1st Lieutenant Aztov Kadar (SFL) by Spainelnator

Species
Corellian Human
Career
Commander
Specializations
Squadron Leader, Imperial Academy Cadet, Stratagist
System
Age of Rebellion

5
Threshold 12
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
2
2
2
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) X 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) X 4 + 2 boost
Mechanics (Int) X 1
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) X 2
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) 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) 0

Attacks

SE-I4r Light Repeating Blaster
Range
Medium
Skill
Ranged: Light
Auto Fire, Stun Setting, Accurate 1
Damage
6
Critical
3
DH-17 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3

15
525
0

Weapons & Armor

Mark ll Armored Pilot Suit
[4 HP, 1 Enc, 3 Soak, 1/1 defense, Embellishment - Leadership, Sealable]
- Integrated Ascension Gear ( As an action, a character may make an Average Ranged (Light) check to secure the grappling hook to an object within medium range. On success, as an action. he may reel in the cord pull­ing himself to the object (or, if the object is unsecured and lighter than he is, pulling it to him). A character may use the grappling hook to pull another character aloft with him: if he does. he must make an Easy Athletics check to avoid losing his grip on his partner.)
- Vacuum Sealed (Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes)
- Custom Fit (Remove • from Athletics and Stealth checks while wearing the armor.)
Blaster Pistol

SE-I4r Light Repeating Blaster
- Custom Grip (Remove a setback to fire, Accurate +1)
- Blaster Actuating Module (Increases weapon damage by 1. Adds • to all checks made when using this weapon.)
- Magnetic Weapon Tether (During his turn, the wielder may recover the weapon as an incidental so long as he is engaged with it.)

Personal Gear

Imperial Army Military Pack- 6 enc
Load-Bearing Gear
Utility Belt
DH77 Head Comm
- (Transmits up to Medium range (Planetary Scale). Add 3 setback dice to decrypting intercepted)
Macro binoculars
- (Macro binoculars use a combination of precision ground magnifying lenses and simple technical upgrades, such as image stabilization, light filtering, and image sharpening to magnify targets and allow users to see over long distances.)
Fusion Cutter
- (These handheld, portable cutting torches are found throughout the galaxy in numerous industrial, technical, and even artistic operations. They use small, high-powered fusion batteries to produce intense plasma or laser beams used to weld metals together and to cut them apart, depending on the needs of the user. Their beams can easily cut through durasteel, duraplast, and even armored ship hulls with ease. Field mechanics often carry them into battle for emergency repairs of vehicles, droids, and other equipment. Fusion cutters can be adjusted to produce a fine, precise beam for welds or a broad, powerful beam good for brazing and cutting. Engineering and mechanic droids can have a fusion cutter directly installed in their chassis so that they always have one at hand, and they are especially common on astromech droids. )
Tool Kit
- (Tool kits allow mechanics and technicians to perform most mechanical checks to repair devices, as well as to "heal" droids.)
Symbol of Command
- (Boost dice to leadership when interacting with military personel)

Assets & Resources

CR 1: AA-70 Observation and Command Speeder "The Sentinel"
CR 1: Reinforced Armor Plating
CR 2: Twin Medium Laser Cannons
CR 2: RTT-04 Armored Troop Transport "The Citadel"

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 2 Core 74, DoR 101 Gain +1 strain threshold
Defensive Driving 2 Core 74 Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving
Lets Ride 1 Core 74 Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
Field Commander 1 Core 74 Take the Field Commander action; make an Average Leadership check, A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Know the Enemy 1 DoR 101 The character may use Knowledge (warfare) skill when making checks to determine initiative.
Formation Tactics 1 DoR 101 May take the Formation Tactics action by making a Hard leadership check. If successful, he may choose a number of allies within short range equal to successes generated. Upgrade the difficulty of attacks against these allies once until the end of his next turn.
Command 2 DoR 101 The character gains boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add boost dice per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Confidence 1 Core 74 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Situational Awareness 1 Core 74 Allies within short range of the vehicle add Boost to their Perception and Vigilance checks. Allies within close range add 2 boosts instead.
By the Books 1 DoR 101 Once per encounter before making a combat check, the character may suffer two strain to add advantage to the results equal to his ranks in By the Books.
Improved Formation Tactics 1 DoR 101 The Difficulty of the Formation Tactics action is reduced to average instead of hard. The character may also spend triumph or 6 advantage to have the effect last until the end of the encounter.
Ready For Anything 2 LBE 33 Remove ■ per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character’s Cool or Vigi­lance checks to determine Initiative order.
Master Stratagist 1 LBE 33 Once per phase during a mass combat, the character may suffer 2 strain to decrease the difficulty of the next Mass Combat check once.
Researcher 1 LBE 33 Remove ■ per rank of Re­ searcher from all Knowledge checks. Researching a subject takes half the time.

Background

Aztov was born in the slums of Correllia to unknown parents before being abandoned by them, left to die on the streets. Luckily, a mirialan couple found him and took him in. They named him Aztov. The young boy grew up, bouncing from apartment to apartment as his adoptive father worked with several speeder car companies. While they were not rich, Aztov and his siblings Chemey and Sani had a comfortable upbringing. Aztov often spent his days after school, going down to the shipyards and chatting with the workers. He actually befriended a few imperial army troopers stationed there who instilled some amount of patriotism in the empire and a curiosity for the stars.

Unfortunately, Aztov's adoptive father lost his job when he was 13. Soon, Aztov was forced to work in the factories making speeder bikes to make ends meet where he gained a interest in ground vehicles. The family still struggled with his Father not being able to get a job for quite some time.

One day, his father got a job offer from Gizer Blastworks and after a short deliberation, moved to the mid rim planet. Aztov found the place very strange but soon acclimated. It was here that Aztov fostered his curiosity in armored warfare, seeing the great imperial walkers rolling off the assembly line and tank crews milling around the town, he soon found his passion. He enlisted in a early service unit, despite his parents disapproval, when he was 15.

By 17, he was selected to go to a local imperial academy and after reconciling with his parents, he went off to train as a imperial tank commander. His viewpoints of a benevolent empire were shattered however, broken under the cutthroat conditions in the academy. He became hardened and dedicated and appeared to be steadfastly loyal however internally doubts grew. One of his final tests was a joint war game with the Steel water mercenary group on New Ralltir where he almost got killed by a bunch of rebels.

Still, he graduated with flying colors and was soon assigned to a local unit. He was given his own SCM-2 Scout tank and took good care of it. Aztov was one of first to touch ground on Ondara, the planet he was told was rebelling against the empire and funneling support to the rebel insurgents. The battles he faced there broke that belief. Burning village after burning village, his companies rolled through the country side putting down anything from open rebellions to minor protests with deadly force.

Something inside him finally broke and one night on a routine scout patrol, he killed those few with him and fled into Arkas where he accidentally stumbled across the Ice Vipers training camp. He defected soon after.

Motivation

Vengeance: The Empire has committed an act the Player Character will never forgive. Every dead stormtrooper and every destroyed TIE fighter is another notch on his gun. marking his endless need to make them all pay. Such a motivation can lead to dangerous, even suicidal actions, especially if the PC doesn't find other feelings with which to temper it.

Duties

Combat Victory - Not only is victory in battle necessary to the continued success of the Rebel Alliance, but it is also a measuring stick by which Commanders are judged against their peers. Commanders must lead their troops successfully for them to win, and troops' failures on the battlefield are inevitably linked to their Commander’s failure to lead them.

Description

Physical Description: 5'11, Buzzcut, Brown Eyes, roughed up face, smile lines, slighty tan skin, thin smile.

Other Notes

10 starting duty - 10 xp
10 starting duty - 2,500 credits
+15 from New PCs pip
+10 for not taking recruit

Operation Art Class: Base 20 XP, 20 Duty, 300 credits, 24 hours
Operation Icy Desperation: 20 XP, 10 Duty, 300 credits, 12 hours
Operation Rebel Rendition I: 20 XP, 15 Duty, 300 credits, 12 hours
Operation Silent Hunter: 25 XP, 10 Duty, 300 credits, 24 hours
Operation Rebel Rendition II: 10 XP, 10 Duty, 300 credits, 12 hours
Operation Maximum Phalanx: 20 XP, 10 Duty, 24 Hours, 300 credits
Operation Icy Steel: 20 XP, 15 Duty, 12 hours, 300 credits
Operation Groundhog: 20 XP, 10 duty, 300 credits, 12 hours
Operation Motor Sale: 20 XP, 15 Duty, 12 Hrs, 300 Credits
Operation Motor Mods: 20 XP, 15 Duty, 300 Credits, 12 Hrs
Operation Motor Maintenance: 15 XP, 10 Duty, 300 CR, 12 Hrs
Operation Grinding Chariots: 20 XP, 20 Duty, 400 Credits, and 24 Hours
Operation Motor Mayday: 20 XP, 10 Duty, 300 credits, 12 Hours
------------------------------------------------------------------------------------ SFL 1.5
Operation Galvanizer: 30 XP, 500 Credits, 24 hours
Operation Welcome Home: 15 XP, 500 Credits, 24 Hours
Operation Start the Engine: 10 XP, 250 Credits, 12 Hours
48 Hours to 5 XP
Operation Flying, Not Landing: 10 XP, 250 credits, 12 Hours
Operation Choose Wisely: 10 XP, 12 Hrs, 250 Credits
Operation Hansel: 15 XP, 500 Credits, 24 Hours, E-11D Blaster Carbine


68 hours

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