* Name: Capo Di
* Age: 67
* Height: 6'9
* Weight: 174 lbs
* Species: Kaminoan
* Path/Order/Rank: Gray, Order of the Loyalist, Elder 1 (General)
* NFU Discipline: Field Medic
* Character Traits (Aspects):
**General Aspects**
1. Resourceful Researcher: Capo Di's life is filled with training and learning for all sorts of situations, from the mind-numbingly normal to the utterly bizarre. As such, Capo Di has developed into a rather resourceful individual. This has made Capo Di a mix of academic and scholar, always with something to offer to any discussion. However, knowledge and training does not always translate well to the tense environment of the battlefield, and no amount of textbooks can prepare one for reality...
2. You've Failed Me For the Last Time: Capo Di possesses a cold and completely uncaring demeanor. This will manifest itself in the fact that when push comes to shove, Capo Di will just as soon leave a struggling ally behind rather than put themselves in danger. While this may ensure his survival, it often leaves him as an outcast among his peers.
**Personality Aspects**
1. People Are Tools, Nothing More (Custom): Due to Capo Di's disposition as a sociopath, he lacks any compassion or desire to pursue relationships with individuals. Rather, he views other sentients merely from the vantage point of their strengths and weaknesses, maintaining relationships only with those he considers useful. While this means he knows and holds the professional confidence of numerous people he considers useful or important, his lack of personal relationships means he has few friends or true allies when the need is dire.
2. Do You Like Apples?: Capo Di is extremely cocksure and headstrong. Possessing a keen wit and exceptional level of intelligence, Capo Di will often use his superior intellect to humiliate lesser minds. Basically, he is a kind of a jerk, and that can sometimes get Capo Di in a bit of trouble.
**Combat Aspects**
1. Dead Sprint: When Capo Di gets in trouble, he finds no fault in bravely turning tail and getting the hell out of dodge. Obviously, this means that he tends to survive even the most deadly encounters... but the same can't always be said for his compatriots. This fact hasn't exactly made him the most popular among his peers, but hey, at least Capo Di isn't dead yet.
2. Out of My Way! (Custom): Recognizing his personal lack of ability in combat, Capo Di will resort to using people and objects in the nearby environment to cover his retreat. Whether the person is a scientist or a guard, or the equipment is a syringe or a table, Capo Di will throw it all in the path of his opponents. While this can be effective in slowing down his enemies, it also slows down his own escape, and an opponent who can effectively dodge or deal with these unforeseen obstacles will be able to gain the upper hand against Capo Di.
* Skills:
47 Points Total
**Master (+5)**: Medicine, Intellect, Manipulation
**Adept (+4)**: Subterfuge, Perception, Resolve
**Proficient (+3)**: Investigation, Crafting, Lore
**Trained (+2)**: Linguistics, Bladed Weapons, Intimidation
**Learned (+1)**: Leadership, Endurance, Astrogation, Pilot (S), Survival
* Feats:
**Granted Feats**
1. Xenobiology III: Capo Di has become intricately familiar with every known species of the Galaxy’s biology, allowing him to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.
2. Steady Hands III: Capo Di can calmly and mechanically work with his Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. He can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. He is granted a +1 Skill Point bonus to Medicine.
**Species Feats**
1. Amoral Nature: Being of a society that engineers natural processes rather than simply experiencing them, Kaminoans don't hold to the common morals of society. This allows Capo Di to more generally consider all options, even those that might be unsavory to others, without hesitation.
2. Genetic Template: Having identified and standardized their genetic template ages ago, there is very little physical variance between two Kaminoans. This often makes it difficult for Capo Di to differentiate himself from other Kaminoans, which can be off-putting to other species. This is further magnified as efforts to stand out as an individual are actively discouraged in Kaminoan culture.
**Chosen Feats**
1. Droid Whisperer: Capo Di can communicate with Droids through having a learned understanding of the Binary language without the need of a corresponding additional Linguistics skill.
2. Let Them Hate, So Long As They Fear: Capo Di has become adept at using fear and threats as a leader. He may replace his Leadership skill with his Intimidation skill when encouraging subordinates to follow his lead.
3. Sociopath: While not actually feeling or relating to the emotions of others, Capo Di is able to see and understand them, allowing Capo Di to substitute his Manipulation skill for their Empathy skill.
4. Poison Weapons: Capo Di is skilled in coating his weapons with poison and has trained to use them effectively in combat without fear of accidentally poisoning himself.
5. Classic Misdirection: Capo Di spends a great deal of time observing those under his command. He is capable of motivating those under his command with just the right word or phrase based on his observations as opposed to simply being charismatic. The character can use his Manipulation in place of his Leadership skill.
6. Ivory Tower: Capo Di can delve into their own thoughts so deeply, that he can resist the pressures of everyday life through sheer effort of intellectual rhetoric. When stressed, Capo Di can use their Intellect Skill Level in place of their Resolve for a short time.
7. La Resistance: Capo Di’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. His body is immune to normal doses of common poisons, but only partially resistant to heavy doses. Capo Di is still susceptible to more advanced or alchemy creations, however.
8. I See What You Did There: Capo Di is accustomed to relying on their Perception to catch the little tells that reveal what's real and what isn't. When appraising an Illusion, Capo Di can reject the fabrication by focusing on these giveaways.
9. Disarming Smile: Capo Di is capable of flashing a disarming smile while appearing completely at ease and nonthreatening. He can use their Subterfuge skill at one Skill Point higher prior to engaging in combat.
10. I've Got A Bad Feeling About This: Capo Di has an uncanny ability to avoid danger, able to almost sense it coming. Once per combat, he may replace his Athletics skill with his Perception skill expressly for the purpose of dodging an incoming attack.
* Languages:
1. Basic
2. Kaminoan
3. Huttese
4. Bocce
5. (Bonus for Droid Whisperer) Binary
* Lore:
1. Genetic Engineering
2. Toxicology
3. Neuroscience
* Notes/Extra:
Physical Appearance: Skin the color of light cream seemed stretched thin across the lanky neck and oval-shaped head of the aged Kaminoan, Capo Di. His eyes were a deep black with white pupils common to his people. A complex cybernetic earpiece wrapped around the back of his head and attached to the artificial jagged crest lining the top of his head. Though of average height, his build was considered frail even by Kaminoan standards.
Wiki Description: Lead Scientist Capo Di was recruited by Guild Master Daggo Mouk. Promising him freedom and amnesty from prison for unethical scientific and medical experiments, Capo Di is now in the full employ of the Technocratic Guild. Whereas Gwendolyn "Sparks" focuses on the development of contemporary weapons and explosives, Capo Di develops chemical and biological weaponry to be used against Force Users, or to be adapted to the benefit of Technocrat cybernetic systems.