Mex Leva by mexmex

Species
Muun
Career
Engineer, Technician
Specializations
Scientist, Cyber Tech, Mechanic
System
Edge of the Empire

2
Threshold 16
Current 0
Threshold 11
Current 0
Ranged 2
Melee 2

Characteristics

2
2
6
5
2
2

Skills

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

1254
5285
7

Weapons & Armor

Cybernetic Brain Implant: A cybernetic brain implant provides +1 Intellect and includes a commlink and computer access link.

Neuro-Saav Cyborg/Droid Interface: Not only does this device let a cyborg access hidden information stored in a droid's memory banks, but it also allows it, when attempting to access information that a hostile droid does not wish to reveal, to upgrade the ability of all its Computers checks once.

Utility Arm: Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provide the character with additional actions or maneuvers. The utility arm adds a boost die to Mechanics checks and may modify other checks at the GM's discretion. + Mod: Add a a boost die to Mechanics checks

Personal Gear

Assets & Resources

CAPC ECM-598 Medical Backpack: The ECM-598 medical backpack allows characters to attempt to heal others using Medicine checks without penalty. In addition, it grants a boost die to all Medicine checks made while using the ECM-598 and, thanks to the tutorials and information on the datapad, individuals using this decrease the difficulty of any Medicine checks they make to heal Critical Injuries by 1 to a minimum of Easy difficulty.

5 x Medtech Mini-Med: Surgeon's Aid (When a minion group of one or more Mini-Meds performs the Assist maneuver to help a character with a Medicine check, that character counts as having +1 (and + 2 for repaired) rank in the Surgeon talent per Mini-Med in the group.) Silhouette 0.

Digital Lockpick: A digital lockpick provides 1 rank of the Bypass Security talent.

Physician's Kit: A physician's kit allows a user to perform relatively complex medical procedures in the field. Like emergency medpacs, physician's kits allow a character to use the Medicine skill without penalty, and in addition grant a boost die to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add an automatic advantage result to successful Medicine checks made while using the kit.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Speaks Binary 1 The character grants a boost dice per rank of Speaks Binary to any tasks they direct Non-Player Character droids to perform.
Tinkerer 2 The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one.
Inventor 2 When constructing new items or modifying existing attachments, the character may choose to add boost dice or remove setback dice from the check per rank of Inventor.
Hidden Storage 1 Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance value of items more than the character's ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable difficulty.
Cyberneticist 2 The character removes a setback die per rank of Cyberneticist from [their] 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).
Toughened 3 The character increases [their] wound threshold by two per rank of Toughened.
Surgeon 2 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Durable 1 The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one.
More Machine than Man 3 Each rank of More Machine than Man increases the character's cybernetic implant cap by 1.
Dedication 3 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. 1 Intellect & 2 Cunning
Knowledge Specialization 1 When the character first acquires this talent, [they] may choose one Knowledge skill. When making checks with that skill, [they] may spend a triumph result to gain additional success results equal to [their] ranks in Knowledge Specialization.
Researcher 1 The character removes a setback dice per rank of Researcher from [their] Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher).
Respected Scholar 1 The character downgrades the difficulty of checks to interact with institutions of learning by one per rank of Respected Scholar.
Natural Scholar 1 Once per game session, the character may reroll any one Knowledge skill check.
Stroke Of Genius 1 Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When [they] do this, [they] must explain how, in this particular instance, [their] intelligence is helping [them] overcome this challenge.
Intense Focus 1 Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Utility Belt 2 The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from [their] utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality.
Careful Planning 1 Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if they had spent a Destiny Point.
Fine Tuning 2 Whenever the character repairs system strain on a starship or vehicle, [they] repair one additional system strain per rank of Fine Tuning.
Gearhead 2 The character removes a setback die per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead).
Bad Motivator 1 Once per game session, the character may take a Bad Motivator action to make a Hard difficulty Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision).
Solid Repairs 3 Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs.
Grit 1 Each rank of Grit increases a character's strain threshold by one.
Enduring 1 The character gains +1 soak value per rank of Enduring.
Engineered Redundancies 1 The character benefits from emergency repair patches as if [they] were a droid. The character still benefits 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.
Hold Together 1 The character may spend on Destiny Point to make a Hold Together incidental immediately after a vehicle or starship [they] have repaired this encounter takes damage resulting in hull trauma. The character explains why the apparently serious damage was in fact superficial, and the damage from the attack becomes system strain instead.
Bypass Security 1 The character removes a setback die per rank of Bypass Security from [their] Skulduggery and Computers skill checks made to disable a security device or open a locked door.
Inventive Creation 1 Once per game session, as an action, the character may spend 2 Destiny Points and make a Daunting difficulty Mechanics Check. If [they] succeed, the character immediately uses available parts in the surrounding environment to build a device that functions as a weapon, suit of armor, or other piece of personal equipment of [their] choice with rarity of 5 or lower. The item functions until the end of the encounter, at which point it falls apart, shorts out, or otherwise permanently ceases to function.
Destiny 1 To activate Inventive Creation, the character only needs to spend 1 Destiny Point instead of the normal 2.
Increase Rarity 2 When using Inventive Creation, the character may create an item with a rarity up to 1 higher per Increase Rarity upgrade.
Reduce Setback 1 The skill check difficulty to activate Inventive Creation is Hard instead of Daunting. The GM may still add boost or setback dice as the situation warrants.
Reduce Difficulty 1 The skill check difficulty to activate Inventive Creation is Hard instead of Daunting. The GM may still add boost or setback dice as the situation warrants.
Change Scale 1 If there are sufficient supplies to accommodate such a project, the device that the character constructs with Inventive Creation may be a vehicle of silhouette 2 or smaller of the character's choice. Inventive Creation's restrictions to the rarity and longevity of the device as normal.
Natural Tinkerer 1 Once per game session, the character may reroll any one Mechanics check.
Hard Headed 1 On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting difficulty Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy difficulty.
Improved Hard Headed 1 The character may use the Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. On their next turn after being incapacitated, the character may make a Formidable difficulty Discipline check. If the check is successful, they decrease their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Hard Headed after the first, to a minimum of Easy difficulty.
Contraption 1 Once per game session, the character can take a Contraption action. With a successful Hard difficulty Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A triumph result may be spent to allow the tools to be recovered to be used later.

Background

Motivation

Obligations

Description

Other Notes

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