Liaison Officer Farrow Vandor by YelshaNu

Species
Human
Career
Spy
Specializations
Interrogator, Marshal
System
Age of Rebellion

5
Threshold 13
Current 5
Threshold 14
Current 5
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
2
2
3
3
2

Skills

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

Attacks

Garrotte Chrono
Range
Engaged
Skill
Brawl
Stun Setting
Damage
-
Critical
-
Boot Blade
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
4
Critical
2
Flashfire Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Disorient 3, Pierce 2, stun setting
Damage
8
Critical
3

0
395
60
9/9

Weapons & Armor

Garrote Chrono (0 Encumbrance, 0 HP).

A character who makes a successful Brawl attack with a Garrote against a target, can cause the target to become suffocated (see p. 228 AoR Core). Targets may attempt to break free of a garrote with an opposed Brawl vs Brawl check, adding a Setback dice for each round they have been caught.

Upgrade the difficulty of checks to detect the concealed garrote twice.

XL-2 Flashfire Pistol (1 Encum, 3HP)
W/ Integrated Illuminator (1 HP), Blaster Actuating Module (1 HP), Custom Grip (1HP).

Removes 2 setback dice for darkness up to Medium Range.


Cresh “Luck” Armour (4 Enc, 1HP, 2 Soak).
W/ Threat Monitor (1HP) & Boot Blade (0HP).

Add an automatic advantage to Vigilance checks.

Adds 3 Advantage to initiative. Gains Quick Strike 1.

Personal Gear

Stimpacks x6
Headcomm (adds 3 setback dice to intercept).
Authentication Tools (2 boost to test whether documents have been falsified).
Magnacuffs

Palm Stunner (Skulduggery vs Resilience check to incapacitate a minion, or 12 damage to a rival/nemesis. Each success increases damage by 1).

Bioscan (grants boost to Perception vs Stealth. 2 difficulty Computers check to record a subjects dna profile with a sample)

Species Database (adds 2 boost to Knowledge Xenology checks).

Cybernetic Respirator.

Utility Belt.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Intimidating 2 p. 150 AoR Core Rulebook May suffer a number of strain to downgrade the difficulty of Coercion checks or upgrade the difficulty when targeted by Coercion checks by an equal number. Strain suffered this way can not exceed ranks in Intimidating.
Bad Cop 3 p. 30 Cyphers and Masks May spend 2 Advantage from a Deception or Coerciom check to upgrade a single ally’s subsequent social interaction check against the target a number of times equal to ranks in Bad Cop.
Grit 1 p. 148 AoR Core Rulebook Gain +1 Strain Threshold per rank of Grit.
Exhaustive Questioning p. 30 Cyphers and Masks Whenever the character makes a successful social skill check against a captured enemy within short range, may reduce enemy’s strain threshold by 2 for the remainder of the session and can spend 1 Advantageto inflict 1 strain.
Pressure Point p. 31 Cyphers and Masks When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine. These checks cannot be made with any weapons.
Hard Headed 2 When staggered or disorientated, perform the Hard Headed action, make a Daunting (4 difficulty) Discipline check to remove the status. Difficulty is reduced once per rank of Hard Headed.
Street Smarts 1 Remove 1 setback per rank of Street Smarts from Streetwise or Knowledge Underworld checks.
Quick Draw Once per round, may draw or holster a weapon or accessible item as an incidental.
Good Cop 1 May spent 2 Advantage from a Charm or Negotiation check to upgrade a single ally’s subsequent social interaction against the target a number of times equal to ranks in Good Cop.
Durable 2 May reduce Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Improved Hard Headed When incapacitated due to strain exceeding threshold, on his next turn may take a 5 difficulty Discipline check to reduce the strain threshold to 1 below threshold. The difficulty of this check is reduced by 1 per rank of Hard Headed to a minimum of Easy.

Background

Motivation

Duties

Description

Other Notes

Equipment should include a basic sidearm, basic combat gear (whatever an Imperial officer’s uniform would be), a comlink. Rest of credits should be spent on spy equipment.

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