ARC-65 "Camouflage" by P47Thunderbolt

Droid Specialist, ARC Trooper, Clone Officer, Death Watch Warrior, Sapper, Clone Veteran, Recruit
Age of Rebellion

Threshold 32
Current 0
Threshold 23
Current 0
Ranged 3
Melee 2

Placeholder Image




Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2 +2B, -2S
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) X 4 +1a
Cool (Pr) X 2
Coordination (Ag) X 0 -2S
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) X 3 +2B
Mechanics (Int) X 4 -1S, +1a
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2 -1S, -2S?
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 0
Resilience (Br) X 1 +2B
Skulduggery (Cun) X 0
Stealth (Ag) X 3 Nat, +2
Streetwise (Cun) 0
Survival (Cun) X 3
Vigilance (Will) X 3 +1
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 4 PB3, GB, RF, Nat
Ranged: Heavy (Ag) 0 PB3
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 3
Knowledge: Xenology (Int) 0


(dual) DC-17 Hand Blasters
Ranged: Light
Accurate 2, Stun setting
(dual) DC-17 Hand Blasters (vs. Droids)
Ranged: Light
Accurate 2, Stun setting
Ion Pike
Accurate 1, Ion, Pierce 4
3 (2)
Cumbersome 3, Pierce 2, Vicious 2
+3 [8]
2 (1)


Weapons & Armor

Phase I ARC Trooper Armor (+2 Soak, +1 Defense) (3/4: Optical Camouflage System [2 upgrades to Stealth, Master of Shadows, fully modded], Enhanced Optics Suite [Removes 2 Setback due to effects that obscure vision, +1 Vigilance, fully modded]). Removes 1 Setback from Perception checks and includes integrated Load-Bearing Gear, which increases the wearer's encumbrance capacity by 3.

(2) DC-17 Hand Blasters (Right: 3/3: Ionizing Focusing Coils [+3 vs. Droids, Crit -1 vs. Droids, fully modded], SoroSuub True-Site System [Aim once per round as an incidental, Accurate +1, fully modded]; Left: 3/3: Ionizing Focusing Coils [+3 vs. Droids, Crit -1 vs. Droids, fully modded], SoroSuub True-Site System [Aim once per round as an incidental, fully modded]).

Ion Pike (1/1: Custom Grip [Remove Inaccurate quality, Accurate +1, fully modded]).

Vibroknife (2/2: Augmented Vibro-motor [+2 damage, +1 vicious, fully modded])

Personal Gear

Backpack (not equipped)
Utility Belt
(3) Military Belt Pouches
([5] Stimpacks
[1] Nullicaine)
(1) Smoke Grenade
Simple Tool (Mechanics) (1 Encumbrance, +1 Advantage)
Simple Tool (Computers) (1 Encumbrance, +1 Advantage)

[Not in use] Tool Kit

[In use] Optical Camouflage System (1 Skill [Stealth +1] Mod failed, 1 Innate Talent [Master of Shadows] Mod installed. Fully Modded)

[In use] Enhanced Optics Suite (1 Skill [Vigilance] Mod installed. Fully Modded)

[In use] SoroSuub True-Site System (1 Accurate +1 Mod failed. Fully Modded)

[In use] SoroSuub True-Site System (1 Accurate +1 Mod installed. Fully Modded)

[In use] Ionizing Focusing Coils (1 Damage +1 versus droids Mod installed, 1 Damage +1 versus droids Mod failed, 1 Decrease weapon's critical rating versus droids by 1 to a minimum of 1 Mod installed, 1 Increase Threat required to backfire by 1 Mod failed. Fully Modded)

[In use] Ionizing Focusing Coils (1 Damage +1 versus droids Mod installed, 1 Damage +1 versus droids Mod failed, 1 Decrease weapon's critical rating versus droids by 1 to a minimum of 1 Mod installed, 1 Increase Threat required to backfire by 1 Mod failed. Fully Modded)

Ionizing Focusing Coils (1 Damage +1 versus droids Mod installed, 1 Damage +1 versus droids Mod failed, 1 Decrease weapon's critical rating versus droids by 1 to a minimum of 1 Mod failed, 1 Increase Threat required to backfire by 1 Mod.)

[In use] Augmented Vibro-motor (1 Damage +1 Mod installed, 1 Item Quality [Vicious +1] Mod installed, 1 Decrease the weapon's Cumbersome quality by 1 Mod failed. Fully Modded)

[In use] Custom Grip (1 Item Quality [Accurate +1] Mod installed. Fully Modded.)

Assets & Resources

Varactyl Squad:

CT-5821 Fury [KIA]

CT-5825 Havoc

CT-5818 Hawk

CT-5826 Anakkona

CT-5805 Ghost

CT-5809 Shadow

Portrait Gallery:

Critical Injuries & Conditions

Durable 2 (-20)
Easy: Slowed Down


Name Rank Book & Page Description
Grit [DS], [ARC], [CO], [SAP], [REC] 9 AoR CRB 148 Increase ST by 1 per rank of Grit.
Second Wind [REC] 3 AoR CRB 155 Once per encounter, the character may use the Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Toughened [DS], [ARC], [CO], [DW], [SAP] 9 AoR CRB 158 Increase WT by 2 per rank of Toughened.
Durable [SAP] 2 AoR CRB 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Survivor's Instincts [VET] CotR 44 Once per session after the character suffers a Critical Injury but before the result is rolled, he may spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply to his character.
Enduring [REC] 1 AoR CRB 146 The character gains +1 soak value per rank of Enduring.
Armor Master [DW] AoR CRB 142 When wearing armor, the character increases his total soak value by one.
Improved Armor Master [DW] AoR CRB 143 When wearing armor with a soak value of 2 or higher, the character increases his defense by one.
Dedication [DS], [ARC], [CO], [DW], [SAP], [VET], [REC] 7 AoR CRB 145 Each rank permanently increases a single characteristic of the player's choice (Agility, Cunning, Presence, Brawn, Cunning, Brawn, Cunning) by one point. This cannot bring a characteristic above six.
Physical Training [Species], [ARC] 2 AoR CRB 154 The character adds 1 Boost per rank of Physical Training to his Athletics and Resilience checks.
Conditioned [ARC], [DW] 2 CotR 38 The character removes 1 Setback per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Swift [ARC] AoR CRB 158 The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Jump Up [DW] AoR CRB 150 Once per round on the character's turn, the character may stand from prone or a seated position as an Incidental.
Gearhead [DS] 1 AoR CRB 148 Remove 1 Setback per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase with multiple ranks of Gearhead.
Hidden Storage [DS] 1 AoR CRB 148 Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance value of items more than the character''s ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable difficulty.
Repair Patch Specialization [DS] 1 AoR FO 31 Whenever the character uses an emergency repair patch, the target heals an additional wound per rank of Repair Patch Specialization. The sixth emergency repair path and beyond each day still have no effect. If the character is a droid, it may use this talent when using a patch on itself.
Design Flaw [DS] 2 AoR FO 30 When making a combat check with a personal scale weapon against a droid, the character adds Advantage equal to his ranks in Design Flaw.
Reroute Processors [DS] AoR FO 31 Once per encounter, the character may perform the Reroute Processors action on a droid he is engaged with by making an Average Computers check. If successful, the character decreases one of the droid's characteristics by one (to a minimum of 0) until the end of the encounter and increases another of its characteristics by one (to a maximum of 7) until the end of the encounter. If the character is a droid, it may perform this action on itself.
Contraption [SAP] AoR CRB 144 Once per game session, the character can take the Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and spare parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A Triumph may be spend to allow the tools to be recovered to be reused later.
Improvised Defenses [SAP] AoR FO 30 The character may attempt an Average Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend 2 Advantage or a Triumph from the check to increase the ranged defense the structure provides to 2.
Improvised Positions [SAP] AoR FO 31 The character may make a Hard Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicles' silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM's discretion. The character may spend 2 Advantage or a Triumph from the check to increase the ranged defense the position provides to 2.
Improvised Detonation [SAP] AoR FO 30 Once per session, the character may make a Hard Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus Success on the initial check, and possesses the Blast quality at an equal value. The character can spend a Triumph to increase the damage by an additional 2. Despair causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent Blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect.
Master Artisan [DS] AoR FO 31 Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of his next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy.
Command [CO] 2 AoR CRB 144 Add Boost per rank of Command to Leadership checks. Affected targets add Boost to Discipline checks for the next 24 hours.
Prime Positions [CO] 2 RotS 41 When the character or an ally within short range takes cover, the character taking cover increases their soak by one per rank of Prime Positions against ranged attacks until they leave that cover.
Tactical Advance [CO] RotS 43 When in cover, the character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn, the character and allies within short range may move out of cover and continue to receive its benefits.
First Among Brothers [CO] 2 RotS 39 When the character makes a check that does not result in any uncancelled Threat, add Advantage equal to ranks in First Among Brothers to the check results. The character may only spend these additional Advantage to affect allied clones.
Scrap 'em! [CO] RotS 42 After making a successful combat check, the character may suffer 2 strain to perform the Scrap 'em! incidental. The character selects a number of allies no greater than their ranks in Leadership. Those allies add a Boost to their combat checks against the target until the start of the character's next turn.
Scrap 'em! (Improved) [CO] RotS 42 When the character takes the Scrap 'em! incidental, they affect a number of allies no greater than twice their ranks in Leadership, and affected allies add 2 Boost to combat checks (instead of 1 Boost).
For the Republic! [CO] RotS 39 Once per encounter when an ally is incapacitated or killed, the character may perform the For the Republic! incidental. The character makes a Daunting Leadership check. If the check succeeds, the ally is not incapacitated or killed until the end of the following round, instead. If the character's wounds or strain are reduced below their threshold before the end of the next round, they are not incapacitated.
Basic Combat Training [REC] AoR CRB 143 Brawl and Ranged (Light) become career skills.
Clanker Killer [ARC], [CO], [CV] 3 RotS 38 Before rolling a combat check that targets a droid (including a droid vehicle or a vehicle piloted by a droid), the character may remove Boost up to their ranks in Clanker Killer from the pool, and add an equal number of Success or Advantage (in any combination) to the results.
Improved Clanker Killer [VET] CotR 37 When making a Brawl or Melee combat check targeting a droid, the character treats his attack's critical rating as being 1 lower per rank of Clanker Killer (to a minimum of 1).
Multiple Opponents [VET] CotR 41 The character adds a Boost to his Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions.
Point Blank [ARC], [DW] 3 AoR CRB 154 The character adds 1 damage per rank of Point blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Guns Blazing [ARC] CotR 40 When making a combined combat check with two Ranged (Light) weapons, the character may suffer 2 strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.
Rapid Fire [ARC] CotR 40 Before making a Ranged (Light) combat check using a weapon that does not have the Limited Ammo item quality, the character may perform the Rapid Fire incidental to add the Auto-Fire quality to the attack. After resolving the attack, the weapon runs out of ammo.
Powerful Blast [SAP] 2 AoR CRB 154 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.
Master Grenadier [SAP] AoR CRB 151 The character decreases the Advantage cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.
Quick Draw [VET] AoR CRB 154 Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Rapid Reaction [VET] 2 AoR CRB 154 The character may suffer a number of strain to add an equal number of Success to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction.
Quick Strike [ARC] 1 AoR CRB 154 The character adds 1 Boost per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Get the Drop [ARC] CotR 40 Once per session, the character and any number of allies in the current encounter may add Success equal to the character's ranks in Stealth to a check to determine Initiative order. The player must explain how their character's stealth approach helps the PCs to get the drop on their opponents.
Tactical Evasion [ARC] CotR 44 Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers the character has performed to move during the current round.
Natural Commando [ARC] CotR 42 Once per session, the character may reroll one Ranged (Light) or Stealth check.
Known Programming [VET] CotR 41 Once per session, the character may choose a single model of droid that they have encountered before and make a Hard Vigilance check. If the check is successful, minion and rival droids of that type upgrade the difficulty of their checks targeting the character, plus one ally per success after the first, once for the rest of the encounter.
Known Programming (Improved) [VET] CotR 41 Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once.
Side Step [DW] 2 AoR CRB 156 Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.
Sixth Sense [VET] AoR CRB 156 The character gains +1 Ranged Defense.

Force Powers

Force Rating
The Harder They Fall
Once per session as an incidental, the character may spend two Destiny Points and make a Hard Mechanics check. If successful, for the remainder of the encounter, combat checks the character makes against vehicles, structures, and droids that inflict wounds or hull trauma automatically inflict a Critical Injury or Critical Hit (depending on the target). Advantage or Triumph can be spent to trigger the attack's critical rating additional times, adding +10 to the critical roll as normal.
Upgrade Effect
Change Skill The skill check to activate The Harder They Fall can be performed using Knowledge (Education) or Knowledge (Warfare) instead of the Mechanics skill.
Increase Number (2) The effects of The Harder They Fall extends to a number of allies within Medium range of the character equal to the character's ranks in Increase Number
Destiny To activate The Harder They Fall, the character needs to spend only one Destiny Point instead of the normal two.
Frequency The Harder They Fall can be used one additional time per session.
Ignore Defenses (2) While The Harder They Fall is active, combat checks the character makes ignore one point of defense rating per Ignore Defenses.
Reduce Difficulty The difficulty of the skill check to activate The Harder They Fall is Average instead of Hard.


Our first deployment was the Battle of Geonosis. I was given command of a platoon, and we managed to make it out unscathed, one of an excessively small number of units that hadn't lost a man. That wasn't for lack of action, though. We saw plenty. After that, Sei Vanta saw how well we worked together, and managed to pull strings and get us assigned to her. We were to operate as a surgical strike team, sent in ahead of an invasion force to strike a few key positions, then fall back to rejoin the invasion force or be shuffled off to the next target. We had one successful operation under Master Vanta, hitting a few key sites on Atraken just before the invasion, again making it out, miraculously, unscathed. We were then shuffled off to our next target: Akiva. That's where our luck ran out.

My squads and I boarded our shuttles ahead of the Jedi and her new Padawan (who had yet to arrive) and departed, as we were on an accelerated time-table and had to get there first. In preparation for the invasion of Akiva, we'd drop onto the world and neutralize a few key locations, then join the incoming invasion force. Our force consisted of a platoon (Varactyl Platoon) split into four squads, two to each shuttle. One pair was led by Jorin and Sei Vanta, the other led by me. We were to further split into their squads to hit four targets in close proximity to each other, then link back up. But the Separatists were ready. They had received advanced warning and had shifted forces to prepare for the attack and set up ambushes in key locations, aided by the native Uugteen. We walked right into it. Jorin’s Deathspine Squad was the first hit. His master ordered him to retreat and warn the others, so Jorin took off into the woods and broke radio silence to warn me. The rest of Deathspine Squad, including Jorin's master, were wiped out.

My Venomblade squad fared little better. We caught the panicked comm message from Jorin just before we were hit and managed to put up a bit more of a fight. We took out most of the droids, but were attacked from behind by the Uugteen, who had flanked around. I ordered the other two survivors to scatter and vanish into the jungle, hoping that might allow some of us to survive. As I worked my way through the underbrush, I drew the attention of one of the Seps sweeping the area. As the Uugteen approached me to investigate the motion, my buddy Sharp jumped up yelling and fired several bolts at the man, hitting him several times. Instantly, several of the other Separatists cut him down under a hail of fire, but he successfully distracted them from me. I restrained myself, trembling with the adrenaline, anger, and loss. I determined not to let my friend’s sacrifice be in vain and continued on, crawling away from the ambush. I pinged Jorin’s comm to get a general location and hoped the kid was alright.

I found Jorin, hunkered down in the darkness. A twig snapped out in the woods and the kid grabbed his damaged lightsaber. I came up behind his shoulder and said "Wait." "If clankers want to tango, now they’ll have two to dodge." Jorin said "Well thanks a lot" told me his name, and asked me mine. I said, "The boys just call me Camouflage." I handed him my other DC-17, and we fought all night, side-by-side, took our battle stance, and the kid wondered how the bolts missed me. Cuz they seemed to go right through me, just as if I wasn’t there (though it was really an illusion of the OCS). And in the morning we both took a chance and ran. It was near the riverbank when the ambush came and he thought this was the end and we were had. Then a bolt with his name on it came buzzing through a bush and I shoved him aside. We were pinned down, but then we heard a blaster that sounded different: a deece. The blaster fire from the Separatists ceased, but I pulled Jorin down when he tried to stand up and look around. Then one of our rescuers called out, and I responded. Havoc, Hawk, and Fury were the only survivors from Ignition Squad, the second squad under Jorin and Sei Vanta. We joined forces and checked our maps for the fallback rendezvous point, deciding our best bet was to head there. When we reached it, there were three others already there: Shadow and Ghost from Preystalker were already there with Anakkona, the only other survivor of Venomblade Squad. From there, we managed to regroup and push back through enemy lines and reach the landing site. The future of the hastily renamed Varactyl Squad was uncertain, but we ended up being assigned to Jorin for deployment to a special unit in need of reinforcements after recent losses.


Relationship: Charge
On his very first deployment after leaving the Jedi Temple, Jorin's master was killed. I kept him alive, and the kid is... I don't know. Imprinted, I guess, on me and my men. I've got to keep him alive and show him the ropes. He's had his baptism of fire, but he doesn't have much in the way of experience. The boys and I will look after him, at least until he has a new Jedi master.

Conflict: Know Your Enemy and Know Yourself
I've studied droids, and now I study the natives of the worlds we deploy to. I saw too many of my brothers fall in the Battle of Geonosis, unfamiliar with the bugs' tactics and abilities. I learned a lesson that day to always know your enemy, and know yourself; your own capabilities and weaknesses. I've studied the droids inside and out. Every model we could get our hands on. I know just where to fire for the most effect, I know their tactics, I know how to anticipate their next moves. But not just the droids, My men and I have begun studying alien species, and always read up on any we're apt to encounter in a given mission. Many of my brothers make the mistake of focusing solely on the droids, and have paid the price when the Seps aren't droids. Lastly, I must know my men well. I didn't grow up with them, so I'm starting behind the eight ball a bit. I need to learn what they can do and what they can't. I'll know just how to help and just what not to do. I need to know how to take every advantage in combat, while allowing as few threats to develop as possible.


(-10=+1,000 credits, +5XP)
Sabotage (20):
Our job is to clear the way for advancing units, but we often travel light. That will often necessitate using the Seps heavy weapons against them. Detonating their AA ordnance, rigging an ammo dump to blow, or even just turning their cannons around and shooting everything Seppie in sight.


Age: 10
Height: 6'0
Build: Average (for a clone)
Hair: Black, regulation cut
Eyes: Brown
Homeworld: Kamino
Armor description: Modified Phase I ARC trooper armor, camouflage patterning with color varying from mission to mission depending on the anticipated surroundings. Pattern mimicking Jorin's forehead tattoos on the forehead of his helmet, pattern mimicking Jorin's cheekbone tattoos on his shoulder plates (now only the left one). Camo-patterned kama and double-shouldered pauldron. His helmet features a rangefinder.
His right shoulder plate features a stylized wolf head with the words "for Fury" in aurebesh.

(old pic:

Other Notes

Brawn (3) 30XP
Agility (3) 30XP
Willpower (3) 30XP
Total: 90XP
Species Bonus:
Physical Training, Knowledge (Warfare), Resilience
Career Skills:
Computers, Mechanics, Vigilance, Ranged (Light)
Spec Skills:
Computers, Mechanics
Knowledge (Warfare) (3) 10XP, 15XP (25)
Ranged (Light) (4) 10XP, 15XP, 20XP (45)
Melee (2) 5XP, 10XP (15)
Vigilance (3) 10XP, 15XP (25)
Survival (3) 5XP, 10XP, 15XP (30)
Stealth (3) 5XP, 10XP, 15XP (30)
Piloting (Planetary) (2) 5XP, 10XP (15)
Perception (2) 5XP, 10XP (15)
Mechanics (4) 15XP, 20XP (35)
Leadership (3) 5XP, 10XP, 15XP (30)
Computers (4) 15XP, 20XP (35)
Cool (2) 5XP, 10XP (15)
Athletics (2) 5XP, 10XP (15)
Total: 330XP
Droid Specialist (starting spec):
Design Flaw (A1) 5XP
Grit (A3) 5XP
Toughened (A4) 5XP
Hidden Storage (B1) 10XP
Gearhead (C1) 15XP
Design Flaw (2) (D1) 20XP
Repair Patch Specialization (E1) 25XP
Master Artisan (E2) 25XP
Reroute Processors (E3) 25XP
Dedication (E4) 25XP
Total: 160XP
ARC Trooper (30XP):
Toughened (2) (A1) 5XP
Grit (2) (A2) 5XP
Physical Training (2) (A3) 5XP
Conditioned (A4) 5XP
Clanker Killer (B1) 10XP
Quick Strike (B2) 10XP
Point Blank (B4) 10XP
Toughened (3) (C1) 15XP
Swift (C2) 15XP
Point Blank (2) (C3) 15XP
Guns Blazing (C4) 15XP
Natural Commando (D4) 20XP
Get the Drop (E1) 25XP
Tactical Evasion (E2) 25XP
Dedication (2) (E3) 25XP
Rapid Fire (E4) 25XP
Total: 260XP
Clone Officer (40XP):
Prime Positions (A1) 5XP
Grit (3) (A2) 5XP
Grit (4) (A3) 5XP
Command (A4) 5XP
Tactical Advance (B1) 10XP
Command (2) (B2) 10XP
First Among Brothers (B3) 10XP
Clanker Killer (2) (B4) 10XP
Prime Positions (C1) 15XP
Toughened (4) (C4) 15XP
First Among Brothers (2) (D3) 20XP
Scrap 'em! (D4) 20XP
Dedication (3) (E2) 25XP
Improved Scrap 'em! (E3) 25XP
For the Republic! (E4) 25XP
Total: 245XP
Death Watch Warrior (40 XP):
Toughened (5) (A1) 5XP
Grit (7) (A4) 5XP
Armor Master (B1) 10XP
Side Step (B2) 10XP
Jump Up (B3) 10XP
Point Blank (3) (C2) 15XP
Side Step (2) (C3) 15XP
Armor Master (Improved) (D1) 20XP
Conditioned (2) (D2) 20XP
Dedication (4) (E1) 25XP
To the Death (E2) 25XP
Total: 200XP
Sapper (50XP):
Toughened (A2) (6) 5XP
Durable (A3) 5XP
Grit (5) (A4) 5XP
Contraption (B2) 10XP
Powerful Blast (B4) 10XP
Durable (2) (C2) 15XP
Improvised Defenses (C3) 15XP
Powerful Blast (2) (C4) 15XP
Improvised Detonation (D3) 20XP
Master Grenadier (D4) 20XP
Dedication (5) (E2) 25XP
Improvised Position (E3) 25XP
Total: 220XP
Clone Veteran (70XP):
Grit (6) (A2) 5XP
Toughened (7) (A3) 5XP
Quick Draw (A4) 5XP
Toughened (8) (B2) 10XP
Clanker Killer (3) (B3) 10XP
Rapid Reaction (B4) 10XP
Improved Clanker Killer (C3) 15XP
Multiple Opponents (D1) 20XP
Rapid Reaction (2) (D2) 20XP
Known Programming (D3) 20XP
Sixth Sense (E1) 25XP
Survivor's Instincts (E2) 25XP
Known Programming (Improved) (E3) 25XP
Dedication (6) (E4) 25XP
Total: 290XP
Recruit (70XP):
Basic Combat Training (A1) 5XP
Second Wind (A2) 5XP
Second Wind (2) (B1) 10XP
Quick Draw (C1) [OWNED]
Grit (8) (C2) 15XP
Second Wind (3) (D1) 20 XP
Jump Up (D2) [OWNED]
Grit (9) (D3) 20XP
Dedication (7) (E2) 25XP
Toughened (9) (E3) 25XP
Enduring (E4) 25XP
Total: 220XP
Engineer Signature Ability: The Harder They Fall (30XP):
Increase Number (A1) 10XP
Change Skill (A2) 10XP
Increase Number (2) (A3) 10XP
Ignore Defenses (A4) 10XP
Ignore Defenses (2) (B1) 15XP
Destiny (B2) 15XP
Reduce Difficulty (B3) 15XP
Frequency (B4) 15XP
Total: 130XP
Grand Total: 2,145XP

25,000 (starting credits)
+1,000 (Duty)
+1,000 (After Teth)
+175 (Resale of old tool kit)
-6,000 (Phase I ARC Trooper Armor)
-5,500 (Optical Camouflage System)
-1,750 (Enhanced Optics Suite)
-4,750 (JT-12C Jetpack)
-2,000 (x2 DC-17s)
-1,600 (x2 Ionizing Focusing Coils)
-1,000 (x2 SoroSuub True-Site System)
-250 (Vibroknife)
-500 (Augmented Vibro-motor)
-750 (Ion Pike)
-500 (Custom Grip)
-75 (Smoke Grenade)
-350 (Tool Kit)
-25 (Utility Belt)
-30 (Military Belt Pouches)
-125 (5 Stimpacks)
-25 (1 Nullicane)
-1,000 (Modding)
-400 (Crafting)
-595 (Account zeroed)
Total: 0

Phase I ARC Trooper Armor (2)
DC-17s (4)
JT-12C Jetpack (2)
Ion Pike (2)
Vibroknife (1)
Smoke Grenade (1)
Tool Kit (1)
Datapad (1)
Total: 14
Phase I ARC Trooper Armor (2)
DC-17s (4)
JT-12C Jetpack (2)
Ion Pike (2)
Vibroknife (1)
Smoke Grenade (1)
Tool Kit (1)
Datapad (1)
Total: 14 of 14

Earned XP:
Starting XP: 1,045XP
+5XP (Duty)
2020: 231XP
2021: 355XP
2022: 294XP
Pre-2023 total: 1,930XP
1/1/23: 6XP
1/2/23: 6XP
1/3/23: 6XP
1/4/23: 6XP
1/5/23: 6XP
2/1/23: 6XP
2/3/23: 6XP
2/4/23: 6XP
3/1/23: 6XP
3/2/23: 6XP
3/3/23: 6XP
3/4/23: 6XP
4/1/23: 6XP
4/2/23: 6XP
High posting rate: 3XP
4/3/23: 6XP
4/4/23: 6XP
5/1/23: 6XP
High posting rate: 3XP
May the Fourth: 6XP
5/2/23: 6XP
5/3/23: 6XP
5/4/23: 6XP
5/5/23: 6XP
6/1/23: 6XP
6/2/23: 6XP
6/3/23: 6XP
6/4/23: 6XP
7/1/23: 6XP
7/3/23: 6XP
7/4/23: 6XP
7/5/23: 6XP
8/1/23: 6XP
8/2/23: 6XP
8/3/23: 6XP
8/4/23: 6XP
9/1/23: 6XP
9/3/23: 6XP
YTD: 222XP
Total: 2,152XP

2020 breakdown:
3/3/2020: 5XP
3/4/2020: 5XP
3/5/2020: 5XP
4/1/2020: 5XP
4/2/2020: 5XP
4/3/2020: 5XP
4/4/2020: 5XP
5/1/2020: 10XP
5/3/2020: 5XP
5/4/2020: 5XP
6/1/2020: 5XP
6/3/2020: 5XP
6/4/2020: 5XP
6/5/2020: 5XP
7/1/2020: 5XP
7/2/2020: 5XP
7/3/2020: 5XP
7/4/2020: 5XP
8/1/2020: 5XP
8/2/2020: 5XP
8/3/2020: 5XP
8/4/2020: 5XP
8/5/2020: 5XP
Shaking the GM upside down: 1XP
9/1/2020: 5XP
Shaking the GM upside down: 1XP
9/2/2020: 5XP
Dangling the GM off the Empire State Building: 1XP
9/3/2020: 5XP
Bellona dangling the GM off the CN Tower: 1XP
9/4/2020: 5XP
Bellona dangling the GM off the Burj Khalifa: 1XP
10/1/2020: 5XP
Dangling the GM from my landing gear while cruising at 25,000 feet (and forgetting his parachute): 1XP
10/2/2020: 5XP
Bellona dangling the GM off the Shanghai Tower: 1XP
10/3/2020: 5XP
Bellona dangling the GM over Niagara Falls: 1XP
10/4/2020: 5XP
Bellona dangling the GM over Mosi-Oa-Tunya: 1XP
11/1/2020: 5XP
Strapping the GM to a rocket ship kiddie ride outside the local mall: 1XP
11/2/2020: 5XP
Strapping the GM to Fonz's jet ski: 1XP
11/3/2020: 5XP
SuperWookie using the GM as sustenance in the desert: 1XP
11/4/2020: 5XP
SuperWookie fixing the GM's datapad: 1XP
11/5/2020: 5XP
Bellona dangling the GM over Angel Falls: 1XP (side note, both "Angel Falls" and "Angle Falls" are very interesting names for a waterfall when you think about it)
Thanksgiving: 5XP
12/1/2020: 5XP
Jorin finding the World Between Worlds: 0XP (because the GM is too legalistic about this for some reason)
12/2/2020: 5XP
SuperWookie milking the GM: 1XP
12/3/2020: 5XP
Bellona dangling the GM over Reichenbach Falls: 1XP
12/4/2020: 5XP
Christmas: 5XP
Total: 231XP

2021 breakdown:
1/1/21: 5XP
Bellona dangling the GM off stonehenge: 1XP
1/2/21: 5XP
Bellona dangling the GM off the pyramid of Cheops: 1XP
1/3/21: 5XP
GM resigning/setting a pack of Kowakian Monkey-Lizards on him (COMPLETELY UNRELATED!): 20XP
1/4/21: 5XP
Inaugural GMing week: 1XP
2/1/21: 6XP
2/2/21: 6XP
2/3/21: 6XP
2/4/21: 6XP
3/1/21: 6XP
3/2/21: 6XP
3/3/21: 6XP
3/4/21: 6XP
3/5/21: 6XP
4/1/21: 6XP
4/2/21: 6XP
4/3/21: 6XP
4/4/21: 6XP
5/1/21: 6XP
May the Fourth be with you: 6XP
5/2/21: 6XP
5/3/21: 6XP
5/4/21: 6XP
5/5/21: 6XP
Finished The Clone Wars Movie: 12XP
6/1/21: 6XP
6/2/21: 6XP
6/3/21: 6XP
6/4/21: 6XP
7/1/21: 6XP
7/2/21: 6XP
7/3/21: 6XP
7/4/21: 6XP
8/1/21: 6XP
8/2/21: 6XP
8/3/21: 6XP
8/4/21: 6XP
8/5/21: 6XP
9/1/21: 6XP
9/2/21: 6XP
9/3/21: 6XP
9/4/21: 6XP
10/1/21: 6XP
10/2/21: 6XP
10/3/21: 6XP
10/4/21: 6XP
11/1/21: 6XP
11/2/21: 6XP
11/3/21: 6XP
11/4/21: 6XP
11/5/21: 6XP
12/1/21: 6XP
12/2/21: 6XP
12/3/21: 6XP
12/4/21: 6XP
Christmas: 6XP
Total: 355XP

2022 Breakdown:
1/1/22: 6XP
1/2/22: 6XP
1/3/22: 6XP
1/4/22: 6XP
1/5/22: 6XP
2/2/22: 6XP
2/3/22: 6XP
3/1/22: 6XP
3/2/22: 6XP
3/3/22: 6XP
3/4/22: 6XP
4/1/22: 6XP
4/2/22: 6XP
4/4/22: 6XP
5/1/22: 6XP
5/2/22: 6XP
5/3/22: 6XP
Finished the Malevolence Arc: 12XP
5/4/22: 6XP
5/5/22: 6XP
6/1/22: 6XP
6/2/22: 6XP
6/3/22: 6XP
6/4/22: 6XP
7/1/22: 6XP
7/2/22: 6XP
7/3/22: 6XP
7/4/22: 6XP
8/1/22: 6XP
8/3/22: 6XP
8/4/22: 6XP
8/5/22: 6XP
9/1/22: 6XP
9/2/22: 6XP
9/3/22: 6XP
9/4/22: 6XP
10/1/22: 6XP
10/3/22: 6XP
10/4/22: 6XP
10/5/22: 6XP
11/1/22: 6XP
11/3/22: 6XP
11/4/22: 6XP
12/1/22: 6XP
12/2/22: 6XP
12/3/22: 6XP
Christmas: 6XP
12/4/22: 6XP
Total: 294XP

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