Drifter CT-418-523 by DreHonda58

Species
Human
Career
Clone Soldier
Specializations
Retired Clone Trooper
System
Edge of the Empire

3
Threshold 13
Current 13
Threshold 14
Current 14
Ranged 0
Melee 0

Characteristics

2
3
2
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0 + Boost
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 2
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) X 1 + Boost
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 0
Knowledge: Xenology (Int) 0

Attacks

SKZ SPORTING BLASTER RIFLE
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
8
Critical
4 Advantage

20
3250

Weapons & Armor

SKZ SPORTING BLASTER RIFLE
The Corellian Arms SKZ Sporting Blaster is a popular civilian weapon used for hunting and self-defense. A relatively compact and simple design that has been in production for centuries, the SKZ doesn't have the power of military grade blaster rifles, but has good range and is capable of bringing down all but the largest game. The SKZ comes with a rail system for easily adding attachments and can be quickly broken down into three parts for transport in a small case.

Source(s): Suns of Fortune, Page 96

NOMAD GREATCOAT
Long associated with the inhabitants of the Nomad Mountains, this distinctive greatcoat has become popular since its adoption by the military of Corellia as cold weather wear. Traditionally made from the tanned hide of the sharnaff, the greatcoat is a heavy, waterproof overcoat that hangs below the knees. The greatcoat typically has a removable insulated lining that provides exceptional protection against the cold and elements.

The Nomad Greatcoat reduces the difficulty of Resilience checks made to resist the effects of extreme cold by one, and removes ■ added to checks due to extreme cold.

Source(s): Suns of Fortune, Page 99

Personal Gear

Comlink (Handheld)
Utility Belt
3 Stimpacks
1 Med Pack New
1 Military Trauma Pack

Found overseer armor
CONCEALED RECORDER
RECON REMOTE

Assets & Resources

CONCEALED RECORDER
A surreptitiously captured moment can be turned into evidence that wins wars, topples governments, or simply persuades a certain person to remain silent. Many corporations and investigative groups have produced a wide range of specialized recorders that can be effectively hidden. Although usually made to capture full-color hobos and audio, sometimes such devices capture flat-screen images or audio only, depending on the needs of the user. These miniature recording devices can be installed in an innocuous item, such as a light fixture or chronometer, and left to record until retrieved by the operator. Simple programming optimizes data storage, pausing recording when no activity is detected.

Add ■■ to a character's Perception checks to find a concealed recorder on a person's body.

RECON REMOTE
These are small, spherical remotes with miniaturized repulsorlift generators used by military and security personnel for reconnaissance and surveillance. They feature full 360 degree visual sensors with night vision capability and have the ability to transmit data to a remote receiver up to 20 kilometers away.

The Recon Remote is roughly the size of a shuura fruit (silhouette 0), and can travel at speeds of 20 km per hour. The control unit can monitor the input from up to four of these remotes simultaneously. Arakyd Industries' brand of remote can run for 24 hours before needing to be recharged.

Source(s): Dangerous Covenants, Page 57

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 1 Source(s): Dawn of Rebellion, Page 106 Gain +2 wound threshold.
Combat Veteran 1 Source(s): Dawn of Rebellion, Page 106 The character adds boost to his Brawl and Discipline checks equal to his ranks in Combat Veteran.
Grit 1 Source(s): Dawn of Rebellion, Page 106 Gain +1 strain threshold
Stimpack Specialization 1 Source(s): Dawn of Rebellion, Page 106 Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Powerful Blast 1 Source(s): Dawn of Rebellion, Page 106 Increase Blast damage dealt by explosives, explosive weapons and gernades by +1 per rank of Powerful Blast.
Comrades in Arms 1 Source(s): Dawn of Rebellion, Page 106 Spend 3 adventage or 1 triumph from Comrades in Arms check to also gain +1 soak or give one affected ally +1 soak.
Dedication 1 Source(s): Dawn of Rebellion, Page 106 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Background

COMFORTABLE WITH TECH
Many of the worlds and cultures across the galaxy have a high level of technological sophistication. Droids and the HoloNet are tools that many sentients use on a daily basis. Starships and repulsorlift craft are a common sight on many worlds, and characters are likely comfortable using these fantastic devices. Most adult individuals from these sorts of worlds enjoyed an education that included a solid grounding in engineering and the hard sciences. This level of technological familiarity is considered the norm for the civilized galaxy.

Most of the planets from the Core Worlds to the Outer Rim fall Into this category. Even frontier and colonial worlds tend to have denizens familiar with standard galactic technologies, even if said technologies are rare or unavailable. These planets are typically a part of wider galactic society. Citizens of these worlds who wish to avoid technology must make a deliberate effort to do so.

Source(s): Force and Destiny Core Rulebook, Page 45

DUTY TO TRADITION
Even at the height of the Empire's power, the Force still plays a major cultural role on some worlds. In less sophisticated cultures. Force-sensitives may occupy leadership roles as shamans or spiritual advisors. Individuals could be inducted into an order during their early childhood. so that they could engage in a rigorous course of study. Such trainees are seldom given any other option but to embrace their education. The ability to manipulate the Force provides them with a moral obligation to use it for the betterment of their culture and the greater galaxy beyond it. The character may be selfless in making decisions to help others and may face the consequences which come from intuitive self-sacrifice.

Source(s): Force and Destiny Core Rulebook, Page 46

BATTLEFIELD LEADER

Being the first to battle necessarily means putting oneself in harm's way. A Guardian who jumps into the fray first and leads every charge has likely taken a lifetime's worth of hits. Guardians of this sort often leap before they look, and consider risks to themselves to be acceptable as long as they can protect the ones they lead in battle.

Characters of this sort also tend to make moral judgments on the fly, doing what they see as right in the moment rather than binding themselves to any specific code. Still, some - especially those who go on to command - develop a concrete philosophy of right or wrong over time, based on their own past experiences rather than ancient texts.

Source(s): Keeping the Peace, Page 14

Motivation

BATTLEFIELD LEADER

Being the first to battle necessarily means putting oneself in harm's way. A Guardian who jumps into the fray first and leads every charge has likely taken a lifetime's worth of hits. Guardians of this sort often leap before they look, and consider risks to themselves to be acceptable as long as they can protect the ones they lead in battle.

Characters of this sort also tend to make moral judgments on the fly, doing what they see as right in the moment rather than binding themselves to any specific code. Still, some - especially those who go on to command - develop a concrete philosophy of right or wrong over time, based on their own past experiences rather than ancient texts.

Source(s): Keeping the Peace, Page 14

REVENGE
At some point in the character's past, he was brutally wronged. Now he seeks vengeance, and he has a hard time focusing on anything else.

Source(s): Force and Destiny Core Rulebook, Page 106

Obligations

A SCORE TO SETTLE
The character has always been rough-and-tumble, but somewhere along the way someone wronged him, and he never forgets a debt, real or imagined This could be as simple as someone promising him backup who then disappeared or someone bad-mouthing him in front of a prospective client Now, the character is always looking for ways to even the score.

Source(s): Dangerous Covenants, Page 17

Description

Clone Veteran

Planet Born: Corellia (Totally didn't have any help from Jeremy)
Gender: Male
Age: 56
Height: 6'5"
Build: Average Weight & Tall
Hair: Black/Gray
Eyes: Green

Other Notes

Met: Yui=Josh Merick=Daniel Not Marcus is actually Xain=Cole Conroy=Martin defector Bella=twelik, Chris, & Steve Security captured them, leader had some sort of device..rendering them forceless The overseer set up in bunkers not far from the spaceport. Paralax Bordeau very well dress ambassador to the overseer. Wants us to join the overseer. Human female blue, Ichtochi green, twilake male blue and green, femine red, short male orange, dark and wind around him, all black over the known galaxy with a key pad and a 4 letter code. black glass cloak and face.

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