Lenny Drogo


Lenny Drogo is the dirtbag mechanic for a mech jockey. He was originally stationed with a “Dirty Dozen”-type, second-chance Davion outfit, but was dishonorably discharged from even that seedy post for “ahh, a minah disagreement – fuggedaboudit!”

Lenny is good at fixing or jury-rigging just about anything (including supply depot magnalocks), scrounging, and general sneaking about. Also actually pretty good with a pistol in a pinch. Always moving about hidden in a firefight, looking for an advantageous spot.

Statblock

Lenny Drogo CL 2

Medium Human scoundrel 2
Init +8; Senses Perception +7
Languages Basic, German, Italian

Defenses Ref 16 (flat-footed 14), Fort 12, Will 14
hp 20; second wind +5/10; Threshold 12

Speed 6 squares, Fleet-Footed, Running Attack
Melee knife +1 (1d4+1) or
Melee stun baton +1 (2d6+1)
Ranged slugthrower pistol +3 (2d6+1)
Base Atk +1; Grp +3
Atk Options Point Blank Shot, Sneak Attack +1d6

Abilities Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 10
Talents Sneak Attack
Feats Fleet-Footed, Point Blank Shot, Running Attack, Skill Focus (Stealth), Weapon Proficiency (pistols, simple)
Primary Skills Deception +6, Gather Information +6, Initiative +8, Mechanics +8, Perception +7, Stealth +13, Use Computer +8
Secondary Skills Acrobatics +3, Climb +1, Endurance +1, Jump +1, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (life sciences) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Persuasion +1, Pilot +3, Ride +3, Survival +2, Swim +1, Treat Injury +2
Possessions datapad, electrobinoculars, hip holster, knife, lock breaking kit, mesh tape, security kit, slugthrower pistol, stun baton, syntherope, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

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