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Templates Converted From FFG Star Wars
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shootingwomprats
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PostPosted: Sat Feb 22, 2020 1:02 am    Post subject: Templates Converted From FFG Star Wars Reply with quote

SHIPWRIGHT
Engineering (civil/industrial)In peacetime, a Shipwright designs, oversees, and launches custom ships to grace the hyperspace lanes. During the era of the Republic, Shipwrights crafted ships with elegant fins, spires, and curves that made people wonder, "Who built that?" Currently, the Empire favors ship designs that express power and inspire fear. The Core World shipyards have followed suit, as the Empire remains the dominant culture in the galaxy. Elegance is a bygone ideal, a symbol of Republic corruption or a lost fancy. Even the Alliance often must eschew aesthetics for practicality and utility, some thing many Shipwrights in the Rebellion understand but mourn.

DESIGNING FOR WAR
In the Alliance, Shipwrights primarily maintain and repair the various ships it fields. An important secondary task is the breaking down and retrofitting of commissioned starships. Since the majority of these vessels come from smuggled sources, civilian donations, or scrapyard rescues, Shipwrights have to determine if they should be utilized, scrapped, or junked.

For ships to be added to the Fleet, they then oversee the installation of new or updated equipment and basic repairs. Then comes crew training, space trials and testing, readying the hull for hyperspace travel, and, for some lucky Shipwrights, naming and serving aboard them.

Alliance shipyards tend to be hidden, remote, or highly mobile—often all three. As always, materials, supplies, and labor are the main factors limiting construction, along with time: at any point, the Empire may suddenly discover the location of the shipyard, prompting a rapid evacuation.

Shipwrights can work on a space station or in its shipyard. Mobile Alliance shipyards can house weapon platforms or support mining and refining facilities. The more advanced shipyards resemble a fully staffed mining colony. In such a shipyard, Shipwrights must incorporate industrial components into their designs as well as handle worker accommodations and support. At this level, Shipwrights resemble civil engineers Even something as basic as organic waste elimination can be important to the Alliance. Only Shipwrights, for example, might know that the stations trash disposal hold can hide an allied light freighter attempting to allude Imperial patrols.

On the rare occasion when the Alliance requires a new ship design, Shipwrights usually must throw aesthetics out the transparisteel window to aim for utility, safety, and reliability. Primarily, their designs must try to ensure that the ship and its crew can accomplish the mission and hopefully return in one piece. Good Shipwrights keep in mind that their creations should be easy to repair, offer a modicum of comfort, and be able to throw enough firepower at enemies to make crews happy to fly aboard them into victory.

SHIPWRIGHT
DEXTERITY 2D+2
Blaster
Dodge
Running

KNOWLEDGE 3D
Bureaucracy
Business
Languages
Streetwise
Value
Willpower

MECHANICAL 2D+2
Astrogation
Repulsorlift Operation
Space Transport Piloting
Starship Gunnery
Starfighter Piloting

PERCEPTION 3D
Bargain
Command
Hide
Search

STRENGTH 2D+2
Brawling
Climbing/Jumping
Lifting

TECHNICAL 4D
Capital Ship Repair
Capital Ship Weapon Repair
Engineering (pick a specialization)
Repulsorlift Repair
Space Transport Repair
Starfighter Repair

Equipment: Datapad, comlink, datacrystals, notepad, sliderule.

Source: Fully Operation (p.28-29), +Oliver Queen
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PostPosted: Sat Feb 22, 2020 1:02 am    Post subject: Reply with quote

SAPPER
Sappers have a versatile role in the Alliance. These personnel are responsible not only for building encampments, installations, landing areas, and more to support the War against the Empire, but also for seeking out and destroying many of the same that the enemy possesses. This means these combat Engineers must combine stealth, survival skills, and situational awareness to find suitable locations and analyze defensive possibilities, as well as using the same skills to probe for enemy structural weaknesses that can be exploited with suitable explosives.

TO CONSTRUCT AND DESTROY
Once Sappers find a good location for construction, they must deal with the logistical demands of supplies Construction efforts mean they have three bosses that will never agree; the environment, the laws of physics, and their commander. Sappers prioritize each differently, and that decision can make or break a construction project. As with most support iobs, when Sappers do an excellent job, no one notices. Alliance soldiers don’t give a second thought to a warm bunk and good lighting in a base, for example, or pilots to a spacious and smooth-floored hangar. If these aren't present, however, Sappers get the blame (and also the overnight repair duties).

Sappers do see battle, perhaps more so than any other support personnel save medics. Command sends Sappers to sneak up to enemy fortifications to find weaknesses and entry points. This work often requires a hands—on inspection of the enemy base, looking for cracks in walls, exposed power lines or sewage pipes, or unattended guard rotations and resupply schedules. A scouting mission requires stealth or a cover identity, and Sappers must avoid capture or death from guards or automated security systems while successfully mapping the enemy's weak points.

Sappers who survive initial scouting missions must then infiltrate enemy sites to set explosive charges, carefully cut away security grids, or perform another act of sabotage, all while avoiding being killed by blaster fire or a mistimed explosive charge. Even if capture or death is unavoidable, Sappers must press on, as the lives of many of their comrades depend on their sacrifice.

After all that, Sappers who survive may still have to pick up a blaster and join the rest of the soldiers in storming the fortification. Perhaps the operation went off without a hitch, and the Alliance has provided evac to carry Sapper teams back to safety. Many refuse to retreat They can still carry a weapon, and every body counts in battle. In the end, Sappers risk their lives three times over.


SAPPER
DEXTERITY 3D
Blaster
Dodge
Running

KNOWLEDGE 3D
Chemistry
Willpower

MECHANICAL 2D+1
Beast Riding
Repulsorlift Operation
Space Transport Piloting
Starship Gunnery

PERCEPTION 3D
Command
Con
Gambling
Hide
Search
Sneak

STRENGTH 3D
Brawling
Climbing/Jumping
Lifting
Stamina

TECHNICAL 3D+2
Demolitions
Engineering (civil/industrial)
First Aid
Security

Equipment: Blaster pistol (4D), datapad, comlink, explosives kit, 10D of detonite.

Source: Fully Operation (p.26-27), +Oliver Queen
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PostPosted: Sat Feb 22, 2020 1:02 am    Post subject: Reply with quote

DROID SPECIALIST
Like battlefield surgeons working on organic soldiers, Alliance Droid Specialists focus on making their charges functional for combat but often must sacrifice perfection for practicality. A Core World droid factory may have the luxury to produce repairs that return a damaged droid to a like—new state. In the midst of horrific combat or in repair bays lacking proper resources, though, Droid Specialists can't be fancy. When faced with dozens of droids, having to stop and reassess a custom configuration not only slows the repair work, it complicates the job. At the end of the day, if their mechanical comrades are fit for another day of support and battle, then their mission is accomplished.

ARTIFICERS FOR THE ARTIFICIAL
Droid Specialists receive Computers, Cool, Mechanics, and Melee as additional career skills. Characters who select this as their starting specialization may choose two of these skills and gain one free rank in each Without spending starting experience.

Droids serve two purposes in the Alliance: to assist their organic counterparts and to integrate with computers and other data storage devices. Some Droid Specialists see themselves like the sergeants of a droid platoon, treating their inorganic soldiers harshly but fairly, sending them out into battle without hesitation, and working hard to ensure the droids have the programming and technology they need to come back. Others have a colder practicality. Repairing a damaged droid takes less time and resources than replacing or building a new one.

The topic of droid manumission remains a messy one. Various bases treat droids differently depending on their commanders attitude, the soldiers' attitudes, their morale, and the circumstances. Regardless, Droid Specialists tend to be protective of their inorganic soldiers. Whether it is because they recognize them as sentient beings or as valuable machines depends on the individual, The Alliance as a whole treats droids with more consideration and respect than the rest of the galaxy. Droid Specialists advocating on their behalf have contributed to this positive change.

Although the Rebellion receives equipment en masse, Droid Specialists can’t count on consistency or quality. As supply lines and alliances change, so do their sources of parts and droids. As a result, Alliance droids tend to take on a patchwork look much like that of their Outer Rim counterparts. Rebel agents can often tell how well a base is supplied just by the droids: if they look clean and relatively uniform, the base is obviously well supplied. if the droids appear completely different from each other (and have personality quirks to rival a rogue Outer Rim droid), then the agent knows the base is in dire shape.

This is the difficulty most Droid Specialists face in Rebel outposts without a regular supply line. Organics tend to get the most supplies, followed by the machines of war: blasters, cannons, and starfighters At the bottom of the ladder stand the droids, which must bear the brunt of rationed supplies while functioning to serve their organic commanders. Some Droid Specialists see this work as a punishment. Others come to identify with their charges Droid Specialists often see their quartermaster as their greatest nemesis, the Empire being a close second.

DROID SPECIALIST
DEXTERITY 2D+2
Blaster
Dodge
Melee Combat

KNOWLEDGE 3D
Languages
Planetary Systems
Streetwise
Survival
Value

MECHANICAL 2D+2
Beast Riding
Repulsorlift Operation
Space Transport Piloting

PERCEPTION 3D
Bargain
Con
Gambling
Hide
Persuasion
Search

STRENGTH 2D+2
Brawling
Climbing/Jumping
Lifting

TECHNICAL 4D
Computer Programming/Repair
Droid Programming
Droid Repair
Engineer (droid)
Security

Equipment: Toolkit, droid programming kit, restraining bolt, droid control wand, datapad.

Source: Fully Operation (p.24-25), +Oliver Queen
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PostPosted: Sat Feb 22, 2020 1:02 am    Post subject: Reply with quote

COURIER
There is more to military intelligence than stealing the enemv's secrets. That data must be secured and delivered to the specialists who can best exploit it. The Courier specializes in transporting critical information, often while working incognito far behind enemy lines. These experts take the necessary risks of repeatedly crossing through security checkpoints or even active battlefronts. They must be capable of operating under foes' scrutiny without drawing undue attention. To a certain extent, these Spies are a very
specialized type of smuggler, dealing primarily in information rather than physical goods. Not surprisingly. many Couriers developed underworld contacts working as smugglers prior to joining the Rebellion.

ENSURING DELIVERY
In order to avoid Imperial entanglements, Couriers must be capable of operating without drawing attention to themselves. As they cannot expect to always succeed, these characters must also recognize the signs of trouble and have the ability to act quickly to escape entrapment. Because they often face overwhelming odds, personal speed is typically a higher priority than a trusted weapon.

Some Couriers prefer to work consistent routes as they shuttle information away from prying Imperial eyes. These specialists need a reliable cover story that they can use repeatedly. They might pose as merchants or transport drivers plying consistent trade routes. In a few instances, a Rebel might even take on the cover profession as a means of obtaining additional income, carrying innocuous cargo to market while smuggling critical information. Such Spies go to great lengths to ensure that their business interests are completely legitimate, so that they do not attract any undue attention. They also make sure that those interests are at least marginally profitable. A merchant who loses money consistently for years, after all, is just as likely to draw government attention as one who manages exorbitant profits. These individuals may even establish friendly relationships with the guards along their routes, and their frequent passage through Imperial territory becomes just a part of a station's routine traffic. In these cases, typically only a subset of their transits include military intelligence.

Other Couriers deliver critical data to Rebel specialists in a variety of locations instead of adopting a mundane occupation that involves travel on regular routes. Some are enthusiastic adrenaline junkies who call on wild speed and quick thinking to overcome Imperial security. More risk-averse Couriers simply excel at developing good cover stories and staying true to their roles during a mission. Adrenaline junkies or not, these Couriers are unlikely to have any established relationship with the local Imperial guards. Consequently, they must quickly determine how to bypass security or rely on other intelligence sources to prepare for it.

COURIER
DEXTERITY 3D
Blaster
Brawling Parry
Dodge
Melee Combat
Melee Parry
Pick Pocket
Running

KNOWLEDGE 3D+1
Bureaucracy
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
Willpower

MECHANICAL 2D+1
Communications
Repulsorlift Operation
Sensors
Space transports

PERCEPTION 3D+2
Bargain
Con
Forgery
Hide
Search
Sneak

STRENGTH 2D+2
Brawling
Climbing/Jumping

TECHNICAL 3D
Computer Programming/Repair
Droid Programming
Equipment Repair
First Aid
Security

Equipment: Holdout blaster (3D), agent's bag, several changes of clothes, fake ID, datapad, comlink, 800 credits.

Source: Age of Rebellion: Cyphers and Masks (p.8,24-25), stats by +Oliver Queen.
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PostPosted: Sat Feb 22, 2020 1:03 am    Post subject: Reply with quote

INTERROGATOR
A portion of the most critical military intelligence is never officially documented. Some parts might not even seem like valuable information at first. A Slicer may never uncover a minister's esoteric hobbies that could be used for blackmail. An Infiltrator might not recognize that an old plaque conceals a datachip loaded with secrets. Skilled interrogators, however, can uncover secrets that their subjects might not even recognize they possess. Often, this requires that the subject be captured first, but some operatives are so skilled and subtle that they can extract secrets from targets through casual conversation without letting the targets realize what has happened. These specialists grant the Rebellion unexpected and unorthodox advantages that it needs to succeed against enormous odds.

ENSURING ANSWERS
In order to successfully question a target, an Interrogator needs to have some background info about the subject, possibly including personality traits, loved ones, and interests, in addition to knowing what type of information to seek. Personal history is critical to gaining leverage over a target. Interrogators must be versed in a range of information extraction techniques so that they can determine the best method for a particular foe. Physical coercion can work effectively against some enemies, but for others, psychological attacks are far more efficient. Recognizing the best technique and having the appropriate tools readily available makes each interrogation faster and the results more reliable.

A physically imposing questioner may rely upon violence, and this technique can sometimes be effective. However, it is invariably cruel. Further, Imperial officers are trained to resist these techniques, reducing their efficacy. Additionally, some subjects recognize that the consequences for giving in to this type of torture can be as severe as those for resisting it. For these reasons, the most effective of interrogations eschew physical techniques for social ones.

Many interrogators instead use a combination of Charm and Deception to effectively draw information from their subjects. They may intimidate through threats—often to the subject's friends, family, or special interests—rather than direct violence. Demonstrations of power over those other parties can provide additional leverage, though such demonstrations may be fabricated as necessary.

Either type of Interrogator may educate allies on the best ways to resist enemy questioning, something even non-combatants in the Alliance may face at some point. This may involve working with students in simulated questioning sessions, but it can also incorporate observation of the Interrogator at work. Crucial to either approach is having students watch people while they are breaking, partly so that students can recognize what this looks like, but also to help them identify the types of leverage that might be used against them, so that they can work to mitigate the effectiveness of those tactics.

INTERROGATOR
DEXTERITY 3D
Blaster
Dodge

KNOWLEDGE 3D+2
Alien Species
Intimidation
Languages
Law Enforcement
Lore: Psychology
Planetary Systems
Streetwise
Willpower

MECHANICAL 2D
Repulsorlift Operation
Space transports

PERCEPTION 4D
Bargain
Con
Investigation
Persuasion
Search

STRENGTH 2D+1

TECHNICAL 3D
Computer Programming/Repair
Droid Programming
First Aid
Medicine

Equipment: Holdout blaster (3D), "equipment" bag, comlink, datapad, 500 credits.

Source: Age of Rebellion: Cyphers and Masks (p.8,28-29).
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PostPosted: Sat Feb 22, 2020 1:03 am    Post subject: Reply with quote

ENTREPRENEUR
Entrepreneurs know that there is only one thing worth investing in—the future. Entrepreneurs are not unlike explorers in the world of business; they want to be the first to open up new markets, to revolutionize industrial practices, or to create new service industries people hadn't realized they needed, but once sampled, cannot live without.

THE BURDEN OF VISION
While the Entrepreneur is willing to bully, charm, or mislead others to achieve his ends, he prefers to rely on negotiations, bringing to bear facts, graphs, and projections for the future. In this way the Entrepreneur is similar to the Scholar. However, unlike Scholars, the Entrepreneur operates under the assumption that every problem can be overcome with a big enough credit stick.

Entrepreneurs may be free with their money, but they are never wasteful, and they are always looking for ways to cut costs, even if it skirts regulations. Most savvy businesspeople know that if one only plays by the rules, then one can only ever be as successful as the rules allow. Since the rules are usually written by the established corporations the Entrepreneur competes against, he believes the rules exist solely as a means to restrict progress, stifle innovation, and suppress competition. In short, rules were made to be broken. Even the most upstanding business person occasionally contracts operatives for industrial espionage or corporate intelligence gathering, and even if he morally objects to that behavior, he needs to know how to defend against it.

It is said that a sucker is born every second, and the Entrepreneur takes great pains to make certain he is never one of them. In all of his dealings, the Entrepreneur must remain vigilant against conversational traps laid by opponents during delicate negotiations. Preparedness is always a part of the plan, so that risk is mitigated and no circumstances result in absolute failure.

Every group can benefit from counting an Entrepreneur among its number. Their ability to negotiate a favorable deal in any number of circumstances, and the resources at their disposal, make Entrepreneurs invaluable members of the team. They make excellent leaders, and any party who allows an Entrepreneur to negotiate on its behalf will be pleased with the results. The Entrepreneur can also act as team quartermaster, outfitting the group with specialized, hard-to-find equipment with little notice, and both his pool of contacts and credit pouch are deep enough to keep the party informed on almost any subject.

ENTREPRENEUR
DEXTERITY 2D+2
Blaster
Dodge
Melee Combat
Melee Parry

KNOWLEDGE 3D+2
Alien Species
Bureaucracy
Business
Cultures
Languages
Law Enforcement
Value

MECHANICAL 3D
Beast Riding
Repulsorlift Operation
Space Transport Piloting

PERCEPTION 3D+1
Bargain
Con
Persuasion

STRENGTH 2D+2
Brawling

TECHNICAL 2D+2
Computer Programming/Repair
First Aid

EQUIPMENT: Nice clothes, hold-out blaster (4D), comlink, datapad, 2,000 credits.

Source: Far Horizons (p.25-27), +Oliver Queen
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PostPosted: Sat Feb 22, 2020 1:03 am    Post subject: Reply with quote

MARSHAL
Criminals might run and criminals might hide, but the Marshal won't rest until he drags them back to town in binders. The presence of a strong Marshal is often the only thing keeping a colony from plunging into chaos. The Marshal has a gift for extracting information from witnesses and confessions from criminals, and separating lies and irrelevant information from the truth. Should suspects turn violent, the Marshal is equally adept at talking criminals into a pair of binders or blasting them into oblivion.

THE BURDEN OF PEACE
Where most Colonists are forced to rely on talking their way out of trouble, the Marshal finds that his blaster speaks almost as well as he does. Most law officers know that holding the weight of the law over a potential witness is the quickest way to modify his attitude. Marshals can throw the weight of their authority around to get answers. There is little government oversight on the fringe, and often a Marshal's word is the law.

Equally as important is the Marshal's knowledge of crime and criminal elements, especially those operating within his jurisdiction. A Marshal who doesn't take the time to familiarize himself with the local malcontents isn't going to be very good at his job. And when it comes time to go toe to toe with those criminals, the Marshal is ready. Most Marshals know how to use the blasters at their hips.

The Marshal makes for a great leader in combat-oriented groups, or can provide some muscle to non-combat groups while still participating in social and investigative encounters. Marshals strike a great balance between social skills and combat, allowing them to speak on behalf of combat-oriented parties without being a liability when blaster bolts start flying. Their ability to sort fact from fiction makes them difficult to manipulate, and their gritty determination can carry an entire group that would have otherwise given up hope of success.

MARSHAL
DEXTERITY 3D+2
Blaster
Brawling Parry
Dodge
Melee Combat
Melee Parry

KNOWLEDGE 3D+2
Alien Species
Cultures
Intimidation
Languages
Law Enforcement
Streetwise
Willpower

MECHANICAL 2D
Beast Riding
Repulsorlift Operation
Space Transport Piloting
Swoop Operation

PERCEPTION 3D
Con
Hide
Investigate
Persuasion
Search
Sneak

STRENGTH 3D
Brawling
Climbing/Jumping
Stamina

TECHNICAL 2D+1
Computer Programming/Repair
Droid Programming
First Aid
Security

EQUIPMENT: Heavy blaster pistol (5D), blaster rifle (5D), datapad, comlink, 750 credits.

Source: Far Horizons (p.25, 28-29), +Oliver Queen.
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PostPosted: Sat Feb 22, 2020 1:03 am    Post subject: Reply with quote

PERFORMER
The Performer must always be the center of attention, and if all eyes aren't on the Performer, he has ways to make them shift their focus. For them, all the world is a stage, and the Performer is always putting on a show. They can lie with more sincerity than even the Politico, and do so as easily as if they were running lines for a one-man showing of the Kallea Cycle. They can be as charming as a diplomat, and leave their targets enchanted and completely manipulatable. And far too many people underestimate the strength many Performers must possess for acrobatics, athletics, and even live theater.

THE BURDEN OF ART
The Performer often leans on pouts, winks, warm smiles, and well timed physical contact mixed with right lies to get whatever he wants from whomever he wants. He draws on the best lines from the greatest works of literature, theater, and holo from millennia past, and always has a unique, flattering compliment for any being from whom he might want something.

Other Performers may rely on different tactics in their interactions. A cutting comedian or brilliant actor can hurl a litany of insults that cut to the core of most beings, making them question their worth and their right to deny the Performer what he wants. Unfortunately, these almost psychotic breaks are just as likely to be directed against their closest allies and assistants as enemies. The Performer knows how to use this to his advantage, though, and can create a scene to distract a bouncer while his friends sneak into a club that would otherwise never have granted them access.

However, there is often more to a Performer than just words. Performers may include dancers, acrobats, jugglers, and other individuals who must possess impressive coordination and be at peak physical condition. Their acrobatic abilities can give some Performers an unexpected edge in a fight. In addition, many have been trained in martial arts and the use of stage weaponry for roles in theater or holovids. The agility and overall fitness required to perform on stage means they are often in great shape, and as such, it is not uncommon for the Performer to be the last one standing when the dust settles.

Whether the character is a galaxy-famous magician or merely the member of a traveling troupe of acrobats, the players can build their entire party around a Performer. Performers need an agent, bodyguards, assistants, technicians for their performance, a pilot, perhaps a personal physician, and certain friends or family for their entourage. Performers are able to take the lead in social situations and provide support during combat, but can also take a back seat to a diplomatic leader able to wrangle him. The only downside to including a Performer in the party is that whatever his specialty, he makes his living through some sort of acting. Once can never be sure what a Performer thinks about everyone else.

PERFORMER
DEXTERITY 3D+1
Blaster
Dance
Dodge
Running

KNOWLEDGE 3D+2
Alien Species
Artist
Business
Cultures
Languages
Streetwise
Value

MECHANICAL 2D+2
Beast Riding
Repulsorlift Operation
Space Transport Piloting

PERCEPTION 3D+2
Bargain
Con
Investigate
Performance
Persuasion

STRENGTH 2D+2
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming

TECHNICAL 2D
Droid Programming
First Aid
Security

EQUIPMENT: Expensive street clothes, personal jewelry, stun pistol (4D stun), recording rod, custom chronometer, 200 credits.

Source: Far Horizons (p.25, 30-31), +Oliver Queen.
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PostPosted: Sat Feb 22, 2020 1:11 am    Post subject: Reply with quote

SLEEPER AGENT
Spies must be able to tell convincing lies. Often, a lie only needs to hold up for a few seconds—just long enough for the agent to complete a crime. In some cases, the lie must be more convincing and survive much more detailed scrutiny. Sleeper Agents must be able to operate in isolation from their support network for months or even years at a time. During such missions, operatives should blend seamlessly into their host environments, never arousing even the slightest suspicion. Sustaining believable lies for this much time requires dedication so that no hint of their real identity ever emerges. For some Sleeper Agents, their artificial guises are so ingrained that it takes effort to emerge from them once a lengthv mission is finally over.

ENSURING TRUST
On a mission, the vast majority of Sleeper Agents' time involves working a mundane job that may seem unrelated to their objective. In a few cases, the job is a military one, but those assignments require extensive security checks. More often, the Sleeper Agent works a civilian job that may have military connections. The agent may even serve as a member ofa criminal organization. Whichever is the case, the Sleeper Agent's duties offer peripheral access to a resource that is of great interest to the Rebellion. It is vitally important that agents remain constantly discreet about their true intentions.

All Sleeper Agents must be proficient in some profession that is not inherently related to uncovering military intelligence for the Rebellion. They might not need to be experts, but they must be able to convincingly assume an unremarkable civilian or military career. This act must be sustained for an extended period of time while the operatives wait to have their missions activated. Some missions focus entirely upon placing agents in critical places so that they can be activated to avert a currently unknown crisis. In these cases, the agents might pursue their cover career for years. Other missions have established time frames or discrete objectives that the operative must pursue without raising suspicion.

Critically, Sleeper Agents must remain unflinchingly loyal to their cause. At the same time, they must be able to maintain the illusion that they are loyal to the enemy. In the case of extended assignments, they must build friendships and working relationships with their foes-relationships that they know they will eventually betray. Few individuals are capable of maintaining this level of duplicity without developing some level of emotional attachment. Such attachment incurs terrible risk, as it could lead to hesitation at a critical juncture.

SLEEPER AGENT
DEXTERITY 3D
Blaster
Dodge
Melee Combat

KNOWLEDGE 3D+2
Alien Species
Bureaucracy
Languages
Law Enforcement
Planetary Systems
Willpower

MECHANICAL 2D
Repulsorlift Operation
Space transports

PERCEPTION 4D
Con
Hide
Investigation
Persuasion
Search
Sneak

STRENGTH 2D+1
Brawling
Climbing/Jumping

TECHNICAL 3D

Computer Programming/Repair
Droid Programming
First Aid
Security

Equipment: Holdout blaster (3D), appropriate security clearances, datapad, 500 credits.

Source: Age of Rebellion: Cyphers and Masks (p.9,28-29), stats by +Oliver Queen.
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