CT-1909 "Vulcan" by Kolos

Species
Clone
Career
Smuggler
Specializations
Gambler | Sapper
System
Age of Rebellion

4
Threshold 15
Current 5
Threshold 14
Current 4
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
4
2
2
2

Skills

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

Attacks

DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
7
Critical
3

5
200
5
11/21

Weapons & Armor

--Armor---
--Phase I Clone Trooper Armor: Encum 4, +2 Soak, HP 3
Attachments:
-Built in comlink

---Weapons---
--DC-17 Hand Blaster Encum 2, HP 3, Base: Dam 7, Crit 3, Medium Range, Qualities: Accurate 1, Stun Setting, May run out of ammo with 3 threat or a despair result.

Personal Gear

---Carrying---
-Utility Belt Encum +1
-Load-Bearing Gear Encum +3
-MK. III Modular Backpack Encum+2
--x6 Pouches Encum +6
-Tool Bag (Surveyor's Bag) Encum +2
-Verpine Bond Gauntlet Encum 1, +1 boost to all delicate work or working with volatile substances, aka mechanics
-Custom Toolbox Encum 5, +1 boost to all repair checks
-Military Belt Pouch (3) Encum 0, Can hold 2 encum 0 items which can be drawn as an incidental

Assets & Resources

---Consumables---
-Booster Blue Encum 0 (3):Upgrade Agility, Intellect and Cunning checks once for encounter, cant recover strain from encounter ending

-Stimpack Encum 0 (0): Heal 5,4,3,2,1 wounds

-Nullicaine Encum 0 (2): Easy medicine check to apply, if pass, take 3 strain and ignore 1 crit for the encounter

-Extra Reloads Encum 1 (2): Allows to reload after gun runs out of ammo

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physical Training 1 RotS 41 The character adds a boost per rank of Physical Training to their Athletics and Resilience checks.
Grit 1 AoR 148 Each rank of Grit increases a character's strain threshold by one.
Powerful Blast 1 AoR 154 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.
Construction Specialist 1 F0 30 The character removes a setback per rank of Construction Specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers, and similar combat engineering projects.
Improvised Defenses 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 (see page 227 of the AGE OF REBElLION Core Rulebook) for the rest of the encounter. The character may spend two advantage or a Triumph from the check to increase the ranged defense the structure provides to 2.
Contraption AoR 144 Once per game session, the character can take a Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and 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. may be spent to allow the tools to be recovered to be reused later.
Toughened 1 EotE 145 +2 wound threshold per rank of Toughened

Background

CT-1925 was created Kamino and was assigned to engineering training thanks to his aptitude for machinery and technology, he specifies in starship repairs but is looking to improve in other areas of repairs and eventually crafting

Motivation

---Trees---
-Gambler-
□ □ □ □
□ □ □ □
□ □ □ □
□ □ □ □
□ □ □ □
-Sapper-
□ ■ □ ■
□ ■ ■ ■
□ □ □ □
□ □ □
□ □ □ □

Duties

**DUTY: Vessels**
```More than soldiers, credits, or information, the vehicles of the Republic are the most important and vital assets there are, and the Player Character knows this. They are devoted to seeing to their maintenance and Repairs, so that they can continue the fight and succeed. No vehicle should ever be left inoperable: the most successful missions might not achieve every goal, but they are successful nonetheless when no vehicle is lost and needs to be replaced.```

**MOTIVATION: Reliability**
```Weapons and ships that won't work cannot serve the Republic, so Engineers cannot allow them to become or remain unreliable. Increasing dependability not only aids in the war, but increases morale and fighting effectiveness```

Description

1.85 meters tall, bald with no facial hair or battle scars yet, with yellow accents on his armor.

Other Notes

---XP---
-Character Creation-
100 XP (Clone Starting)
-30 XP (Intellect)
-40 XP (Intellect)
-30 XP (Agility)
-0 XP (Knowledge (Warfare) Skill: Clone)
-0 XP (Resilience Skill: Clone)
-0 XP (Physical Training Talent: Clone)
-0 XP (Coordination Skill: Career)
-0 XP (Perception Skill: Career)
-0 XP (Vigilance Skill: Career)
-0 XP (Deception Skill: Career)
-0 XP (Cool Skill: Specialization)
-0 XP (Decption Skill: Specialization)
-Post Creation-
0 XP (Leftover from creation)
+85 XP (Starting XP)
-5 XP (Mechanics Skill)
-30 XP (Sapper Tree)
-5 XP (Grit Talent: Sapper)
-10 XP (Powerful Blast Talent: Sapper)
-10 XP (Construction Specialist Talent: Sapper)
-15 XP (Improvised Defenses Talent: Sapper)
+15 XP (Session Five)
-5 XP (Toughened Talent: Sapper)
-10 XP (Contraption Talent: Sapper)
-5 XP (Computers Skill)
=5/200 XP

---Credits---
500 CR (Starting)
+1,000 CR (-5 Duty)
-250 CR (Verpine Bond Gauntlets)
-700 CR (Custom Toolbox)
-25 CR (Utility Belt)
-100 CR (Load-Bearing Gear)
-50 CR (Surveyor's Bag)
-75 CR (MK. III Modular Backpack)
-90 CR (x6 MK. III Modular Backpack Pouch)
-50 CR (x2 Nullicaine)
-50 CR (x2 Extra Reloads)
-30 CR (x3 Military Belt Pouch)
-125 CR (x5 Stimpacks)
-30 CR (x3 Booster Blue)
=5 CR

---Duty---
5 Duty (Starting)
-5 Duty (+1,000 CR)
=0 Duty

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