Isaiah Ladal

Human Engineer

Description:

Name: Isaiah Ladal
Alias: Issan Neir, Gemini (Slicer)
Duty: Sabotage, Tech Procurement
Species: Human
Career: Engineer
Specialization: Mechanic, Saboteur, Slicer, Modder
Duty: 12
Contribution Rank: 5
Initial Cash: 500 baseline + 10,000 credits (baseline)
Available Cash: 15,050 credits
Motivation: Justice
Character Concept: “Former Imperial mechanic that defected to the Rebellion due to the barbarism of the Empire”.

Attributes

Brawn: 2
Agility: 3 (4)
Intellect: 3 (6)
Cunning: 3
Willpower: 3
Presence: 2

Wound Threshold: 18
Strain Threshold: 18
General Defense: 1
Melee Defense: 1
Ranged Defense: 1
Soak: 3 (4)

Skills

(E) Athletics (Brawn): 2
(M) Brawl (Brawn): 2
(OC) Charm (Presence): 1
(H) Cool (Presence): 2
(S) Coordination (Agility): 3
(E) Computers (Intellect): 5
(OC) Deception (Cunning): 1
(Md) Gunnery (Agility): 4
(E) Knowledge – Education (Intellect): 3
(Sl) Knowledge – Underworld (Intellect): 3
(E) Mechanics (Intellect): 5
(E) Perception (Cunning): 3
(E) Piloting – Space (Agility): 4
(E) Ranged – Light (Agility): 4
(H) Ranged – Heavy (Agility): 2
(M) Skulduggery (Cunning): 3
(Md) Streetwise (Cunning): 3
(S) Stealth (Agility): 4
(E) Vigilance (Willpower): 3

Skill Key
(E) Engineer
(M) Mechanic
(Sl) Slicer
(S) Saboteur
(H) Human
(Md) Modder
(OC) Out of Class

Talents

Mechanic
Gearhead – Remove 1 setback die per rank of gearhead from Mechanic checks. Halve the credit cost to add mods to attachments.
Toughened – Gain +2 wound threshold.
Fine Tuning – When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of fine tuning.
Solid Repairs – When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of solid repairs.
Gearhead II – Remove 1 setback die per rank of gearhead from Mechanic checks. Halve the credit cost to add mods to attachments.
Redundant Systems – Once per session, may take a redundant systems action (an easy (1) mechanics check) to harvest components from a functioning device to repair a broken one without breaking the first device.
Solid Repairs II – When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of solid repairs.
Bad Motivator – Once per session, may take a bad motivator action (a hard (3) mechanics check) to cause one targeted device to spontaneously fail.
Toughened II – Gain +2 wound threshold.
Enduring – Gain +1 soak value.
Fine Tuning II – When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of fine tuning.
Dedication (Intelligence) – Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Solid Repairs III – When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of solid repairs.
Solid Repairs IV – When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of solid repairs.
Hold Together – Spend 1 destiny point to perform a hold together incidental immediately after vehicle or starship takes damage to turn damage into system strain.
Contraption – Once per session, may take a contraption action (a hard (3) mechanics check) to fashion a device to solve a current problem using just the tools and parts on hand.
Natural Tinkerer – Once per session, may reroll any 1 Mechanics check.

Saboteur
Resolve – When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1.
Grit – Gain +1 strain threshold.
Second Wind – Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Rapid Recovery – When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.
Second Wind II – Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Toughened – Gain +2 wound threshold.
Powerful Blast – Increase blast damage dealt by explosives, explosive weapons, and grenades by 1 per rank of powerful blast.
Rapid Recovery – When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.
Time to Go – May spend 1 destiny point to perform a move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Improved Time to Go – When activating time to go, allow 1 engaged ally to also perform an out of turn move maneuver as an out of turn incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Powerful Blast II – Increase blast damage dealt by explosives, explosive weapons, and grenades by 1 per rank of powerful blast.
Selective Detonation – When using any weapon with the blast quality, spend 1 advantage to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation.
Selective Detonation II – When using any weapon with the blast quality, spend 1 advantage to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation.
Master Grenadier – Decrease the advantage cost to activate the blast quality on any weapon used by 1 to a minimum of 1.
Dedication (Agility) – Gain +1 to any single characteristic. This cannot bring a characteristic above 6.

Slicer
Code breaker – Remove 1 setback dice per rank from checks to break codes or decrypt communications and reduce the difficulty of these checks by 1.
Technical Aptitude – Reduce time needed to complete computer related tasks by 25% per rank.
Grit: Gain +1 strain threshold.
Bypass Security – Remove 1 setback dice per rank from checks made to disable a security device or open a locked door.
Defensive Slicing: When defending computer systems, add a setback dice per rank of defensive slicing to opponents checks.
Natural Programmer: Once per session, May reroll any 1 Computers or Astrogation check.
Defensive Slicing II: When defending computer systems, add a setback dice per rank of defensive slicing to opponents checks.
Improved Defensive Slicing: Defensive slicing now upgrades opponents’ difficulty once per rank of Defensive Slicing; This replaces the usual benefit.
Bypass Security II – Remove 1 setback dice per rank from checks made to disable a security device or open a locked door.
Defensive Slicing III – When defending computer systems, add a setback dice per rank of defensive slicing to opponents checks.
Technical Aptitude II – Reduce the time needed to complete computer related tasks by 25% per rank.
Grit II – Gain +1 strain threshold.
Code breaker II – Remove 1 setback dice per rank from checks to break codes or decrypt communications and reduce the difficulty of these checks by 1.
Master Slicer: Once per round, may take a Master Slicer incidental to suffer 2 strain and decrease difficulty of Computers or other slicing checks by 1, to a minumum of Easy (1).
Resolve – When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1.
Dedication (Intelligence) – Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Skilled Slicer: When making a Computers check, may spend a Triumph to make further computer checks within this system as maneuvers.

Modder
Tinkerer – May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Gearhead I – Remove 1 setback die per rank of gearhead from Mechanic checks. Halve the credit cost to add mods to attachments.
Resolve – When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1.
Tinkerer II – May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Resolve II – When involuntarily suffering strain, suffer 1 less strain per rank of Resolve to a minimum of 1.
Hidden Storage – Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage.
Dedication (Intelligence) – Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Jury Rigged – Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Know Somebody – Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of know somebody.
Signature Vehicle – Choose one starship or vehicle up to silhoutte 3 as a signature vehicle. Upgrade all mechanics made on that vehicle once.

Perks
Gearhead III – Remove 3 setback dice from mechanics checks.
Resolve IV – Reduce involuntary strain by 4 to a minimum of 1.
Solid Repairs IV – Increase hull repairs by 4.
Fine Tuning II – Increase system strain repairs by 2.
Rapid Recovery II – Recover 2 additional strain after an encounter.
Second WInd II – Once per encounter, use second wind incidental to recover 2 strain.
Improved Defensive Slicing III – When defending computer systems, opponents have 3 upgrades to difficulty.
Technical Aptitude II: Reduce the time needed to complete computer related tasks by 50%.
Bypass Security II: Remove 2 setback dice per rank from checks made to disable a security device or open a locked door.

Weapons

“Perdition” Modified DR-45 Dragoon Cavalry Blaster
Mode: Pistol
Damage: 8(11)
Crit Rating: 3
Range: Medium
Encumbrance: 3
Hardpoints: 3
Modification: Blaster Actuating Module [Special: Damage 3, Pierce 2], Custom Grip [Special: Custom Owner, Accurate: 1], Electronic Sighting System [+1 Accuracy]
Special: Accurate (2), Pierce (2), Stun, Remove 1 setback die from all combat checks.
Mechanics: 2 Blue, 4 Yellow
Penalties: 2 setback (to anyone but Issan)
Price: 1,900 + 2,100 [4,000 creds]

Mode: Carbine
Damage: 8(11)
Crit Rating: 3
Range: Long
Encumbrance: 3
Hardpoints: 3
Modifications: Augmented Spin Barrel [Damage: 3, Accurate: 1, Pierce: 1], Electronic Sighting System [+1 Accuracy]
Special: Accurate (4), Pierce (1), Point Blank (1), Stun, Remove 1 setback die from all combat checks.
Mechanics: 4 Blue, 4 Yellow
Maintenance: 1 Setback Dice

“Rancor” Grenade Launcher (2 Barrels)
Damage: Variable (depends on ordnance)
Crit Rating: Variable (depends on ordnance)
Range: Medium
Encumbrance: 3
Hardpoints: 1+1 (Tinker)
Modification: Forearm Grip [Accurate: 1, Point Blank: 1], Custom Grip [Special: Custom Owner, Accurate: 1]
Ammunition: 2
Special: Accurate 2, Jury Rigged, Remove 1 setback die from all combat checks.
Mechanics: 2 Blue, 4 yellow
Penalties: 2 setback dice to anyone but Issan (Custom Grip).
Other: May fire grenades, thermal charges, and thermal detonators.

“Akul” CSPL-12 Projectile Launcher
Damage: Variable (depends on ordnance)
Crit Rating: Variable (depends on ordnance)
Range: Medium
Encumbrance: 2
Hardpoints: 2
Modification: Custom Grip [Special: Custom Owner, Accurate: 1], Electronic Sighting System [+1 Accuracy]
Ammunition: 3
Special: Accurate 1, Remove 1 setback die from all combat checks.
Mechanics: 2 Blue, 4 yellow
Penalties: 2 setback dice to anyone but Issan (Custom Grip).
Other: May fire grenades, thermal charges, and thermal detonators.

Issan’s Mechanics Tool Kit
Template: Precision Instrument
Effect: Remove 2 setback dice from Mechanic skill checks. Add 1 boost die to Mechanic skill checks.
Encumbrance: 5 (4)
Bonuses: Supreme Craftsmanship, Safety Features.
Bonus Effects: Mechanic skill checks are upgraded once. Add 1 automatic advantage to mechanics checks.

Issan’s Slicer Gear Mk. II
Template: Precision Instrument
Effect: Remove 2 setback dice from Computer skill checks. Add 1 boost die to Computer skill checks.
Encumbrance: 5 (3)
Bonuses: Supreme Craftsmanship, Safety Features, Delicate.
Bonus Effects: Computer skill checks are upgraded once. Add 1 automatic advantage to computer checks. The GM may spend 2 threats or 1 despair from any check to have the gear become damaged one step.

Frag Grenade x2: Damage 8, Critical 4, Short, Encumbrance 1, Special: Blast 6 (50 each)
Armor Piercing Grenade x2: Damage 13, Critical 3, Short Range, Encumbrance 1, Special: Blast 4, Pierce 3 (100 each)
Stun Grenade x2: Damage 8, Critical N/A, Short Range, Encumbrance 1, Special: Disorient 3, Stun Damage, Blast 8 (75 each)
Kirgo Blastworks Nova40 Plasma Grenade x5: Damage 12, Critical 3, Short Range, Encumbrance 1, Special: Blast 10 (125 each)
Merr-Sonn G2 Concussion Grenade x5: Damage 10, Critical 5, Short Range, Encumbrance 1, Special: Blast 8, Concussive 2, Disorient 5. (100 each)
Detonite x10: Damage 15, Additional Damage: +10, Short, Encumbrance 2, Price (50 each)
Proton Grenades x14: Damage 10, Additional Damage: Special*, Short, Encumbrance 1, Price (60 each)
Shaped Charge x3: Damage 20, Crit 2, Range: Short. Encumbrance 1, Breach 2, Limited Ammo 1, Vicious 5 (R – 3,500 each)
Thermal Detonator x6: Damage 20, Crit 2, Range: Short, Encumbrance 1, Blast 15, Breach 1, Vicious 4, Limited Ammo 1 (R – 2,000 each)

Armor
Smugglers Trench-coat: Defense 1, Soak 1, Encumbrance 3, Hardpoint 0, Price 1,650, Special: Can conceal up to 2 encumbrance of items.
Typer III “Berethron” Armor: Defense 1, Soak 1, Encumbrance 3, Hardpoint 4, Price 1,350 credits. (Vac Seal, Optic Camouflage System – Max, +2 upgrades to stealth, +1 stealth skill, +1 Master of Stealth.)
Deflective Armor Mk. I: Defense 1 (Ranged 2), Soak 2, Encumbrance 2. (Vac Seal)

Gear
Comlink (Handheld): Price 25
General Purpose Scanner: Price 500
Dataspike x6: Price 300 credits (50 each)
Scanner Goggles: Price 150
Stimpack x8: Price 100
Load Bearing Gear: Price 100
Utility Belt: Price 25
Creshaldyne Mk. IV Modular Backpack: Price 75
Slicer Gear: Price 500
Restraining Bolt x2: Price 70
Journeyman Custom Tool Kit: Price 700 (Special: 1 boost die when used by Owner)
Fusion Cutter: Price 175
Fusion Lantern: Price 150
Datapad: Price 75
Breath Mask/Respirator: Price 25
Anti-Grav Chute: Price 450
Surveillance Tagger x3: 175 each
Spacesuit: Price 100
Blackops Data Breaker: 1000 credits*
Electronic Lock Breaker: 1000 credits*
Disguise Kit [Human]
3-MAL Secure Commlink
DH 77 Headcomm
SE-Vigilant Automated Sensor
Low Feedback Scanner
Advanced Flesh Camouflage Kit.

Standard Loadout
Creshaldyne Mk. IV Modular Backpack
Utility Belt
Load Bearing Gear
Smuggler’s Trench Coat
“Perdition” Cavalry Blaster
2x Stun Grenade
2x Frag Grenade
6x Proton Grenades
Commlink (Handheld)
Slicer Gear
Restraining Bolt x1
General Purpose Scanner
Scanner Goggles
Stimpack x6
Journeyman Tool Kit
Respirator/Breath Mask
Datapad
Spacesuit
Surveillance Taggers
Swoopbike /w sidecar (Autoblaster)
Severed Head of a Dark Trooper [Given to Jans Ors]
Disguise Kit [Human]

Experience
Gained: 1,275
Used: 1,275
Left: 0

Experience Usage
Vigilance 1 → 2 (10 xp)
Mechanic Talent: Solid Repairs II (10 xp)
Ranged (Heavy) 1 → 2 (15 xp)
Mechanics 3 → 4 (20 xp)
Computers 2 → 3 (15 xp)
Coordination 0 → 1 (5 xp)
Mechanic Talent: Bad Motivator (15 xp)
Mechanic Talent: Enduring (15 xp)
Mechanic Talent: Solider Repairs IV (20 xp)
Mechanic Talent: Hold Together (25 xp)
Brawl 0 → 1 (5 xp)
Mechanic Talent: Fine Tuning II (20 xp)
Mechanic Talent: Dedication (Intelligence) (25 xp)
Cool 1 → 2 (15 xp)
Mechanic Talent: Solid Repairs III (15 xp)
Mechanic Talent: Contraption (20 xp)
Stealth 1 → 2 (10 xp)
Add: Slicer Specialization → (40 xp)
Slicer Talent: Code breaker (5 xp)
Slicer Talent: Technical Aptitude (5 xp)
Slicer Talent: Bypass Security (5 xp)
Computers 3 → 4 (20 xp)
Slicer Talent: Grit (5 xp)
Slicer Talent: Defensive Slicing (10 xp)
Knowledge (Underworld) 0 → 1 (5 xp)
Slicer Talent: Natural Programmer (15 xp)
Athletics 1 → 2 (10 xp)
Slicer Talent: Defensive Slicing II (20 xp)
Slicer Talent: Improved Defensive Slicing (20 xp)
Slicer Talent : Bypass Security II (15 xp)
Slicer Talent: Codebreaker II (20 xp)
Slicer Talent: Master Slicer (25 xp)
Slicer Talent: Resolve (20 xp)
Slicer Talent: Dedication (Intelligence) (25 xp)
Computers 4 → 5 (25 xp)
Mechanics 4 → 5 (25 xp)
Coordination 2 → 3 (15 xp)
Knowledge (Education) 1 → 2 (10 xp)
Knowledge (Underworld) 1 → 2 (10 xp)
Saboteur Talent: Second Wind II (10 xp)
Mechanic Talent: Natural Tinkerer (25 xp)
Vigilence 2 → 3 (15 xp)
Ranged Light 2 → 3 (15 xp)
Saboteur Talent – Toughened (10 xp)
Saboteur Talent – Powerful Blast (10 xp)
Saboteur Talent – Rapid Recovery (15 xp)
Saboteur Talent – Time to Go (15 xp)
Piloting (Space) 1 → 2 (10 xp)
Skullduggery 1 → 2 (10 xp)
Coordination 1 → 2 (10 xp)
Perception 2 → 3 (15 xp)
Slicer Talent: Skilled Slicer (25 xp)
Saboteur Talent: Improved Time to Go (20 xp)
Saboteur Talent: Powerful Blast II (20 xp)
Saboteur Talent: Master Grenadier (25 xp)
Saboteur Talent: Dedication (Agility) (25 xp)
Pilot (Space) 2 → 3 (15 xp)
Stealth 2 → 3 (15 xp)
Slicer Talent: Technical Aptitude II (10 xp)
Slicer Talent: Grit II (10 xp)
Knowledge (Underworld) 2 → 3 (15 xp)
Skulduggery 2 → 3 (15 xp)
Saboteur Talent: Selective Detonation I (20 xp)
Saboteur Talent: Selective Detonation II (25 xp)
Specialization: Modder (40 xp)
Modder Talent: Tinkerer I (5xp)
Modder Talent: Resolve (5 xp)
Modder Talent: Know Somebody (5 xp)
Modder Talent: Signature Vehicle (5 xp)
Gunnery 0 → 1 (5 xp)
Gunnery 1 → 2 (10 xp)
Gunnery 2 → 3 (15 xp)
Pilot (Space) 3 → 4 (20 xp)
Ranged (Light) 3 → 4 (20 xp)
Gunnery 3 → 4 (20 xp)
Modder Talent: Gearhead I (10 xp)
Modder Talent: Tinkerer II (10 xp)
Modder Talent: Resolve II (15 xp)
Modder Talent: Hidden Storage (20 xp)
Modder Talent: Dedication (Intelligence) (25 xp)
Modder Talent: Jury Rigged (25 xp)
Streetwise 0 → 1 (5 xp)
Streetwise 1 → 2 (10 xp)
Streetwise 2 → 3 (15 xp)
Knowledge (Education) 2 → 3 (15 xp)
Brawl 1 → 2 (10 xp)
Stealth 3 → 4 (20 xp)
Slicer Talent: Defensive Slicing III (15 xp)
Mechanic Talent: Toughened II (15 xp)
Charm 0 → 1 (5+5 xp)
Deception 0 → 1 (5+5 xp)

Game Changes
Contribution Rank: 5
-1000 credits (upgrading the transport with advanced targeting array and nightshade coating)
Dantooine Sunrise: Advanced Targeting Array (+2 upgrades to Gunnery, Sniper Shot, True Aim), Nightshadow Coating (max)
Owed: 1 Favor to Quartermaster regarding droid modification.
Rendered: 1 Favor to A. Daru by performing maintenance on R1.
Acquired: 2x Droidekas (they were restrained and are in the process of being reprogrammed)
+15,000 xredits (paycheck)
Deflective Armor – Template Unlocked (Difficulty from Average (2) to Simple (1)
+20,000 credits (paycheck II)
Acquired Merr Son VX-A Intelligence Tool Box for 3,000 credits (deducted from original 38k to 35K)
4,000 credits (gift to Ghazan)
15,000 credits for “Castel” and 3 Shaped Charges.
LIberated Citadel-Class Transport "Aeonian Rancor* /w Hammer and Anvil Fighters. Citadel-Class has the following aliases “Dusk Horizon, Alabaster Scarab, Moonsilver Serpent, Grevious Sapphire”
4,000 credits. Advanced Flesh Kit.

Crafting Schematics
(Armor) Deflective Armor: II (Difficulty: Simple)
(Weapon) Grenade Launcher: I (Difficulty: III)
(Weapon) Heavy Energy Rifle: II (Difficulty: II)

Bio:

Isaiah Ladal was born in Chandrila in a community on the outskirts of Lake Sah’ot. He joined the Empire due to the appeal of serving a higher purpose and a growing disenchantment with the previous leadership structure. Issan believed that a singular voice was needed to drive the chaos that had suffused the galaxy prior to the rise of the Empire. Since Chandrila was predominantly human, the human centric nature of the Empire did not bother him. He had always had an interest in engineering and his aptitude in this area was harnessed and channeled towards supporting the seemingly never ending might of the Empire.

Initially, Isaiah was excited about being part of something bigger than himself and the human led Empire appealed to his sense of destiny. However, as the months became years and the Empire’s brutality became increasingly transparent he began to doubt. It became increasingly more difficult for him to rationalize the callous brutality that the Empire employed. The lives that were taken by those that used the tools and implements of war that he maintained became harder and harder to ignore. The creation of the Death Star and the subsequent destruction of Alderaan was the last straw. Within the week, he had begun plans to extricate himself from his circumstances and join the rebellion. It took him over two months to make the contacts with the resistance and another six weeks to arrange leave to Chandrila his first in over a year.

His defection to the Rebellion was not without incident. He had been initially supposed to make contact with Rebellion assets near his parent’s home in Lake Sah’ot but imperial intelligence had noticed increased activity from the resistance in the outskirts of Hanna and rescinded all leaves. Instead, Isaiah was asked alongside all personnel scheduled to arrive in the in the continent to hold in the Brionelle Memorial Military Academy until the threat was identified and stamped out. He was asked to provide logistic support for Imperial Forces operating out the academy. After seventy two hours and certain that his window of opportunity was closing he risked contact with the resistance through backdoor channels. An extraction plan was agreed upon but only if he could find a means to leave the Academy itself and make his way to the Hanna institute within a specific time frame.

Isaiah spent the next thirty six hours planning his escape managing to embed himself into a unit set to patrol the local space port. His plan had been to stay behind with the vehicle as the bulk of the unit went about their rounds. Afterwards, he arranged to separate himself from the rest of the unit. Unfortunately, the final three members of the unit left with him were among the most zealous of the unit. After his second attempt to detach himself from the vehicle failed, he took more direct steps. He overloaded a conduit within the vehicle and then employed a stun grenade. Two of the three storm troopers fell but the third recovered. In a panic, Isaiah drew his side arm and killed him before running towards the rendezvous. The ensuing exchange between resistance forces and Imperial forces claimed the lives of over a dozen people including three resistance fighters. The information that Isaiah had managed to secure for the resistance felt hollow compared to the loss of life in both sides. While he was not directly blamed for the incident that transpired in the Hanna Institute Issan threw himself into his work for the Rebellion as if through work alone he could atone for the loss of life.

Within six months, he was considered the most driven recruit that had joined the resistance that year. Within a year, his reputation as a Mechanic had spread throughout the resistance in the continent. The rebellion awarded his commitment by providing him with a new identity. Isaiah Ladal had perished trying to defect to the resistance and in his place Issan Neir was born. The crafting of this new identity was time consuming and expensive. The new identity would be strongest away from Chandrila were too many records of Isaiah’s existance still existed. The man called Issan Neir left the world of his birth vowing never to return until the Empire no longer existed. Issan spent the next few months moving from place to place within the galaxy always seeking to aid those that would oppose the Empire and earn the right to return home.

Isaiah Ladal

Star Wars: The Cost of Hope Marcao