Dweller by Lorthus22

Species
Gank
Career
Engineer
Specializations
Cyberneticist
System
Edge of the Empire

5
Threshold 18
Current 18
Threshold 12
Current 12
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
3
5
2
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 1
Cool (Pr) 0
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) X 5
Medicine (Int) X 2
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 0
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 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Vibrosword
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, Defensive 1
Damage
+2
Critical
2
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
7
Critical
3

0
260
800
5

Weapons & Armor

Weapons
Heavy Blaster Pistol, Vibrosword

Armor
Armored Clothing
Defense:+1 Soak:+1 Encumbrance: 3 Hard Points: 1

Personal Gear

(1) A cybernetic brain implant provides + 1 Intelligence and includes a comlink and computer access link.

(2) A Biofeedback regulator increases the character's the cybernetic implant cap by 2.

(3) The Mod V Cyberarms provides + 1 Brawn.

(4) The Mod III Cyberlegs provides + 1 Agility.
(Crafting bonus: integrated tools; Athletics.)

(5) Gank Comm Implant

(6) A cybernetic respirator permanently provides a character with the benefits of a breath mask and respirator and 1 rank of the Blooded talent.

Assets & Resources

Cybernetic implant cap. 3 (Gank) + 4 (Brawn) + 2 (biofeedback regulator) + 1 (More Machine than Man) = 10

Increase cybernetic implant cap by 1 per rank of more Machine than Man.




Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Cyberneticist 1 EotE SM Remove a setback die per rank of cyberneticist from check's to build, repair and install cybernetic implants. Cybernetic implants cost 50% less.
TOUGHENED 2 EotE 141 The character increases his wound threshold by two per rank of Toughened.
Eye for detail 1 EotE SM 34 After making a computers or mechanics check, may suffer strain up to there ranks in eye for detail to convert that many Success to advantage's.
Overcharge 1 EotE SM 35 Once per encounter may use overcharge action. Make a hard mechanics check. On a successful check a instead implant provides additional benefits.
Improved overcharge 1 EotE SM 35 May spend 2 advantage's or a triumph from a overcharge action to take another action.
Energy Transfer 1 EotE SM 34 May suffer a strain to use a energy Transfer maneuver to power up a unpowered device or replenish exhausted ammo pack for a energy weapon.
More Machine than Man 1 EotE SM 34 Increase cybernetic implant cap by 1 per rank of more Machine than Man.
Engineered redundancies 1 EotE SM 34 Gain the ability to use emergency repair patches to heal. Additional, can be healed with mechanics check's.
Blooded 1 EotE 132 Add a boost die per rank of Blooded to all checks to resist or recover from the effects of poisons, venoms, and oth-er 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

Born relatively frail for a Gank his body starred a sub-par physic. Mocked for this he became obsessed with sharpening his mind and using it to reshape his body. He recklessly pursued his goal doing almost anything to meet ideal form.

Motivation

Perfection. He has an idea in his head of a near immortal cybernetic Angel that he wishes to be come.

Obligations

Obsession. His single great work being himself makes him selfish. His Obsession makes him ignore dangers if the ends are to ... Attractive.

Description

Other Notes

OVERCHARGE details

Once per encounter, the character may take the Over charge action by making a Hard Mechanics
check and choosing one of his cybernetic implants that grants him one or more of the following: + 1 to a characteristic rating, + 1 rank to a skill, or + 1 rank of a ranked talent. If he succeeds, until the end of the encounter, the chosen cybernetic provides an addi tional + 1 to any characteristics ratings (to a maxi mum of 7), an additional + 1 ranks to any skills (to a maximum of 5), and an additional + 1 ranks of any ranked talents that it provides.

The GM may spend from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until the charac ter spends several hours making an Average

Mechanics check to repair it.

Once per round when using the Overcharge action, the character may spend 0 0 or from the Mechanics
Check to immediately take one additional action.

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