Mathus by TheGuardian118

Species
Human
Career
Technician
Specializations
Beginner-EotE
System
Edge of the Empire

4
Threshold 13
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
2
4
2
2
2

Skills

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

Attacks

Shock Gloves
Range
Engaged
Skill
Brawl
Stun 3
Damage
3
Critical
5
Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun setting
Damage
5
Critical
4

400

Weapons & Armor

Holdout Blaster
Shock Gloves
Heavy Clothes

Personal Gear

Comlink
Datapad
Tool Kit - Allows a mechanics check to repair droid without consuming ERK. Only once per encounter.

Assets & Resources

2 Stimpacks
1 Emergency Repair Kit

The first stimpack reduces wounds taken by 5. Each additional stimpack used reduces one fewer wounds. May be used on another player at engaged range. Not usable on droids.

The first ERK reduces wounds taken by 3. Maximum of five ERK's used in 24 hours. Not usable on organics.

Critical Injuries & Conditions

Background

In a different life, Mathus would have been a successful research engineer at a major
corporation headquartered in the Core Worlds. In this life, Mathus grew up hard
on the streets of Anchorhead on Tatooine. Orphaned at a young age, Mathus was
burdened with a powerful intellect and no useful way to apply it. He slid into a life of
thuggery and crime, until one fateful day when he attempted to rob a shop belonging
to an old Rodian mechanic named Honwoo. Honwoo made no particular attempt to
resist, but seeing young Mathus’s fascination with a partially-stripped machine on
his workbench, offered to teach the young human how it worked. Six hours later,
Mathus’s friends came by to see what had gone wrong and found him covered in
machine oil, helping to repair a repulsorlift array.
Over the next few years, Honwoo taught Mathus the ins and outs of every
machine that came through his repair shop. With no formal education, Mathus
developed an unorthodox but effective approach that relied heavily on trial
and error. He also found that he enjoyed tinkering and repurposing existing
machines, turning them to a new purpose. For example, his customized shock
gloves began life as power converters.
Most of Honwoo’s business had to do with the repair, maintenance, and
reprogramming of Tatooine’s limited supply of droids. As a consequence, Mathus
became a droid expert. His skills eventually came to the attention of a Hutt named
Teemo, and Mathus was offered an impressive sum of credits to make his skills
available at Teemo’s Mos Shuuta complex. Since his arrival in Mos Shuuta, Mathus
has regretted his decision. The project Teemo has him working on is completely
unsuited to his skills: Mathus' experience gives him the skills necessary to repair
busted old battle droids, but he completely lacks the education to develope a
scematic based on their design. And when Mathus attempted to leave, Teemo
hinted that something bad might happen to Honwoo if he did...
Fed up and backed into a corner, Mathus has decided to make a break for it.
First, he introduced some new code into one of Teemo’s droids, 41-VEX, to
encourage the droid to try to escape, too. Then, he struck up a friendship with
a scout named Sasha, intending to pool their resources and get off Tatooine...

Motivation

Obligations

Description

Passive weapon qualities:

Stun setting: Opponent takes strain damage instead of wound damage when stun setting is enabled.

Active weapon qualities (Require 2 strain to activate):

Stun: Deal X strain damage to target

Other Notes

During a turn a player may take 1 action and 1 maneuver. A player may take 2 strain to take a second maneuver, in addition to the normal action. A player may not take more than 2 maneuvers in a turn.

Actions may include:
Attacking
Using a skill
Taking a maneuver instead

Maneuvers may include:
Moving (Changing range bands)
Aiming (Gaining a boost die on an attack)
Taking cover (Giving a setback die to enemies attacking you)
Readying or stowing a weapon or item
Interacting with the environment
Standing up from prone

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