New Republic Counter Intelligence Officer


Background:

During the rebellion, you did some of the more mundane spy work for the alliance, and now that the Rebellion has become the New Republic, you have shifted to counter-intelligence, to try to ferret out the Imperial agents that have attempted to infiltrate the New Republic's command structure. It is a somewhat more thrilling job than going through the garbage of minor Imperial officials, and there isn't that omnipresent fear of somehow blowing your cover and winding up on Kessel or dead. Your work is still very important to you, and you know that if you miss an enemy agent, the New Republic could find itself in a fatally weakened position.

Personality:

The New Republic chose you for this position because of your overly suspicious and somewhat paranoid nature, a paranoia that was honed to a fine edge during your years in the field. You tend to be cautious to the extreme, not trusting more than a few individuals. Your suspicious attitude does not win many friends, but your service to the New Republic is an important one.

Objective:

To see the Empire destroyed, and to ferret out the last of the spies in the New Republic, so you can retire to a nice house somewhere.

A Quote:

"But if she was late to the dinner, she could have transmitted the data and gotten back in time...."
Dexterity: 3D
Blaster:
Dodge:
Grenade:
Pick Pocket:
Running:
Knowledge: 4D
Alien Species:
Bureaucracy:
Cultures:
Intimidation:
Languages:
Law Enforcement:
Streetwise:
Willpower:
Mechanical: 2D
Communications:
Repulsorlift Operations:
Sensors:
Perception: 4D
Bargain:
Con:
Forgery:
Hide:
Investigation:
Persuasion:
Search:
Sneak:
Strength: 2D+1
Climbing/Jumping:
Lifting:
Stamina:
Swimming:
Technical: 2D+2
Demolition:
Computer Programming/Repair:
Demolition:
Droid Programming:
First Aid:
Security:

Equipment:

Several suits of clothing to match the occasions (formal, uniforms, street clothes...), blaster pistol, hold out blaster, surveillance gear, 3,000 credits standard.
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