-20 'Eye in the Sky'

Missile Launcher (5 Hard points, Cumbersome 3, Prepare 1, Limited Ammo 6, Encumbrance 5)

K-8T
SBD Series Assistance & Rescue Droid [Rival] (DoH p55)
B A I C W P
2 3 2 2 1 3
Soak 4, Wound Threshold 14
Skills: Cool 1, Coordination 2, Mechanics 1, Medicine 2, Perception 3
Talents: Keen Eyed 2 (remove ■■ from Perception checks. Checks to search a specific area take 50% less time than usual.)
Equipment: Built-in long range comlink, 2 emergency medpacs, built-in general purpose scanner, built-in physician's kit (grants □ and an Advantage on Medicine checks), 8 stimpacks, built-in toolkit, antishock blanket (reduce difficulty to heal a critical injury on another individual by 1 to a minimum of easy.)

Alliance Commendation medal

Explosives (Those listed under weapons & armor are included in this list.)
▪ 3 frag microbombs MkII (8 damage, medium range, blast 7, ¼ enc. each)
▪ 25 frag microbombs MkI (8 damage, medium range, blast 6, ¼ enc. each)
▪ 8 ion microbombs (8 damage, medium range, blast 6, ion, ¼ enc.)
▪ 8 Foamcast microbombs, (Ensnare 3, ¼ enc. each, Ensnare automatic no damage)
▪ 4 Foamcast microbombs MkII, (Ensnare 4, ¼ enc. each, Ensnare automatic no damage)
▪ 4 Concussive microbombs (8 stun damage, medium range, blast 6, disorient 2, concussive 1, ¼ enc. each)
▪ 2 Concussive microbombs B-class (8 stun damage, medium range, blast 6, disorient 2, concussive 1, ⅓ enc. each)
▪ 1 Stun microbombs MkII (8 stun damage, medium range, blast 7, disorient 2, ¼ enc. each)
▪ 21 Stun microbombs MkI (8 stun damage, medium range, blast 6, disorient 2, ¼ enc. each)
▪ 12 Pyro microbombs (8 damage, blast 6, Burn 1, ¼ enc. each)

▪ 3 Pyro MkI grenades (8 damage, blast 6, Burn 1, 1 enc. each)
▪ 1 Pyro MkII grenade (8 damage, blast 6, Burn 2, medium range, 1 enc.)
▪ 4 Foamcast grenades (Ensnare 2, 1 enc. each, automatic Ensnare no damage)

Standard Missiles (base Range: Extreme, Damage 20, Critical 2, Breach 1, Blast 10, Guided 3)
▪ 2x 8 Vicious 2, Lethal, High Yield
▪ 1x Vicious 2, Lethal
▪ 1x Vicious 1, Lethal, Concussive 1
▪ 2x Knockdown, Lethal, High Yield

Plasma missiles (base Range: Medium, Damage 14, Critical 3, Blast 14, Inaccurate 1, Pierce 2)
▪ 1x - Guided 1, High Yield
▪ 1x - Destructive, Guided 1

Ion Missiles (base Range: Long, Damage 10, Critical 4, Breach 1, Blast 10, Ion)
▪ 1x Disorient 1, Guided 1, High Yield, Concussive 1
▪ 1x Disorient 5, Knockdown, Destructive, Guided 1

Incendiary missiles (base Range: Extreme, Damage 10, Critical 3, Blast 10, Burn 3, Guided 2)
▪ 1x Destructive, Burn +1, Lethal
▪ 1x Knockdown, Burn +1, Lethal, High Yield

Fragmentation Missiles (base Range: Extreme, Damage 10, Critical 4, Blast 12, Guided 2)
▪ 1x Viscous 2, Lethal
▪ 1x Viscous 3, Lethal, High Yield

Concussion missiles (base Range: Extreme, Damage 12, Critical 4, Blast 10, Concussive 3, Disorient 4)
▪ 1x Disorient +1, Knockdown, Viscous 1, Guided 1, High Yield
▪ 1x Disorient +1, Knockdown, Guided 1, Breach 1

▪ 2 Standard Mines (12 damage, blast 4, crit 3, enc. 3 each)
▪ 1 Incendiary mini-mine (12 damage, blast 4, crit 3, burn 2, 1 enc.)
▪ 17 Tarascii Explosives Plasma Charges (9 damage +6 per additional charge, burn 1 +1 per additional charge, medium radius, 2 enc. each)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Acute Senses Chadra-Fan hearing, vision, and olfactory senses are all far superior to most humanoids. They remove up to ■■ from their Perception checks.
Brace As a maneuver may remove ■ per rank caused by environmental circumstances from next action.
Debilitating Shot Upon a successful attack with a starship or vehicle weapon, may spend two advantages to reduce the maximum speed of the target by 1 until the end of the next round.
Contraption Once per session, may make a Hard (♦♦♦) Mechanics check to fashion a device to solve the current problem using just the tools and parts at hand.
Dedication +2 to Agility, +1 to Brawn, +2 to Intellect, +1 to Willpower
Durable 4 May reduce Critical injury results by 40 to a minimum of 1.
Improved Position Make a Hard (♦♦♦) Mechanics check to construct a secure position. This provides cover for the group and its vehicles.
Improvised Defenses Make an Average (♦♦) Survival check to fashion small defenses, providing cover for up to 4 characters for the duration of the encounter.
Grit 8 Gain +8 strain threshold.
Enduring 4 Gain +4 soak.
Improvised Detonation (Improved) Once per session, make a Hard (♦♦) Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + double ranks in Mechanics + Successes.
Jump Up Once per round, may stand from seated or prone as an Incidental.
Master Demolitionist When resolving an attack from a personal explosive or ordanance weapon, may spend a Triumph or Advantage to have the weapon's Blast quality act at short range, or medium range if it already acts at short.
Master Grenadier Decrease the Advantage cost to activate the Blast quality on any weapon by 1 to a minimum of 1.
Powerful Blast 7 Increase Blast damage dealt by explosives, explosive weapons and grenades by 7.
Quick Draw Once per round, draw or holster a weapon or accessible item as an Incidental.
Outdoorsman 1 Remove ■ from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Second Wind 4 Once per encounter, may use Second Wind as an incidental to recover 4 strain.
Selective Detonation 3 When using any weapon with the Blast quality, spend an Advantage to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation.
Resolve 4 When involuntarily suffering strain suffer 4 less strain, to a minimum of 1.
Rapid Recovery 2 When recovering strain after an encounter, recover 2 additional strain.
The Harder They Fall Signature Ability Twice per game session as an incidental, the character may spend a Destiny Point and make an Average (♦♦) Mechanics check. If successful, for the remainder of the encounter, combat checks the character and up to two allies within medium range make against vehicles, structures or droids ignore two points of defense and if such checks inflict wounds or hull trauma they automatically inflict a Critical Injury or Critical Hit (depending on the target). A Triumph or Advantages can be spent to trigger the attack's critical rating additional times adding +10 to the critical roll as normal.
Steady Nerves 1 Remove ■ from Cool or Skulduggery checks.
Tactical Combat Training Melee and Ranged (Heavy) become career skills.
Time To Go May spend 1 Destiny point to perform a Move maneuver as an Incidental to attempt to move into cover or out of the blast radius of a weapon or explosion.
Time To Go (Improved) When activating Time To Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an Incidental to attempt to move into cover or out of the Blast range of a weapon or explosion.
Toughened 6 Gain +12 wound threshold.
True Aim 2 Once per round, may perform a True Aim maneuver to gain the benefits of aiming and upgrade combat check twice.
Vehicle Combat Training Gunnery and Piloting (Planetary) become career skills.
Weak Foundation Once per session may take the Weak Foundation action; make a Hard (♦♦♦) Knowledge (Warfare) check. If successful, for the remainder of the encounter the character and all allies add an automatic Success or two Advantages to all combat checks made targeting the identified fixed structure.
Jury Rigged 1 The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor’s ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character using the item. If the item is ever lost, or destroyed, the character may apply Jury Rigged to a new personal weapon or piece of armor.
Master of Shadows Optical Camouflage Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (♦).
Gearhead 1 Remove ■ from Mechanics checks. Halve the credit cost to add mods to attachments.
Tinkerer 2 Additional hard point added to Iriri's customizable armor suit and zapper.
Hidden Storage 1 Gain hidden storage in vehicles or equipment that holds items with total encumbrance of 1.
Natural Tinkerer Once per game session, the character may reroll any one Mechanics check.
Unmatched Ingenuity Signature Ability Once per game session session as an action, the character may spend a Destiny Point and make an Average Mechanics check with two Boosts. If successful, he can add one item quality to a weapon or item he is holding or operating. If applicable, the item quality has a rating of 1. The character may spend Triumph to add one additional Quality to the same item, and Advantage to increase an item quality's rating by 1. This alteration lasts for 4 rounds, or twenty minutes of narrative time.
Construction Specialist 1 Remove ■ per rank from checks to construct defensive positions, fortifications and similar projects.
Known Schematic Once per session may take the Known Schematic maneuver; make a Hard (♦♦♦) Knowledge (Education) check. Success grants familiarity with a building or ships design.
Signature Vehicle Ebullient Scallwag: Upgrade all Mechanics checks made on this vehicle once.
Larger Project 1 Signature Vehicle Sil 4.
Well Travelled Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.

Background

Iriri left his homeworld early in life alongside his parents, two siblings and many others from his community, as captives of a slaver group - a situation that the majority of species would find extremely distressing, although for the optimistic outlook of the Chadra-Fan, this was just the beginning of a grand adventure.

He was sold to an enterprising merchant named Yasro Bim who traded in pyrotechnic displays and fireworks, which Iriri quickly grew a deep fascination for - in part to ease the pain of separation from his family, but mostly because he became fascinated with the brightly coloured lights and exciting explosions.

He assisted Yasro, fortunately not a harsh taskmaster, for a few years, until an accident attributed to one of the merchants wares led to them facing an angry lynch mob. Iriri avoided harm due to his goodhearted nature and status as a slave although Yasro himself could not evade the mobs brand of vigilante justice.

Iriri took on the third name Bim in remembrance (his true given name actually Iri Ri rather than Iriri Bim, as most think), and, now freed to seek his own path in life, decided that his talents might come to be of use to the Rebel Alliance after seeing some Rebels in action and tailing them to their rendezvous escape vessel where he convinced them to bring him along.

Since then, his two siblings have been rescued and have joined the Sector Forces fleet engineering teams, Tay Ri (his elder sister) and Tinn Ri (his younger brother), though the whereabouts of their parents and others is still a mystery.

Motivation

Thrill of adventure
The galaxy is a big place full of wonders and excitement to be had. Joining up with the fragile rebellion of the Alliance pitting itself against the might of the wicked Empire is both helping fight for a good cause and bound to lead to some exhilarating escapades.

Duties

Saboteur
Getting behind enemy lines and sewing chaos - preferably in fiery displays of destruction - is Iriri's passion. The Empire's forces, whilst vast, rely heavily on supply chains, troop movements and other logistical infrastructure all of which can be disrupted with the correct application of explosives.

Description

A nimble light brown furred chadra-fan brimming with optimism and energy, who under normal circumstances finds it hard to keep still for any length of time. Typically wears more comfortable loose-fitting clothing with numerous pouches when out of his customized armor.

Other Notes

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]

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