Merr-Sonn N-57 Armor [3000cr]: Soak +2, Encumbrance 5, Hard Points: 5, Ability: As a maneuver, recharge an energy weapon or device that has run out of power ammunition.
[5/1] Stimpack [25cr]: Using a Stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for Stimpacks to perform at full effectiveness again, after the last application.
[4] Emergency Repair Patch [25cr]: 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. May also apply a patch to a droid to heal 3 wounds. May apply 5 patches to the same per day.
Personal Gear
Biometric Lock Box
Has a custom cybernetic template inside
Surge Override Switch [1000cr]: 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. The override switch cannot be disabled by external means.
Multi-Tool Hand [325cr]: A multi-tool hand provides all the benefits of a tool kit.
Gank Comm Implant [125cr]: The implants allow for communication via thought, being placed in a user's neocortex. Can communicate silently with others using the implant within a range of several kilometers. Jammers can disrupt the signals.
Assets & Resources
Medpac [400cr]: One may perform a medical check without penalty. It adds 1 boost die to these checks. It also has a supply of 1 Stimpack per encounter. Encumbrance +1
Datapad [75cr]: This is a form of handheld device incorporating a variety of functions, such as holo-messenger, computer, database and so on. Encumbrance +1
Slicer Gear [500cr]: This is a set of equipment which allows hacking into computer systems, sometimes making an impossible job possible or simply making a routine one easier. Encumbrance +2
Utility Belt [25cr]: Increase Encumbrance threshold by 1.
Mk lll Modular Back Pack [75 cr]: Increase Encumbrance Threshold by 2.
Respirator [25cr]: Allows breathing in asphyxiating environment. Encumbrance +1
Heavy Clothing [50cr]: Soak +1, Encumbrance +1
Critical Injuries & Conditions
Cybernetic Cap: 3/5
Cyborg: Start with up to 2 implants (with value up to 5000 credits, or more, using character creation credits in addition). Implant maximum is 3 + Brawn rating.
Talents
Name
Rank
Book & Page
Description
Cyberneticist
2
Cyber Tech, Tier 1/2
Remove [Black] per rank of Cyberneticist from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less.
Engineered Redundancies
1
Cyber Tech, Tier 1
Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics checks.
Eye for Detail
1
Cyber Tech, Tier 2
After making a Computers or Mechanics check, may suffer strain up to ranks in Eye for Detail to convert that many Success to Advantage.
Surgeon
1
Cyber Tech, Tier 3
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Utility Belt
1
Cyber Tech, Tier 4
Spend 1 Destiny Point to perform a Utility Belt incidental: produce a previously undocumented item or weapon [with restrictions] from a tool belt or a satchel.
Dedication: Intelligence
1
Cyber Tech, Tier 5
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Codebreaker
1
Slicer, Tier 1
Remove [Black] per rank in Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Defensive Slicing
1
Slicer, Tier 2
When defending computer systems, add [Black] per rank of Defensive Slicing to opponents checks.
Natural Programmer
1
Slicer, Tier 3
Once per session, may re-roll and 1 Computers or Astrogation check.
Bypass Security
1
Slicer, Tier 1
Remove [Black] per rank of Bypass Security from checks made to disable a security device or open a locked door.
Force Powers
Force Rating
Power
Stinger
Description
Crit 1
Upgrade
Effect
[Purple]
increase difficulty of next check by one.
Power
Off Balance
Description
Crit 2
Upgrade
Effect
[Purple]
Add [Black] to next skill check.
Background
Underworld Tech Expert
Many Technicians support and are supported by shady characters, if not by outright criminals. The character might be trying to escape difficult decisions from the past, or seeking to advance within a particular organization.
Motivation
Personal Improvement
The character does anything and everything to acquire enhanced abilities, whether to make up for a devastating injury or merely to exceed the limitations of nature. This character likely already has cybernetics, and will seek to expand their effectiveness. Other characters might regard the character as dangerously willing to give any new cybernetic program or device a try, no matter its source, even if the potential downside could alter the character's life for the worse.
Obligations
Obsession
Vasher has a near masochistic obsession with bodily improvement. He is constantly searching for rumors of new cybernetic improvements arriving on the market. If he finds a unique artifact of the cybernetic craft near by, he is driven to acquire it; legally or otherwise.
Description
Vasher De'Varr started out as a cybernetic technician for a less than reputable company. After earning enough credits to purchase out his remaining contract of indentured servitude, he set off to make his own way. During his time with this company, repossessed cybernetic components were often available at quite a discount to the staff and Vasher was happy to partake in the bounties. He now seeks to make his way through this galaxy with nothing more than the clothes on his back and the parts he picked up along the way.