Mordrek Z'lel by BadgersDontCare

Species
Chadra-Fan
Career
Spy
Specializations
Slicer, Force Sensitive Exile
System
Age of Rebellion

3
Threshold 10
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

1
3
4
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1 c-s
Cool (Pr) X 0 c
Coordination (Ag) X 1 -c
Deception (Cun) X 1 -c
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 1 -racial
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1 -c
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) X 1 -c
Stealth (Ag) X 1 c-s
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 1 -10xp
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0 s
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1 s
Knowledge: Warfare (Int) X 0 c
Knowledge: Xenology (Int) 0

Attacks

Coronet Arms HL-27 Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
5
Critical
3

0
125
525
2 / 10 (6)

Weapons & Armor

Armor :
Mechanic's Utility Suit
-Counts as having a tool kit.

Personal Gear

Load-Bearing Gear 100-0-3
-increases encumb. threshold by 3.
Datapad 75-1-1


Utility Belt 25-0-0
-increase encumb. threshold by 1.
Macrobinoculars 75-1-2

Cybernetic : Lockbreaker Hand
Add 1 boost die to Skulduggery and Computers check for defeating locks.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Acute Senses 1 Remove 2 setback dice from their Perception checks, due to their superior hearing, vision and olfactory senses.

Background

THE NEW RECRUIT : FORCE SENSITIVE EXILE

As a Force Sensitive Exile, Mordrek knew he could not run indefinitely. His best chance of survival would be to join the ranks of the Alliance. They are the only hope of restoring peace throughout the galaxy by defeating the Empire. The Alliance still respect the Force, which mean he would be safer at their side and having reliable allies. He will put his skills to contribution to help hasten the Empire downfall.

Prior to joining the Rebellion, Mordrek always hated the Empire. He grew an orphan because of them and so he always worked to undermine them. Doing so, he had to act in the shadows, and he needed resources to survive. Between his small actions agaisnt the Empire, Mordrek took contracts from the underworld. During one of his mission to gather intel for a Hutt from an empire outpost, all hell broke loose. A squad of rebels assaulted the outpost as he was about to enters it. As he retreated, he saw what he think was a weird red glowing stick, a lightsaber maybe. Another squad of rebel intercepted Mordrek and exfiltrated him. The inquisitor was there for him they said, and they were there to protect him since he was force sensitive. From that day onward, Mordrek worked with the Alliance, gathering Intel whenever he could, helping break free others sympathetic to the cause, and working toward the fall of the empire and rebirth of the Republic.

Motivation

SPECIFIC BELIEFS : THE REPUBLIC

The Player Character believes in the Republic and all it stood for. He is determined to restore it in all its glory (and hopefully to what it was before corruption set in).

Duties

INTELLIGENCE :

The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to, but also the state of technological research, economic policies, and other aspects of Imperial strength.

Current Duty : 0
Starting Duty : 20
Spent Duty : 10 for 2500 credits, and 10 for 10 xp.

Description

Other Notes

Racial Bonus :
Special Abilities: Mechanics +1 & Silhouette 0.
Acute Senses: Remove 2 setback dice from their Perception checks, due to their superior hearing, vision and olfactory senses.

Starting XP : 125
+90xp (Racial), +10xp (Duty), +10 xp (Starting AoR characters, Player's Handbook), +15 xp (Fleet Status Dashboard)
40xp for Intelligence, 30xp for Cunning, 20xp for Willpower, 20xp for Force Sensitive Exile, 10xp for Ranged: Light, 5xp for Knowledge: Underworld.


Free Starting Armor : Mechanic's Utility Suit
This set of clothing is really just a utility suit lined with pockets and straps filled with all sorts of common tools that the technician may require.
Defense Soak Price Encum HP Rarity
0 2 1175 5 1 3
Counts as having a tool kit.

Free Starting Weapon : Coronet Arms HL-27 Light Blaster Pistol
This is an example of the superior craftsmanship of Coronet Arms, balancing discretion and firepower in a tight package.
Skill Dam Crit Range Encum HP Price Rarity Special
Ranged - Light 5 3 Medium 1 2 450 4 Accurate 1, Stun Setting


Lockbreaker Hand (2200 cr. Starting Cyber)
This cybernetic hand is packed with tiny tools that are specialised for bypassing mechanical and electrical locks.
Price Encum Rarity
(R) 2200 N/A 6
Count as having one rank in "Bypass Security" talent.
Add 1 boost die to Skulduggery and Computers check for defeating locks.

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