MekGank by Jack

Species
Gank
Career
Techniker
Specializations
Cybertech - Gadgeteer/Assassin - Marauder
System
Edge of the Empire

8
Threshold 25
Current 1
Threshold 12
Current 0
Ranged 3
Melee 2

Placeholder Image

Characteristics

5
5
5
3
2
1

Skills

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

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
MSW-12 NanoDagger
Range
Engaged
Skill
Melee
Pierce 7, Vicious 1
Damage
+6
Critical
1
Czerka Arms Model 38 Sharpshooter's Rifle
Range
Extreme
Skill
Ranged: Heavy
Accurate 2, Pierce 3
Damage
8
Critical
3

35
815
250

Weapons & Armor

Cloaking Coat (Jury Rigged | Modded)
-Armor Insert
-Reflec Shadowskin
-Custom Fit

MSW-12 NanoDagger (Jury Rigged |Tinkered | Modded | Deadly Accuracy)
-Mono-Molecular Edge

Blaster Pistol

Czerka Arms Model 38 Sharpshooter's Rifle
-


Personal Gear

Backpack (+4)
Datapad
Hardened Comlink
4x Stimpack
Haufen Nutribars
3x Mem-Stik
Utility Belt (+1)
1x Binders
Infrabinoculars
Scanner Goggles
Data-Goggles
Palm Stunner
2x Druiden-Rep-Kits


Cyborg-Ersatzteile (monate)
Nexu-Zahn-Trophäe

Assets & Resources

Cybernetic Brain Implant
This implant grants a +1 to the Intellect characteristic. It also has a built-in comlink and computer access link.

Cybernetic Legs
These legs are built to replace lost limbs, but some may choose to replace a limb with these superior technical ones. Mod III cyber-legs provide +1 to the Agility characteristic.
These may not be mixed together, and bonuses only apply if both legs are replaced.

Surge Override Switch
As an action, make an Average (2 difficulty) Discipline check. Success allows re-activation of implants that have been overloaded by the Ion or Overcharge effects, suffering 2 strain per implant.

Multi-Tool Hand
A multi-tool hand provides all the benefits of a tool kit.

Gank Comm Implant
Can communicate silently with others using the implant within a range of several kilometres. Jammers can disrupt the signals.

Cyberscanner Limb
This cybernetic arm contains a scanner which projects a holographic screen which gives information about objects and the environment up to medium range.
Includes a general purpose scanner.

Biofeedback Regulator
Increase cybernetic cap by 2, this implant doesn't count towards the implant cap.

Neuro-Saav Cyborg/Droid Interface
Used exclusively in conjunction with a cybernetic brain implant, this cybernetic implant allows to connect directly with a droid's communication port. (does not take up its own slot)
Upgrade ability of Computers checks to access information a droid does not wish to reveal once.

Cybernetic Arms
Mod V cyber-arms provide +1 to the Brawn characteristic.

Cybernetic Respirator
This implant allows one to avoid suffering from the effects of airborne toxins and to breathe beneath the water - or even a completely airless environment for a short time. Provides benefits of a breath mask and respirator permanently. Provides 1 rank of the Blooded talent.

Neuromachine Interface
This implant is integrated into the nervous system, designed to interface directly with a vehicle's systems. This allows for control of the vehicle as if it were an extension of their body.
Piloting linked vehicle allows user to use Coordination skill instead of a Piloting skill.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 5 Dein Wundenlimit steigt um 2 je Talentrang.
Kybernetiker ► 1 Für jeden Talentrang kannst du bei Proben zum Konstruieren, Reparieren und Installieren von Kybernetik je eine Komplikation entfernen. Kybernetik kostet dich 50% weniger als anderen.
Energietransfer 1 Nimm 1 Erschöpfung hin und setze 1 Manöver ein, um leere energiebasierende Munition oder ein entladenes Objekt wieder aufzuladen. Du benötigst mindestens ein kybernetisches Implantat.
Ausgereifte Redundanzen 1 Du kannst auch mittels Mechanikproben und Notfallreparaturkits geheilt werden, als wärst du ein Droide (in Summe aber höchstens 5 Kits & Stimpacks in einem 24-StundenIntervall).
Durable 1 May reduce any Critical Injury suffered by 10 per rank if Durable.
More Machine than Man 3 Increse cybernetic implant cap by 1 per Rank.
Surgeon 1 When making a Medicine-Check to help a Character heal wounds, the target heals 1 additional wound per Rank.
Dedication 3 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Lethal Blows 6 Add +10 per rank to any inflicted critical injury.
Stalker 2 Add Advantage per Rank to all Stealth and Coordination Checks
Jury Rigged 2 Choose 1 Item-Improvement.
Quick Strike 1 Add Advantage per Rank of Quick Strike to combat checks made against targets that have not yet acted in the encounter
Armor Master 1 When wearing Armor = +1 Soak
Tinkerer 1 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Improved Armor Master 1 When wearing Armor with soak of 2 or more, increase Defense by 1
Deadly Accuracy 1 When aquired choose 1 skill (meele). Add damage equal to ranks in that skill to one hit of succesful attack made using that skill.
Dodge 1 When attacked, suffer Strain no greater than the rank to upgrade the Attack for that Number.
Natural Brawler 1 Once Per Session reroll one brawl or meele roll
Quick Draw 1 Once per round, draw or holster a weapon or accesible item as an incidential.
Anatomy Lessons 1 After making a succesfull attack, may spend 1 Destiny-Point to add Damage equal to Intellekt
Feral Strength 3 Add 1 Dng per Rank to one seccusfull Brawl or Meele attack
Enduring 1 +1 Soak
Blooded 1 The character adds a boost dice per rank of Blooded to their checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded, to a minimum of one.

Background

Special Abilities: Vigilance +1

Cyborg: All Ganks are cyborgs, and each one often possesses several different cybernetic implants. A Gank begins play with up to two cybernetics (such as though on page 173 of the Edge of the Empire Core Rulebook or on page 106 of this) that cost a total of up to 5,000 credits. If a character takes on additional Obligation for credits at character creation, he may apply these extra funds to the 5,000 credit budget to purchase cybernetics. Ganks have a cybernetic implant cap of 3 plus Brawn rating.

Current Implant Maximum: 13
Current Implants: 9 (11)

Motivation

Obligations

Description

Cloaking Coat
The slicer generally breaks into electronic defenses, through both automated and droid interfaces. This cloak is laced with a set of sensors which broadcast junk-data, obscuring the bio-signature which would otherwise be detected by anti-personnel systems.
Upgrade difficulty of all checks to detect wearer using sensors or electronic forms of detection twice. This applies to droids with Intellect characteristic lower than the wearer's Computers skill.

Other Notes

Return to Top