Sanoe (Mobile Platform) by GrandAdmiralDredd

Species
Ascendant Droid
Career
Engineer
Specializations
Shipwright & Mechanic
System
Age of Rebellion

8
Threshold 18
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

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Characteristics

6
3
4
4
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 3
Athletics (Br) 4
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 2
Cool (Pr) 1
Coordination (Ag) 3
Deception (Cun) 0
Discipline (Will) 1
Leadership (Pr) 0
Mechanics (Int) X 5
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 2
Piloting: Planetary (Ag) 3
Piloting: Space (Ag) X 3
Resilience (Br) 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 2
Brawl (Br) 5
Gunnery (Ag) X 3
Lightsaber (Int) 0
Melee (Br) 0
Ranged: Light (Ag) 3
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 1
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 0

Attacks

Crushing Fists
Range
Engaged
Skill
Brawl
Cortosis, Sunder, Vicious 3, Burn 1, & Knockdown (See gear for special rules)
Damage
+4
Critical
2
Ocular cutting/welding beam
Range
Medium
Skill
Ranged: Light
Breach 2, Burn 3, Sunder, Vicious 3, Slow-Fire 1
Damage
6
Critical
3

Weapons & Armor

++Cortosis plated heavy armor

++As an action, a Sanoe may make an Average (2 difficulty) Ranged (Light) check to secure the exoglove's grappling feature to grasp an object within medium range. If successful, as a maneuver on their next turn, they may reel in the cord, pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).

++Sanoe's primary "eye" is actually a focused cutting laser of variable yield, able to shear through most any material through the use of a kyber crystal as a focusing lens and power booster.

Personal Gear

++Enough tools and tooling necessary to build and rebuild a ship from parts.

++Jetpack and rocket boot combo: allows for greater mobility than available to either system independently.

++Experimental Dual-linked micro-fusion generators: Through the use of rare alloys and artistic levels of craftsmanship, Sanoe carries two portable fusion power generators within her chassis. Linked in series, these two generators are able to produce a prodigious amount of energy. Able to charge most models of droids in under an hour, at maximum output, Sanoe is able to compete with the engines of fighter craft. This artistry does come at the price of high rates of fuel consumption, and excessive levels of heat that must be shunted away from her internal systems.

Assets & Resources

++Ascendant Crystalline Matrix: A quantum leap in artificial intelligence technology. Allows the rapid development of new sentience's from simplistic seed codes, turning what used to be a sometimes multi-year long process into a something that takes mere weeks to accomplish. These hyper-advanced droid brains are also able to absorb a utterly inordinate amount of information, even compared to other models of the era. This allows for the final distinctions between biological and artificial sentience to melt away, leaving a mind as complex as the greatest geniuses produced by organics, yet able to control the complex systems of a Dreadnaught with but a thought. While a miracle technology, the technology is limited by the size requirements of the matrixes. The larger the number of systems that need to be operated by the matrix, the larger the matrix needs to be. This scale follows a logarithmic pattern, meaning that while a astromech will only need an A.C.M. the size of a baseball, a automated dreadnaught will require a A.C.M. the size of a large hanger bay. Another wonder of this technology would be the hypothetical ability to upload the consciousness of an organic mind into the structure of the A.C.M. While likely to result in the death of the "original" of the replicated mind, they would have acquired a form of immortality. When installed, the A.C.M. grants the individual a +1 to either Intelligence, Cunning, Willpower, or Presence.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Nobody's fool 2 Upgrade difficulty of Charm, Coercion, and Deception checks targeting the character twice.
Dockyard Expertise 2 May make an Average (2 Purple) Knowledge check when at a space dock. If successful, the cost and time for repairs is reduced by 25% per rank of dockyard Expertise.
Eye for Detail 1 After making a mechanic check, may suffer strain up to ranks in eye for detail to convert that many strain to an equal number of success or advantage
Creative Design 1 As part of resolving a successful crafting check, the character may also apply a result equivalent to spending a number of (advantage) equal to their ranks in Creative Design. The GM may then apply the result equivalent to spending the same number of (threat).
Solid Repairs 3 When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs.
Fine Tuning 3 When repairing system strain on a starship or vehicle, repair 1 additional strain per rank of Fine Tuning.
Known Schematic 1 Once per session, may perform the Known Schematic manuever; make a Hard (3 purple) Knowledge {Education} check. Success grants familiarity with a building or ships design.
Gearhead 2 Remove (1 setback dice) per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Redundant Systems 1 Once per session, may take a Redundant Systems action, make an Easy (1 purple) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device.

Background

Motivation

Duties

Description

Other Notes

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