Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide
In his early days on his homeworld of Contruum, Airen Cracken owns a mechanic's shop, where he earns his reputation as a master mechanic and a creative technologist. His crew members are fast learners and apply their creative skills to any project that comes through the door. When Imperial forces arrive to take over the planet, Cracken and his employees organize a guerrilla force specializing in sabotage. He also establishes safe havens for the civilian population. In short, he single-handedly creates one of the most successful resistance groups to engage the Empire. In a few years, he and his crew make operating on Contruum so expensive for the Empire that the occupation forces withdraw.
Cracken realizes that Contruum's good fortune has much to do with its insignificance in the galaxy, and he is not willing to let the Empire continue to torment other worlds. He and his crew say good-bye to their loved ones and join The Rebel Alliance. Their knowledge and creativity quickly spread throughout the Alliance forces, injecting a new ingenuity into Rebel tactics and covert operations. Cracken's Crew remains active as well, and its signature calling card- a hydrospanner inscribed "Cracken's Crew Says Hello"- begins appearing in Imperial installations throughout the galaxy. Cracken leads raids, trains and brief Alliance agents of every sort, and works his way up to become the head of Alliance Intelligence. His efforts support Crix Madine's commando units, and the hands-on general even mans one of The Millennium Falcon's turrets at the Battle of Endor.
Airen Cracken, General Statistics (CL 10) Edit
Languages: Basic, Binary, Bocce, Bothese, Durese, Huttese, Shyriiwook (Understand only), Sullustese
Hit Points: 53, Damage Threshold: 22
Speed: 6 Squares
Melee: Unarmed +6 (1d4+5)
Ranged: Heavy Blaster Pistol +9 (3d8+5)
Base Stats Edit
Feats: Armor Proficiency (Light), Linguist, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Knowledge (Tactics)), Skill Focus (Knowledge (Technology)), Skill Focus (Mechanics), Skill Training (Stealth), Tech Specialist, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)
Skills: Deception +12, Knowledge (Bureaucracy) +13, Knowledge (Physical Sciences) +13, Knowledge (Tactics) +18, Knowledge (Technology) +18, Mechanics +18 (May reroll to Jury-Rig, must take second result), Perception +12, Persuasion +12, Stealth +12, Use Computer +13 (May reroll to Improve Access, may keep better result)