Cryger Nox by SylerGrey

Species
Lasat
Career
Engineer
Specializations
Droid Specialist, Heavy Gunner
System
Edge of the Empire

6
Threshold 28
Current 0
Threshold 18
Current 2
Ranged 0
Melee 0

Characteristics

4
3
4
2
2
1

Skills

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

Attacks

Multi-Goo Gun
Range
Short
Skill
Ranged: Light
Disorient 1, Ensnare 4, Knockdown
Damage
2
Critical
-
Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
Stun Setting
Damage
9
Critical
3

15
485
389
MAX 16 CURRENT 3

Weapons & Armor

Mechanic's Utility Suit:
This set of clothing is really just a utility suit lined with pockets and straps filled with all sorts of common tools that the technician may require. Counts as having a tool kit. D0 S2 P1175 HP1 R3

Multi-Goo Gun:
This is an all-in-one spray injector that Technicians all over the galaxy favour for repair works. It's always a simple fix when using this, even if a temporary one. Add automatic advantage result to Mechanics checks for repairing droids, vehicles or starships. E2 HP1 P250 R1
Note: Encumbrance reduced to 1 with Burly talent.

With 2 disadvantage or a despair result during a mechanics or combat check, the cartridge runs out (replacements cost 20 credits).
Note: Spare Clip nullifies empty cartridges.

Blaster Carbine:
This blaster can be used one-handed at short range just as a pistol, but packing the punch of a rifle. They are shorter and generally less accurate or ranged than a rifle. E3 HP5 P850 R5
Note: Encumbrance reduced to 1 with Burly talent.

Personal Gear

Backpack: As the name indicates, this is used to carry things around on one's back - effectively increasing one's encumbrance threshold. This item grants +4 to a character's encumbrance threshold.

Load-Bearing Gear: More than a backpack, this is a mesh worn on the body to which are attached multiple pockets and holsters. Typically used by military groups and squads on long-range missions. Increases encumbrance threshold by 3.

Emergency Repair Patch: x2
This piece of durasteel is constructed in such a way for quick application and use in combat situations, for mechanics to conduct quick repairs.May be used as a one-use item that can be utilized to gain the normal bonus for having the right tools for a job at hand when applicable.
P25 E0 R1

Can also apply a patch to a droid to heal 3 wounds. May apply 5 patches to the same per day.

Assets & Resources

Prehensile Feet: May move up a vertical surface as though it were horizontal.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 6 P +1 Strain Threshold
Toughened 6 P +2 Wound Threshold
Design Flaw 1 A When making a combat check with a personal scale weapon against a droid, the character adds advantage results equal to [their] ranks of Design Flaw.
Hidden Storage 2 P 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.
Gearhead 1 P The character removes a setback dice 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).
Machine Mender 1 P When this character makes a Mechanics check to help a character heal wounds, the target heals one additional wound per rank of Machine Mender. (Typically, only droids can be healed with Mechanics check.)
Desperate Repairs 1 A Once per session, the character may make a Hard Mechanics check targeting one engaged droid. If the character succeeds, the droid becomes staggered and immobilized until the end of its next turn. At the end of its next turn, the droid heals all strain and one Critical Injury with a severity rating no greater than Hard. If the character is a droid, it may perform this action on itself.
Master Artisan 1 A Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of [their] next Mechanics check (or [their] next check to build or mod an item) by one, to a minimum of Easy.
Reroute Processors 1 A Once per encounter, the character may perform the Reroute Processors action on a droid [they] are engaged with by making an Average Computers check. If successful, the character decreases on of the droid's characteristics by one (to a minimum of 0) until the end of the encounter and increases another of its characteristics by one (to a maximum of 7) until the end of the encounter. If the character is a droid, it may perform this action on itself.
Dedication (Brawn) 1 P Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Repair Patch Spec 1 P Whenever the character uses an emergency repair patch, the target heals an additional wound per rank of Repair Patch Specialization. The sixth emergency repair patch and beyond each day still have no effect. If the character is a droid, it may use this talent when using a patch on itself.
Burly 2 P The character reduces any wielded or carried weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.
Barrage 3 P Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non-starship/vehicle weapons at long or extreme range.
Brace 1 A As a maneuver, the character may Brace themself. This allows the character to remove setback dice per rank of Brace from their next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other physical obstacles that would make a skill check more difficult.
Spare Clip 1 P The character does not run out of ammo on a despair result. Items with Limited Ammo quality run out of ammo as normal.

Background

Motivation

Obligations

Description

Other Notes

Multi-Goo Gun Effects

Disorient: A weapon with Disorient can daze an opponent. When Disorient is triggered, the target is disoriented for a number of rounds equal to the weapon's Disorient rating. (A disoriented target adds 1 black die to all skill checks he performs.)

Disoriented
A disoriented character adds 1 black die to all checks he makes. Most effects that disorient a character last for a set duration. If a set duration is not specified, disorientation lasts until the end of the character's next turn. If a character is disoriented multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter.

Ensnare: A weapon with Ensnare binds a foe and restricts his movements. When Ensnare is triggered, the target is immobilized for a number of rounds equal to the weapon's Ensnare rating. An Ensnared target may attempt a Hard (3 purple dice) Athletics check as his action on his turn to break free from the effect. (An immobilized target cannot perform maneuvers.)

Immobilized
An immobilized character cannot perform maneuvers (including maneuvers purchased via strain or spending an advantage)- Most effects that immobilize a character last for a set duration. If a set duration is not specified, immobilization lasts until the end of the character's next turn. If a character is immobilized multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter.

Knockdown: When knockdown triggers, the target is knocked prone.

Unless specified otherwise, Knockdown requires 2 advantages to trigger, plus one additional advantage per silhouette of the target beyond one.

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