Ryder by ams0105

Species
Human (Mandalorian)
Career
Technician
Specializations
Cybertech, Scientist
System
Edge of the Empire

11
Threshold 19
Current 0
Threshold 13
Current 0
Ranged 5
Melee 5

Characteristics

6
3
6
4
3
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2
Athletics (Br) X 4
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 5
Cool (Pr) 0
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) X 5
Medicine (Int) X 5
Negotiation (Pr) 0
Perception (Cun) X 2
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 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 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 4
Knowledge: Underworld (Int) X 5
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 5

Attacks

Rydar's Experimental Weapon
Range
Engaged
Skill
Melee
Stun 8, Defensive 3, Accurate 4, Concussive 2, Disorient, Pierce 4
Damage
12
Critical
1

Weapons & Armor

Rydar’s Experimental Armor
Price: 25,000 (R)
Soak: 4
Defense: 5
HP: 9/9
ENC: 5
MODS:
CryonCorp OmniScan 3 Integrated Scanner: Helmet has a General Purpose Scanner integrated. Add 1 boost dice to Perception checks to detect movement or hidden enemies. Perception +1 (Integral Attachment)
Portable Plasma Shield: Activates on Incidental, cannot wield a two handed weapon while this is active. Defense + 3
Beskar: Gains Beskar Quality. Immune to Breach and Pierce
Integrated Slicer Gear: Count as having slicer gear attached that responds to verbal or gesture commands. 1 Setback to identify if the user is slicing. Innate Technical Aptitude talent
Superior: Soak +1, Encumbrance -1

Rydar’s Experimental Weapon:
Price: 25,000
Range:Engage
Skill: Melee
Damage: +6 (12)
Crit: 1
Enc: 3
HP: 7/7
Features:
Stun 8, Defensive 3, Accurate 4, Concussive 2, Disorient, Pierce 4
Mods:
Superior, Custom Grip, Componentization, Weighted Head, Shock Pulse Emitter

Personal Gear

Cybernetics
Neural Recorder: Make Easy (1 difficulty) Discipline check to recall any information experienced while the recorder was running. Data contained in the recorder may be transferred to an external storage device.
Cybernetic Brain Implant: This implant grants a +1 to the Intellect characteristic. It also has a built-in comlink and computer access link.
Swift 78B Vessel Courier System: This cybernetic implant is a data core capable of storing 4 datapads-worth of information, put into a person, generally used to transport sensitive data across long distances without interception.
Implant Armour: This cybernetic is a set of ceramic-plasteel plates which are implanted beneath the skin to protect the individual further than simple armour.
Cybernetic Legs: +1 Brawn
Cybernetic Arms: +1 Brawn
Pain Damper: Upgrade ability of checks to resist pain or physical torture once.
Cortex Bomb: The bomb kills the wearer when the individual speaks/hears/sees a pre-determined code-word or signal. Deals little damage to target and no damage to surrounding area.


Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Technical Aptitiude 1 For each rank, the character reduces the amount of time needed to complete computer-related tasks by 25%.
Cyberneticist 2 The character removes a setback dice 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).
More Machine than Man 4 Each rank of More Machine than Man increases the character's cybernetic implant cap by 1.
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.
Toughened 2 Once per session, the character may heal a number of wounds equal to their ranks in Toughened.
Eye for Detail 1 After rolling the dice pool for a Mechanics or Computers check but before interpreting the results, the character may voluntarily suffer a number of strain no greater than ranks in Eye for Detail to convert that many success results into advantage results. (The character must still have at least a success in the results at the end to succeed on the check.)
Energy Transfer 1 The character may suffer 1 strain to perform the Energy Transfer maneuver; when [they] do, [they] can power up an appropriate unpowered device (such as a datapad, a droid, or a door) until the end of the encounter. Alternatively, [they] can restore ammunition to an energy-based weapon, allowing a character to ignore an "out of ammo" despair result.
Overcharge 1 Once per encounter, the character may take the Overcharge action by making a Hard Mechanics check and choosing one of [their] cybernetic implants that grants [them] one or more of the following: +1 to a characteristic rating, +1 rank to a skill, or +1 rank of a ranked talent. If [they] succeed, until the end of the encounter, the chosen cybernetic provides an additional +1 to any characteristic ratings (to a maximum 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.
Durable 2 The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one.
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.
Improved Overcharge 1 Once per round when using the Overcharge action, the character may spend two advantage or a triumph result from the Mechanics check to immediately take one additional action.
Utility Belt 1 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.
Supreme Overcharge 1 When performing the Overcharge action, the character may choose any number of cybernetic implants to attempt to overcharge instead of just one. If [they] doe, upgrade the difficulty of the check once for each additional cybernetic beyond the first.
Dedication 2 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Knowledge Specialization 2 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 successes equal to [their] ranks in Knowledge Specialization.
Respected Scholar 2 The character downgrades the difficulty of checks to interact with institutions of learning by one per rank of Respected Scholar.
Researcher 2 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).
Speaks Binary 2 The character grants a boost dice per rank of Speaks Binary to any tasks they direct Non-Player Character droids to perform.
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.
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.
Mental Fortress 1 The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Intellect- or Cunning-related checks until the end of the encounter. [They] still suffer from the injury itself.
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.
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.
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.

Background

Motivation

Obligations

Description

Other Notes

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