Cyber tech, force sensitive exile, and Soresu Defender
System
Edge of the Empire
3
Threshold
15
Current
17
Threshold
16
Current
0
Ranged
4
Melee
3
Characteristics
1
1
6
2
3
3
Skills
Skill
Career?
Rank
Roll
Adj.
Astrogation (Int)
X
1
Athletics (Br)
X
0
Charm (Pr)
0
Coercion (Will)
0
Computers (Int)
X
1
Cool (Pr)
X
1
Coordination (Ag)
X
0
Deception (Cun)
0
Discipline (Will)
X
1
Leadership (Pr)
0
Mechanics (Int)
X
6
Medicine (Int)
X
3
Negotiation (Pr)
0
Perception (Cun)
X
1
Piloting: Planetary (Ag)
X
0
Piloting: Space (Ag)
0
Resilience (Br)
X
0
Skulduggery (Cun)
0
Stealth (Ag)
0
Streetwise (Cun)
X
2
Survival (Cun)
0
Vigilance (Will)
X
0
Brawl (Br)
X
0
Gunnery (Ag)
0
Lightsaber (Int)
X
3
Melee (Br)
X
0
Ranged: Light (Ag)
0
Ranged: Heavy (Ag)
0
Knowledge: Core Worlds (Int)
0
Knowledge: Education (Int)
X
2
Knowledge: Lore (Int)
X
0
Knowledge: Outer Rim (Int)
X
0
Knowledge: Underworld (Int)
X
0
Knowledge: Warfare (Int)
0
Knowledge: Xenology (Int)
0
Attacks
The Cataclysm
Range
Engaged
Skill
Lightsaber
Breach 1, sunder, viscous 2
Damage
12
Critical
1
The Talks
Range
Medium
Skill
Ranged: Heavy
Accurate 3, auto fire, Pierce 1, stun setting
Damage
12
Critical
3
15
350
19982
12/14
Weapons & Armor
Cybernetic cap - 5
- 1 is my Brain
- 2 into mechanics
- 1 in medicine
- 1 in streetwise
Heavy Battle Armor
Defense 1
Soak 2
HP 4
ENC 6
HP usage -
2 HP - Portable plasma shield (+2 defensive, +3 Deflective)
2 HP - Biofeedback system (Strain Threshold +4, recover one additional strain when recovering after an encounter)
*The Talks*
A DC-15a carbine
12 damage
3 crit
Medium range
3 ENC
4 HP
HP USAGE:
Augmented barrel - Damage +1 and add 1 setback dice to maintenance of the weapon. (2x "Damage +1", 1x "Accurate +1")
Custom grip - Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it. (Accurate 1)
Forarm grip - Decrease the difficulty of Ranged (Heavy) checks when engaged by 1. (1x "Innate Point Blank talent"(The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.), 1x "Accurate +1")
Fine tune emitter - Add an Advantage to combat checks made with this lightsaber
Personalized inlay - Reduce the difficulty of checks to modify any lightsaber crystal installed in this weapon by 1
Personalized design - When the crafter makes a successful Lightsaber check with this weapon, add a Success to the results. Add a Threat to Lightsaber checks other characters make with this lightsaber
HP 3 after crystal
1 - extended hilt
1 - hilt masking kit(masked as a mechanics tool) - Add 3 automatic failure results to attempts to identify or find the lightsaber.
Superior - add 1 adv
Personal Gear
Holographic disguise matrix
This extremely advanced holo-projector is capable of overlaying the appearance of an individual onto the user in such a way that is difficult to notice.These however do not work to project a smaller disguise than the individual being disguised.
Basically
Add 2 boost dice to Deception checks to impersonate a target whose appearance the device has recorded. Add 2 setback dice to onlooker Perception checks to detect impostor.
Assets & Resources
Has 4 cybernetic implants, all with tailored - 4
mechanics and 4 lightsaber ones
Backpack with 6 pockets - +8 encumbrance
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Toughened
3
+2 to wound threahold
More machine than man
4
Increase cybernetic cap by one per talent
Cybernetisist
1
Remove setback dice per rank of Cyberneticist from checks to build, repair, and install Cybernetic implants. Cybernetics cost 50% less
Overwhelm emotions
1
Parry
1
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Soresu technique
1
When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Overcharge
1
Once per encounter, may use the Overcharge action Make a Hard (PPP) Mechanics check. On success one installed cybernetic provides additional benefits. On despair an overcharged cybernetic shorts out
Durable
1
May reduce crustal injury by 10 per rank of durable
Improved overcharge
1
May spend two advantages or triumph from Overcharge action to immediately take another action
Grit
1
+1 strain threshold
Defensive stance
1
Once per round may perform Defense maneuver and suffer a number of strain to upgrade the difficult of all incoming melee attacks by an equal number lot the next found Strain suffered the way cannot exceed ranks in Defensive Stance
Force Powers
Force Rating
1
Power
Heal/harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend D lo heal a number of wounds equal to Intellect from an engaged living creature (including user)
Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains I Conflict.
Upgrade
Effect
Power
Move
Description
The Force user can move small objects via the power of the Force
The user may spend to move one object of silhouette O that is within short range up to his maximum range. The default maximum range is short range
Upgrade
Effect
Background
A columi who by malfunction in the cloning process or I guess you could say by the will of the force, was cloned with force sensitivity, immeasurable curiosity, and the want to make and invent. When he became of age he decided to have something make him some legs and arms so he could actually create stuff on his own, and so he could leave his world who have become so isolated to go learn more of the world and learn new ways to make stuff.