Threshold | 24 |
Current | 0 |
Threshold | 13 |
Current | 0 |
Ranged | 2 |
Melee | 2 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | 0 | |||
Athletics (Br) | X | 2 | ||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | X | 0 | ||
Cool (Pr) | 0 | |||
Coordination (Ag) | 0 | |||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 0 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 2 | ||
Medicine (Int) | X | 0 | ||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 0 | +b | |
Piloting: Planetary (Ag) | 0 | |||
Piloting: Space (Ag) | X | 0 | ||
Resilience (Br) | X | 0 | ||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | X | 0 | +b | |
Vigilance (Will) | X | 2 | +b | |
Brawl (Br) | 0 | |||
Gunnery (Ag) | X | 3 | +advantage | |
Lightsaber (Br) | 0 | |||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | X | 1 | ||
Ranged: Heavy (Ag) | X | 0 | +advantage | |
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | X | 0 | ||
Knowledge: Lore (Int) | 0 | |||
Knowledge: Outer Rim (Int) | 0 | |||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | X | 0 | ||
Knowledge: Xenology (Int) | 0 |
RF-191 Prometheus Cannon |
RangeLong |
SkillGunnery |
|
Accurate 1, Burn 1, Blast 9(+1), Vicious 5, Auto-Fire |
Damage14 |
Critical3 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Cyborg | LoNH 96 | All Ganks are cyborgs, and each one often possesses several different cybernetic implants. A Gank begins play with up to two cybernetics that cost a total of up to 5,000 credits. If a character takes additional Obligation for credits at character creation, he may apply these extra funds to the 5,000 budget to purchase cybernetics. Ganks have a cybernetic implant cap of 3 plus brawn | |
Engineered Redundancies | SM 34 | The Character Benefits from emergency repair patches as if he were a droid. The character still benefits from stim packs as usual, but can only benefit from a total of 5 stim packs and/or emergency repair patches per day. Additionally, the character can be healed with the Mechanics skill in the same manner as a droid. | |
Enduring | 2 | EotE 135 | +1 Soak per rank of Enduring |
Toughened | 5 | EotE 145 | +2 wound threshold per rank of Toughened |
Durable | 2 | AoR 146 | The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one. |
Cyberneticist | 1 | SM 34 | The Character removes 1 setback per rank of cyberneticist from checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials used to craft cybernetics cost the character 50% less(this does not decrease with additional ranks of Cyberneticist). |
Brace | 1 | AoR 144 | As a maneuver, the character may Brace himself. This allows a character to remove a setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult. |
Grit | 1 | AoR 148 | Each rank of Grit increases a character's strain threshold by one. |
Powerful Blast | 1 | AoR 154 | The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast. |
Jury Rigged | 1 | AoR 150 | The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor. |