Astral Projections – Seskyra Rebels 1: Ard Dabbar (FFG Star Wars) Mon Cal Saboteur

Recently, I gave you a tour of the planet Seskyra. There are three Rebel operatives who appear in the shadows of the artwork and I will be introducing you to them over the next few weeks. These are not PCs from my Roke Squad campaign; these brand new PCs were inspired by the art, and are usable in any AoR (or TFA) campaign.

Design & Play Notes: Ard is a straightforward build, suitable for a con game or a campaign. As usual, I include both a starting (100 XP) version and one with a little experience (+30 earned XP), which I think is more fun to play and not overwhelming for a new player. (Note that the Grit talent in the +30 XP statblock is the 10 point instance.) For a slightly tougher character, switch out Resolve for the 5 XP Grit, giving Ard a Strain Threshold of 14. Feel free to change his grenade loadout (and other equipment) to fit the mission profile and player preferences.

Backstory: Ard grew up in a wealthy family, and was pretty popular. Ard’s elders hoped his high intellect and an Aunt who was an aide in the Mon Cal Senate delegation would make up for being an “Alien” when he applied to prestigious Core Worlds university engineering programs. They might have, but for a few details.

First, Ard hung out with an oddly mixed clique of Mon Cal and Quarren kids. As the “gang” entered adolescence, their fun and games became much less innocent. The pals had a couple pranks go bad. Property damage and even minor injuries to Ard’s closest friend. Since “Kids will be kids and he learned from it” is a valid excuse for the scions of the influential, Ard could still have gotten into a top tier program.

Except that his Aunt Ersi was implicated in the plots of Senators Organa and Mothma after the dissolution of the Senate, and was imprisoned.  After that, he was lucky to get a local degree and be allowed to do low-level work in the shipyards. He hadn’t lost touch with his old buddies, and, alarmed by the increasing oppression of Dac, they turned their mischief on the Empire. They were contacted by a Rebel recruiter before their amateur cell bit off more than they could chew.

ARD DABBAR (Starting XP)
Male Mon Calamari Engineer/Saboteur

Duty (-5): Sabotage. (Denying assets to the Imps is the fastest way to take down the regime, in Ard’s not-so-humble opinion. The entertainment value of pyrotechnics, implosions, etc. is a big plus. Yes, Ard is still a bit immature in some ways.)
Motivation: Quest – Rescue. (Ard wants to rescue his world and its peoples from the Empire’s heavy yoke.)

Characteristics
Brawn 2
Agility 3
Intellect 4
Cunning 2
Willpower 2
Presence 2

Special Abilities: Mon Calamari begin the game with 1 rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 during character creation.
Amphibious: Mon Calamari can breathe underwater without penalty and never suffer movement penalties for moving through water.

Skills: Computers 1, Knowledge (Education) 1, Mechanics 2, Pilot (Space) 1, Ranged (Light) 1, Skulduggery 1, Vigilance 1

Talents
Resolve 1 (When suffering involuntary strain, suffer 1 less strain per rank of Resolve)
Second Wind 1 (Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind)

Soak: 3      Defense (m/r): 0/0      Strain Threshold: 12     Wound Threshold: 12
Force Rating: 0

Equipment: TT24 Holdout Pistol (Ranged [light], Damage 6, Critical 3, Medium range, Stun setting), 2 Stun Grenades (Ranged [light], Damage 8, Short range, Blast 8, Disorient 3, Limited Ammo 1, Stun Damage), 2 Frag Grenades (Ranged [light], Damage 8, Critical 4, Short range, Blast 6, Limited Ammo 1), Heavy clothing (Soak 1), Tool Kit, Datapad, Commlink (handheld), Quickflash Burning Gel, 2 Stimpacks, Loadbearing Gear.


ARD DABBAR (+30 XP)
Male Mon Calamari Engineer/Saboteur

Duty (-5): Sabotage. (Denying assets to the Imps is the fastest way to take down the regime, in Ard’s not-so-humble opinion. The entertainment value of pyrotechnics, implosions, etc. is a big plus.)
Motivation: Quest – Rescue. (Ard wants to rescue his world and its peoples from the Empire’s heavy yoke.)

Characteristics
Brawn 2
Agility 3
Intellect 4
Cunning 2
Willpower 2
Presence 2

Special Abilities: Mon Calamari begin the game with 1 rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 during character creation.
Amphibious: Mon Calamari can breathe underwater without penalty and never suffer movement penalties for moving through water.

Skills: Computers 1, Knowledge (Education) 1, Mechanics 2, Pilot (Space) 1, Ranged (Light) 1, Skulduggery 2, Vigilance 1

Talents
Resolve 1 (When suffering involuntary strain, suffer 1 less strain per rank of Resolve)
Grit 1 (Gain +1 Strain Threshold)
Second Wind 1 (Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind)
Powerful Blast (Increase Blast damage done by explosives, explosive weapons, and grenades by 1 per rank of Powerful Blast)

Soak: 3      Defense (m/r): 0/0      Strain Threshold: 13      Wound Threshold: 12
Force Rating: 0

Equipment: TT24 Holdout Pistol (Ranged [light], Damage 6, Critical 3, Medium range, Stun setting), 2 Stun Grenades (Ranged [light], Damage 8, Short range, Blast 8, Disorient 3, Limited Ammo 1, Stun Damage), 2 Frag Grenades (Ranged [light], Damage 8, Critical 4, Short range, Blast 6, Limited Ammo 1), Heavy clothing (Soak 1), Tool Kit, Datapad, Commlink (handheld), Quickflash Burning Gel, 2 Stimpacks, Loadbearing Gear.

Credits: All artwork is © 2018 Terras Jadeonar and Linda Whitson

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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