Spynet Field Agent

Spynet Field Agent
Dex: 3D; blaster, brawling parry, (s)brawling parry: Bothan martial arts parry, dodge
Kno: 3D; alien species, law enforcement, streetwise, (s)streetwise: Bothan Spynet, survival, tactics
Mec: 2D; communication, repulsorlift ops, sensors
Per: 4D+1; bargain, con, investigation, persuasion, search, sneak
Str: 2D+2; brawling, (s)brawling: Bothan martial arts, stamina
Tec: 3D; blaster repair, computer programming/repair, security
Species: Bothan
Move: 10
Force Sensitive: Yes or No
Force Pts: 1 or 2
Character Pts: 5
Credits: 1,000
Equipment: based on Clan choice (see Creation Notes).
Racial Abilities: n/a (note that you can still opt to change to another race and have membership in a Bothan Spynet Clan)
Creation Notes:
Loyalty – The character is loyal to a Bothan Spynet Clan (see choices below).
Clan – add additional skills, equipment, credits, and any special notes from one of the following:

  • (a) Alya: Diplomats. Additional Skills – bureaucracy, languages, willpower, forgery. Equipment – combat jumpsuit (+1D physical/+2 energy), business suit, hold-out blaster pistol (3D), comlink, 2 fake IDs (name of choice; Forgery = 30), disguise kit (+1D to Con skill when in disguise), Bothan diplomatic credentials, additional 1,000 credits.
  • (b) Askar: Combat Brutes. Additional Skills – grenade, missile weapons, intimidation, demolitions. Equipment – modified combat jumpsuit (+1D+1 physical/+1D energy), FC1 flechette launcher (6D/5D/3D {anti-personnel}, 5D/4D/3D {speeder scale, anti-vehicle}; fire rate: 1; range: 5-25/100/250; ammo: 6 shots per canister; loaded with anti-personnel canister), 2 anti-personnel canisters for FC1, 1 anti-vehicle canister for FC1 {Gundark's Fantastic Technology}, heavy blaster pistol (5D), 2 frag grenades (5D), 1 stun grenade (5D), comlink.
  • (c) Ilya: Kidnap, Blackmail and Infiltration. Additional Skills – melee combat, cultures, intimidation, willpower. Equipment – heavy blaster pistol (5D), vibroknuckler (STR+1D+1 {powered}, STR+1 {unpowered}; Difficulty: Very Easy), buzz-knuck (STR+1D or 6D stun damage; Difficulty: Difficult), modified combat jumpsuit with shadowsilk weave (+1D+1 physical/+1D energy; +1D to Sneak), 1 fake ID (name of choice; Forgery = 30), comlink.
  • (d) Onel: Hacking and Technical. Additional Skills – communication repair, droid programming, droid repair, choice of any 1 additional repair skill or (A) Engineering skill at 1D if base repair skill raised to 5D at character creation {if choosing an Engineering skill start with 7,000 credit debt}. Equipment – combat jumpsuit (+1D physical/+2 energy), comlink, blaster pistol (4D), MK-11 Droid Diagnostic (+1D to droid repair), datapad, microthrust portable computer (+1D power; adds to computer programming/repair skill), lock breaking kit (+2D to Security skill when opening electronic locks).
  • (e) Ojia: Smugglers and Transporters. Additional Skills – forgery, hide, space transports, space transports repair. Equipment – combat jumpsuit (+1D physical/+2 energy), comlink, blaster pistol (4D), forgery kit (+1D to Forgery skill), 3 fake IDs (name of choice; Forgery =30), Ecls Industries R-Roll Crate sleight box (Game Notes: These cargo containers have a low-powered repulsorlift coil matrix and power supply cleverly concealed in the bottom casing. A small compensator c-board helps the repulsorfield neutralize the weight of anything inside, making the box feel like it’s empty. Scans detect a sleight box’s energy source on a Difficult sensor roll; increase the difficulty one level if the container is stowed near another power source.), additional 500 credits.
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