Character Name

Agent Olcam Crane by CaptainHats

Sleeper Agent
Age of Rebellion

Threshold 12
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

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


CR-2 Heavy Blaster Pistol
Ranged: Light
Stun Setting
Clip Point Vibrodagger
Pierce 3, Vicious 1


Weapons & Armor

-Armored Clothing
Enc 1
1 HP (1 used)
Custom Fit- Remove Setback on Athletics and Stealth Checks.

-CR-2 Heavy Blaster Pistol
Enc 2
2 HP

Clip Point Vibrodagger
Enc 1
1 HP

Personal Gear

-Earbud Commlink
1 Enc

-Disguise Kit
2 Enc

-Slicer Gear
2 Enc

1 Enc

Modular Backpack (Mk. IV)
+6 Enc

Assets & Resources

Critical Injuries & Conditions


Name Book & Page Description
Well Rounded Choose any 2 skills. They permanently become career skills.
Cunning Persona May suffer 2 strain to perform a Charm Check with Cunning instead of Presence.
Creative Killer Decrease the crit rating of improvised weapons by 2, to a minimum of 1
Convincing Demeanor Remove Setbacks per rank of Ocnvincing Demeanor from Deception or Skullduggery Checks.
Grit (1) Increase Strain by 1
A Step Ahead Once per session, may spend 2 strain to count Cunning as 1 higher for the rest of the encounter.


Watchful. Meticulous. Manipulative. An affinity for sharp suits. All of these can be used to describe Imperial Intelligence Agent Olcam Crane. Crane is prone to changing his appearance and identity, often proving consistent tracking methods difficult, but has assured Ghost Squadron that he will keep a single cover identity for reference in his cooperation.

HISTORY- Imperial records show Agent Crane to be the son of [REDACTED] and [REDACTED], exporters from Naboo. We know Crane led a fairly unremarkable life, at some point attending the University of Theed for his Doctorate of Anthropology. Records show Crane showed an aptitude for language and pattern detection, and excelled in his classes for several years. However, Crane was expelled from the University due to an altercation with Dr. [REDACTED] over several objects believe to be of [REDACTED] origin. Although the specifics of the altercation are unknown, Intelligence knows that Crane ended up hospitalizing the doctor, and immediately applied to the Imperial Academy.

Crane’s time at the Academy is easier to piece together. The instructors quickly picked up on his strengths, and fast tracked Crane for Intelligence Training. Crane once again excelled at information processing and comprehension, but struggled with the physical benchmarks of his station. It was here that Crane was discovered to have an obsession with the [REDACTED]. Over the course of his training, Crane was reprimanded several times over his probes into [REDACTED], and barely graduated into Imperial Intelligence.

ASSESSMENT: In the field, Crane is a capable Agent, showing aptitude for industrial espionage and sabotage. His marksmanship is above par, as well as his information gathering skills in the social field. His weakness lies in physical benchmarks. While meeting the standards of Imperial Agents, Crane struggles with excelling in these areas, due to his near compulsive desire to gather information. This leads to more sedentary environments, leading to little physical growth. Recommend live field operations to shore up weakness.


Detection- The first step in learning the contents of a secret is to learn that something secretive actually exists. Seeking out areas where secrets exist, drives these Spies, while the actual information may be of lesser concern.


Intelligence (5)- The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Imperial forces to strike at. He not only wants to know what the Rebel military factions are up to, but also the state oftechnological research, economic policies, and other aspects of Rebellion strength.


Other Notes

110 starting XP
Human Skills- Astrogation & Knowledge (Underworld)

Spy Skills- Computers, Cool, Skullduggery, Stealth
Sleeper Agent Skills- Charm, Cool

30 XP- Agility 3
30 XP- Cunning 3
30 XP- Intelligence 3
5 XP- Cunning Persona
5 XP- Well Rounded (Ranged: Light & Streetwise)
5 XP- Streetwise 1
5 XP- Ranged Light 1
10 XP- Creative Killer
15 XP- Convincing Demeanor
15 XP- Grit
20 XP- A Step Ahead
15 XP- Knowledge (Education) to Rank 2
5 XP- Deception Rank 1
5 XP- Perception Rank 1
5 XP- Discipline Rank 1
10 XP- Stealth Rank 2

Sleeper Agent (10sxp/60exp)
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