Ace // CT 84-7801 by Coke

Species
Clone
Career
Technician
Specializations
Mechanic, Gambler
System
Edge of the Empire

3
Threshold 13
Current 0
Threshold 14
Current 0
Ranged
Melee 0

Characteristics

2
3
4
2
2
2

Skills

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

Attacks

Multi-Goo
Range
Short
Skill
Ranged: Light
Disorient 1, Ensnare 4, Knockdown
Damage
5
Critical
-
Shock Gloves
Range
Engaged
Skill
Brawl
Stun 3
Damage
+0
Critical
5
Quicktrig, Mod 53
Range
Short
Skill
Ranged: Light
Stun Setting, Concealed in Mech. Tool
Damage
6
Critical
3
E-Tool
Range
Engaged
Skill
Melee
Damage
+2
Critical
4
Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Vicious 3
Damage
5
Critical
3
Crafted Iongun
Range
Medium
Skill
Ranged: Light
Ion, Disorient 2
Damage
6
Critical
3

5
485
16250

Weapons & Armor

===Weaponry===
***MULTIGOO***
Damage +5; Crit -; Short. 1/1 hp. Enc 2; Disorient 1, Ensnare 4, Knockdown.
• Pressurized Gas Cartridge 1 hp - base: increase Dam to 5; remaining mod options 2x Burn +1, 2x Disorient +1

***SHOCK GLOVE***
Damage +0; Crit 5; Engage. 0/1 hp. Enc 0; Stun 3.

***CONCEALED QUICKTRIGGER***
Damage +6; Crit 3; Short. 0/4 hp. Enc 1; Stun Setting, Concealed in Mech. Tool.

***FUSION CUTTER***
Damage +5; Crit 3; Engaged. 0/0 hp. Enc 2; Breach 1, Burn 3, Sunder, Vicious 3.

===Armor and Defensive Gear===
***GUNDARK SCAVSUIT***
Soak 1. 1 Defense. 2/2 hp. Enc 4.

Add 1 boost dice to Perception checks
Add 1 boost dice to all checks for detection or analysis of technological parts and items.
Suffer 1 setback dice to all Perception checks if the suit becomes damaged in some way.

• Tracking System 1hp - Base mod - Upgrade ability of checks to track a designated target once. Spend a maneuver to designate a target while within line of sight.

Personal Gear

Custom armor
Soak 1, def 0, enc 3, hp 6

Cyberware
Cybernetic Brain Implant

ranged 15
stealth 10 15
brawl 10

Assets & Resources

*** C R A F T I N G ***
Spec. Tools - Mechanics - +1 success and adv, concealed Model 53 "Quicktrigger" Pistol

Verpine Bond Gauntlets - +1 boost to handle volatile/perform delicate

Utility Arm - +2 Boost to Mechanics, spend 1 strain to gain an additional free maneuver per turn

DUM - +1 boost assist

Multi-Goo Gun - + auto adv when repairing droids or vehicles

*** SCHEMATICS ***
Blunt weapon (from Kerchak)
Custom Armor x2
Energy pistol x3

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physical Training 1 Clone The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks.
Gearhead 2 Mechanic 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).
Redundant Systems 1 Mechanic Once per game session, the character can take a Redundant Systems action to make a Easy Mechanics check. If successful, the character may harvest components from a function device to repair a broken one without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either).
Solid Repairs 1 Mechanic Whenever the character repairs hull trauma on a starship or vehicle, [they] repair one additional hull trauma per rank of Solid Repairs.
Contraption 1 Mechanic Once per game session, the character can take a Contraption action. With a successful Hard 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.
Fine Tuning 1 Mechanic Whenever the character repairs system strain on a starship or vehicle, [they] repair one additional system strain per rank of Fine Tuning.
Bad Motivator 1 Mechanic Once per game session, the character may take a Bad Motivator action to make a Hard 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).
Convincing Demeanor 1 Gambler The character removes a setback dice per rank of Convincing Demeanor from [their] Deception and Skulduggery checks.
Grit 2 Gambler Each rank of Grit increases a character's strain threshold by one.
Second Chances 3 Gambler Once per encounter, after the character has rolled a skill check (but before resolving the result), [they] choose a number of positive dice from [their] dice pool up to [their] ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any Force dice.
Up The Ante 1 Gambler When the character wins at gambling, [they] earn 10% more credits per rank of Up the Ante.
Double Or Nothing 1 Gambler Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling opposing symbols, [they] double the number of remaining advantage results.
Natural Tinker 1 Mechanic Once per game session, the character may reroll any one Mechanics check.
Smooth Talker 1 Gambler When a character first acquires this talent, [they] choose one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, [they] may spend a triumph result to gain additional successes equal to [their] ranks in Smooth Talker.
Natural Negotiator 1 Gambler Once per game session, the character may reroll any one Cool or Negotiation check.
Improved Double or Nothing 1 Gambler When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of remaining success results.
Clever Solution 1 Gambler Once per session, make a skill check with Cunning instead of its normal skill.
Natural Rogue 1 Gambler Once per session, reroll any 1 Skulduggery or Stealth check.
Supreme Double or Nothing 1 Gambler When performing Double or Nothing, double the number of Triumphs and Despairs.
Dedication 1 Gambler Increase characteristic. Int

Background

Motivation

Easy: Punk (#Challenge Authority/Corruption)

Hard: Finish the Fight (#Fight/Overthrow the Empire)

Obligations

Description

Other Notes

*** C H A R ___ G E N ***
Clone (100 xp) + Knight (150 x0) = 250

[CLONE]
Physical Training 1 talent, +1 Know (War), +1 Resilience ///
[ABILITY INCREASE]
Int +1 /// 30 xp
Ag +1 /// 30 xp
[MECHANIC] free
Gearhead /// 5 xp
Fine Tuning /// 5 xp
Redundant Systems /// 10 xp
Gearhead /// 10 xp
Bad Motivator /// 15 xp
Solid Repairs /// 15 xp
Contraption ///20 xp
[GAMBLER] 30 xp
Convincing Demeanor /// 5 xp
Grit /// 10 xp
Second Chances /// 15 xp
Up The Ante /// 20 xp
Double Or Nothing /// 25 xp
[SKILLS]
Cool +1 /// 5 xp

9000
Verpine bond gauntlets (250
Utility arm (2000; 100, 100
Gundark Scav-Suit (3000
1x DUM (450
shock gloves (300
model 53 quicktrigger (450
Earbud comm (75
backpack (50 enc +4
datapad (75
utility belt (25 enc +1
climbing gear (50
fusion cutter (175
multigoo gun (250 + pressurized cartridge 100
etool (20

7560
Specialist tools (mechanics 450 base)
Specialist tools (mechanics 450 base)
Specialist tools (mechanics 450 base)
Specialist tools (mechanics 450 base)
energy pistol 200

15 xp

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