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Section of Site: Characters D6Belongs to Faction: Subtype: Non-Player CharacterEra: New RepublicCanon: No




Colonel Flac Drivin

Flac Drivin is one of the few, one of the elite. He is an Adjustments agent.
Adjustments is a specialized department in the Imperial Intelligence that
takes on highly classified "adjustment" operations for the overall good of
the Empire.

Before entering into the Adjustments branch, Flac served for a while under
Imperial Intelligence secretly as a lawyer, prosecuting select cases under
the supervision and direction of the Ubiqtorate.

His final case - a case in which he sentenced an old Ubiqtorate contact to
life in the Kessel spice mines after providing Imperial Intelligence with
the location of an arms deal involving the leaders of the Bloodlust pirates,
thus ending his usefulness - was so impressive that the Ubiqtorate saw
potential in his ability to manipulate people that they entered him into
extensive combat training programs and sent him into Adjustments as a full
fledged Colonel.

After entering into Adjustments Flac was teamed up with a veteran agent that
went by the name of Toejam Jackson. Flac and Toejam embarked on several
operations before teaming up with other agents, such as then Lieutenant
Oshka from the NRSFG and Lieutenant Reshig, an Adjustments technician.

As a four-man team, Flac, Oshka, Reshig and Toejam took on some of the
toughest assignments that Adjustments had to offer, including the infamous
infiltration and destruction of the New Republic's Kira skipyards and their
daring escape after being captured and detained on board a Republic Star
Destroyer as well as a near-failed infiltration mission into the main
complex of RahlCorp on Rahl where Flac was nearly killed.

Imperial Intelligence was greatly crippled after the Battle of Endor but the
Adjustments director, an Admiral Piorous Tiran, kept the team together over
the years sending them on various operations to disrupt the growing Republic.

More recently the team took part in a highly classified and important
mission that involved infiltrating a convention of high ranking New Republic
officials and assassinating them all. The mission took several wrong turns
and the team lost their old prototype dark trooper, nicknamed Ed, and both
Toejam and Flac were nearly killed by a New Republic sniper during the
escape.

One of Flac's main characteristics is his artificial eye which was implanted
during his extensive training and features night vision, infrared and even
enhanced vision capabilities.

Species: Human
Sex: Male
Type: Adjustments agent, ex-Imperial lawyer
Height: 1.76 meters
Weight: 71 kilograms
Age: 47

Physical Description:
Flac Drivin isn't your everyday average looking man. His hair is a dark
grey and is cut to Imperial Naval regulation standards. He has a scar
running from his left eye socket down the side of his face ending just
above the jaw line.

Personality:
Flac Drivin is easily irratated when off duty and has murdered many people
in cold blood. Due to his high position in the Ubiqtorate and his Imperial
law background, he has been aquitted of all charges. When on duty Flac is
strictly professional and practices a little more self control although he
has been known to give out very severe punishment to lower ranking officers.
His electronic eye instills fear in his fellow officers and has earned him
a grudging respect.

Quote: "Screw you."

Connections With Other Characters:
Flac often works hand-in-hand with a variety of other Adjustments agents
that often times includes Lt. Reshig, Major Oshka and even Colonel Toejam
Jackson.

DEXTERITY: 3D+1
        Blaster: 6D (7D with Electronic Eye)
        Blaster: Repeating Blasters: 7D+2 (8D+2 with Electronic Eye)
        Brawling Parry: 4D
        Dodge: 6D
        Firearms: 3D+1
        Melee Combat: Vibroblade: 4D+1
        Plasma Weapons: PPG: 3D+2 (4D+2 with Electronic Eye)
KNOWLEDGE: 3D+2
        Bureaucracy: Imperial Law: 5D
        Bureaucracy: Janitorial Services: 5D
        Intimidation: 4D+2 (6D+2 with Electronic Eye)
        Tactics: Squads: 5D
        Willpower: 4D+1
MECHANICAL: 3D
        Sensors: 3D
        Space Transports: Intimidator: 6D
        Starfighter Piloting: 4D+2
        Starfighter Piloting: Vindicator: 5D
        Starship Gunnery: 4D
PERCEPTION: 4D
        Command: 4D+2
        Con: 5D
        Search: Visual Search: 4D (6D with Electronic Eye)
        Sneak: 5D+2
STRENGTH: 3D
        Brawling: 5D
TECHNICAL: 2D
        Blaster Repair: 3D
        Computer ProgrammingRepair: ST SSC-4b: 2D+1
        Droid Repair: Dark Trooper: 2D+1
        First Aid: 3D
        First Aid: Humans: 3D+2
        Space Transports Repair: 2D+1
        Starfighter Repair: 3D

Special Abilities:
        Electronic Eye: (identical to normal eye in appearance)
                Glowing: +2D Intimidation
                Enhanced Vision: +2D Visual Search bonus, +1D Blaster and
                                  Plasma Weapons
                Infrared: able to see heat signatures
                Macrobinocular Vision: works like a standard macrobinocular
                Night Vision: no penalties for darkness

Move: 11
Force Sensitive: No
Force Points: 1
Dark Side Points: 2
Character Points: 13
Wounds: None

General Equipment:
Imperial Intelligence uniform, BlasTech PPG (5D; right boot), BlasTech DL-6H
(5D; right thigh holster), encrypted comlink

Field Equipment (Wilderness):
camouflage poncho (+1D to Sneak, +2D past 35 meters), light combat armor
(+2D/1D energy (torso), +1D/2 (arms, legs)), blast helmet (+1D/2), BlasTech
RB-XII repeating blaster (6D+2 (blaster), 5D (micro-grenade launcher); with
extendable motion detector display screen, sighting macroscope adds +3D to
medium/long range shots), vibroblade (STR+3D; Max 6D), BlasTech PPG (5D),
BlasTech DL-6H (5D), 2 grenades (5D), garrote (STR+1D), water-purifying
canteen, encrypted comlink, survival pack (backpack: two week's rations, 3
medpacs, 2 thermal flares, di-crome shelter, breath mask, 10 meters
syntherope, directional transponder)

Field Equipment (Urban):
trench coat, light combat armor (+2D/1D energy (torso), +1D/2 (arms, legs)),
BlasTech RB-XII repeating blaster (6D+2 (blaster), 5D (micro-grenade
launcher); with extendable motion detector display screen, sighting
macroscope adds +3D to medium/long range shots), vibroblade (STR+3D; Max 6D),
BlasTech PPG (5D), BlasTech DL-6H (5D), 2 grenades (5D), garrote (STR+1D),
water-purifying canteen, encrypted comlink, breath mask, medpac

Field Equipment (Infiltration):
light combat armor (+2D/1D energy (torso), +1D/2 (arms, legs)) or appropriate
attire, vibroblade (STR+3D; Max 6D), silenced Belecuu PK11/C2 (4D, ammo: 12),
BlasTech PPG (5D; right boot), garrote (STR+1D), encrypted headstrap comlink,
medpac, fake IDs


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