R4-FY by BadgersDontCare

Species
Droid
Career
Technician
Specializations
Mechanic, Shipwright
System
Edge of the Empire

4
Threshold 14
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
1
6
3
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) 0
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 3 □ □
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) X 1
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

R2 Shock Stick (Gloves)
Range
Engaged
Skill
Brawl
Stun 3
Damage
2
Critical
5

0
485
200
18 / 19

Weapons & Armor

Merr-Sonn N-57 Armor : 3000cr E2/5 R6
- Def 0 / Ion +1, Soak 2 / Ion +3, HP 5/5
As a maneuver the wearer may recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/power pack.

+ Ion Shielding : 2100cr, 1HP, R7
Extra 3 Soak and 1 Defense against Ion

+ Repulsor Pack : 2600cr, 2HP, R4
Allows the user to function as a speed 1, handling +0 , system strain threshold 2 vehicle that can only operate in atmosphere and has the same silhouette as the operator. It has a maximum altitude of 75 meters, and the operator's Coordination skill is used for any relevant checks.

+ Utility Arm : 2200cr, 2HP, R3
Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provide the character with additional actions or maneuvers. The utility arm adds □ □ to Mechanics checks and may modify other checks at the GM's discretion.

(9900cr)

Personal Gear

Cybernetics (2425cr) :

Cybernetic Cavity : (R)775cr E0 R3
Escape Circuit : 1000cr E0 R6
Multi-Tool Hand : 650cr E0 R6

Gear (5500cr) :

Concealed Recorder : 175cr E0 R3
Datapad : 75cr E1 R1
Emergency Repair Patch x10 : 25cr E0 R1
Fusion Cutter : 175cr E2 R2
Holo-Messenger : 250cr E0 R4
Lockpicking Tools : (R)50cr E1 R6
PX-7 Heat Sensor : 250cr E3 R7
Scanner Goggles : 150cr E0 R3
Security Sweeper : 400cr E1 R6
Shock Gloves (R2 Stick) : 300cr E0 R2
Sound Dampener : 600cr E2 R7
Verpine Bond Gauntlets : 250cr E1 R6
Verpine Headband : 500cr E1 R6
Welding Rod : 1750cr E4 R5

Load-Bearing Gear : 100cr R3 (E+3)
Utility Belt : 25cr R0 (E+1)
Military Belt Pouch : 10cr E0 R0
MK.III Modular Backpack : 165cr R1 (E+8)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Droid : Special Abilities 1 EotE 47 Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2).
Droid : Inorganic 1 EotE 47 Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1.
Toughened (Y) 1 EotE 145 The character increases his wound threshold by two per rank of Toughened.
Fine Tuning (Y) 3 EotE 135 Whenever a character reduces the amount of strain a starship or vehicle suffers, he reduces one additional strain per rank of Fine Tuning.
Solid Repairs (Y) 5 EotE 143 The character repairs + 1 hull trauma per rank of Solid Repairs whenever he repairs a vehicle or starship.
Enduring (Y) 1 EotE 135 Character gains + 1 soak value per rank of Enduring.
Dedication (Y) 1 EotE 134 1 : Intellect, 2 : Intellect
Gearhead (Y) 1 EotE 136 Remove ■ per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase with multiple ranks of Gearhead.
--- Shipwright --- 1
Dockyard Expertise (Y) Action 2 Fully Operational 30 The character may make an Average (♦ ♦) Knowledge (Education) check when at a dry dock with suitable personnel and equipment to conduct repairs to a starship, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Dockyard Expertise, to a minimum of 100 credits and one day.
Smart Handling (N) Action 1 Fully Operational 31 Once per session, while aboard a starship of silhouette 4 or higher, the character may take the Smart Handling Action; making a Hard (♦ ♦ ♦) Knowledge (Education) check. If the check is successful, until the start of the next round, the ship's handling increases by two plus one per ( S ) scored on the check to a maximum handling of +4. ( T ) can be spent to extend the effect until the end of the encounter.
Push the Specs (N) Action 1 Fully Operational 31 The character may perform the Push the Specs action when in a starship or vehicle, attempting an Average (♦ ♦) Knowledge (Education) check. If the character succeeds, the ship's top speed increases by one for a number of rounds equal to the character's Intellect. The character may spend ( A ) and have the ship suffer 2 system strain to extend this effect for an additional round, and may do so multiple times. The ship still cannot perform actions or maneuvers it couldn't perform normally (e.g, actions that have a minimum speed requirement).
Master Artisan (N) Incidental 1 Fully Operational 31 Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of his next Mechanics check (or his next check to build or mod an Item) by one, to a minimum of Easy (♦).

Background

Motivation

- Astrogation - SoT 72
May have 15 pre-programmed jumps stored before the mission. They require a Simple (-) check to jump to any of those. Othewise, they require a Hard (♦ ♦ ♦) check.

- Angle Deflector Shields - AoR 246
Maneuver, Sil Any, Speed Any.
Using this maneuver, a crewmember with access to the shield controls can reassign up to one point of defense from one defense zone to another. [...]

- Assist - AoR 214
Pass a blue!

- Increase Power - SoT 72
Maneuver, Sil 0-3, Speed Any.
Ship takes 2 system strain, and increases the ship's top speed by 1 for a number of turns equal the astromech's Intellect, but reduces the craft's handling by 2, and the astromech may not perform a Boost Shields action in the same turn.

- Astro-Socket Actions - AoR 246-248

•Plot Course •Copilot •Boost Shield •Scan the Enemy •Spoof Missiles

•Damage Control
System Strain or Hull Trauma <50% = ♦, >50% = ♦ ♦, >100% = ♦ ♦ ♦
*Welding Rod : add [S] to Mechanics checks to repair droids and starships.*
Recover 1 System Strains on a success + 3 (Fine Tuning).
Once per encounter, Heal 1 Hull Trauma / Success + 5 (Solid Repairs).
Repair Critical Hit (AoR 258). (PX-7 Heat Sensor : add □ to Mechanics checks)

- Watch Your Back! - SoT 73
The astromech performs an Average (♦ ♦) Computers check to identify and prioritize incoming threats. Each (Success) provides the craft with + 1 defense to a single defense zone until the astromech's next turn. One or more ■ may be added to the check depending on the size and chaos of the dogfight. A single fighter-on-fighter engagement would not add any, while the sheer number of potential threats available in a fleet engagement could add as much as ■ ■ ■.

- Target Lock - SoT 73
The astromech declares a target, making a Computers check with a difficulty determined by comparing the silhouettes of the astromech's ship and the target ship (Table 7 - 5 : Silhouette Comparison, AoR 249). As with Watch Your Back! above, add ■ appropriate to the situation, representing the difficulty of prioritizing multiple targets. A successful Target Lock action provides □ on the pilot's Gunnery checks against the declared target as well as one additional □ for each (S S) beyond the first. The Target Lock remains in place for one round, plus one additional round per (A A) generated on the check. Any (T) generated indicates the number of turns an astromech must wait before another attempt at Target Lock may be made.

Obligations

Description

**R2 Shock Stick** Hauling Harness (Upgrades the difficulty of any combat check twice.)
Damage 2, Critical 5, Range : Engaged, Stun 3

!roll [ap]

Other Notes

#Starting XP
+485xp : Race 175xp, Duty 10xp, Advanced Character 300xp.
#Total Spent :
-485xp
#Characteristics :
-180xp : 20xp Brawl, -90xp Intellect, -50xp Cunning, 20xp Willpower.
#Starting Skills :
Career :
Technician : +1 Astrogation, +1 Computers, +1 Coordination, +1 Discipline, +1 Mechanics, +1 Perception, +0 Piloting (Planetary), +0 Knowledge (Outer Rim).
Mechanic : +1 Mechanics, +0 Piloting (Space), +1 Skulduggery, +1 Brawl.
Shipwright : Mechanics, Piloting (Space), Knowledge (Education), Gunnery.
Race : See Talents.
#Paid Skills :
-15xp Mechanics, -5xp Knowledge: Education.

---------- Talents Trees : ----------

Technician - Mechanic - (Base Spec) - (Talents : 110xp)
■ ■ ■ ■ - (20xp) - Gearhead - Toughened - Fine Tuning - Solid Repairs
□ ■ □ □ - (10xp) - Solid Repairs
□ ■ □ □ - (15xp) - Enduring
□ ■ ■ □ - (40xp) - Solid Repairs - Fine Tuning
□ □ ■ □ - (25xp) - Dedication

Engineer - Shipwright - (30xp) - (Talents : 145xp)
■ □ □ □ - (5xp) - Dockyard Expertise
■ ■ □ □ - (20xp) - Solid Repairs - Fine Tuning
□ ■ ■ □ - (30xp) - Dockyard Expertise - Smart Handling
□ ■ ■ □ - (40xp) - Push the Specs - Solid Repairs
■ ■ □ □ - (50xp) - Dedication - Master Artisan

---------- Cybernetics : ----------

Cybernetic Cavity : (R)775cr, R3 - Fly Casual 48
Some smugglers go to great lengths to conceal valuable cargo, including hiding it in their own bodies. While smuggling goods and spice strapped to the body or swallowed for later retrieval is not uncommon, some smugglers have found it expeditious to move goods inside small containers surgically implanted into their bodies or even incorporated into cybernetic limbs. While a full body search or holoscan might reveal the presence of a cybernetic cavity, it is practically unnoticeable on casual inspection and is likely to be missed by many scanners.

Escape Circuit : 1000cr, R6 - Special Modifications 49
Many free droids find the notion of being placed back into servitude intolerable. While some worlds have laws preventing a free droid from being subjected to a restraining boll, rnany more do not, and criminals rarely let the law get in their way regardless. Most droids concerned about this fate simply resolve to never be caught in a situation where a restraining bolt could be applied, but some turn to trusted Droid Techs to get an escape circuit installed. These internal systems function similarly to cybernetics inorganics, augmenting the droid's verbobrain with the capacity to resist and even overload restraining bolts through concentrated effort. An escape circuit is a cybernetic implant that can only be installed in droids.
A droid installed with an escape circuit can resist a restraining bolt with an Easy (♦) Discipline check instead of the normal difficulty (see page 178 of EtoE). The droid may spend (S S) from a check made to resist a restraining bolt to overload the bolt, rendering it entirely useless.

Multi-Tool Hand : 650cr, E0, R6 - Cypher and Mask 44
In a galaxy dependent on advanced technology to hold its very fabric together, repair and maintenance of equipment is a constant task. From small precision tools used to repair droids and advanced computers to huge rolling boxes used by shipwrights in spaceports, tool kits are an essential piece of equipment. Whether general kits used for maintenance or custom-built sets for specific jobs, tool kits offer their users a wide variety of necessary tools for getting the job done. With the proper tools, there is little that a skilled and inventive technician can't accomplish if given the time and circumstances. Tool kits allow mechanics and technicians to perform most mechanical checks to repair devices, as well as to "heal" droids.

---------- Gear : ----------

Concealed Recorder : 175cr, E0, R3 - Desperate Allies 50
A surreptitiously captured moment can be turned into evidence that wins wars, topples governments, or simply persuades a certain person to remain silent. Many corporations and investigative groups have produced a wide range of specialized recorders that can be effectively hidden. Although usually made to capture fullcolor holos and audio, sometimes such devices capture flat-screen images or audio only, depending on the needs of the user. These miniature recording devices can be installed in an innocuous item, such as a light fixture or chronometer, and left to record until retrieved by the operator. Simple programming optimizes data storage, pausing recording when no activity is detected.
Add ■ ■ to a character’s Perception checks to find a concealed recorder on a person’s body.

Datapad : 75cr, E1, R1 - AoR Core 196
The ubiquitous datapad can be found in even the most remote galactic locale. A powerful combination of communications device, holo messenger, handheld computer, and personal database, datapads combine a number of common electronics in one easy-to-use package. Most have touch screens, but some use holographic imaging devices to project their data, and all can be connected to the galactic HoloNet. All datapads can be encrypted, and many have emergency data destructs that wipe their memory if they are lost or stolen.

Emergency Repair Patch : 25cr, E0, R1 - AoR 197
Used to perform temporary emergency repairs to keep machinery running until proper repairs can be done, nearly every mechanic in the galaxy keeps one or two of these handy patches on hand. Composed of a semi-flexible durasteel disk coated on one side with insulation and edged with auto-activating thermal welds, emergency repair patches come in a variety of sizes. From small enough to cover a blaster bolt hole, to meter-long sheets used to patch holes in starship hulls, emergency repair patches are as varied as they are versatile. They are designed to be quickly applied over a hole or tear in a ship's hull, droid's chassis, or machine's casing, keeping the vulnerable interior works of the machine safe and shoring up structural integrity. Emergency repair patches are one-use items that can be utilized to gain the normal bonus for having the right tools for a job at hand. Likewise, droids can use them to heal wounds similar to the way an organic being employs a stimpack. Using an emergency repair patch requires a character to spend a maneuver. When applied to droids, emergency repair patches heal 3 wounds, and up to five can be used in a single day. Using a sixth emergency repair patch has no effect, as by that point the droid is so patched and jury-rigged together that further patches would be useless. It takes one day for a droid's self-repair routines, or some actual repairs, to restore its body to enough functionality to be able to take any benefit from emergency repair patches. See page 233 for more information.
Droids cannot use stimpacks. However, they benefit from repair patches in a similar fashion as stimpacks, including the limit of five per day. However, emergency repair patches only heal 3 wounds per use (although their viability does not reduce over time). Fixing a droid's Critical Injuries requires Mechanics checks with a difficulty set by the Critical Injury's severity rating.

Fusion Cutter : 175cr, E2, R2 - AoR 197
These handheld, portable cutting torches are found throughout the galaxy in numerous industrial, technical, and even artistic operations. They use small, high-powered fusion batteries to produce intense plasma or laser beams used to weld metals together and to cut them apart, depending on the needs of the user. Their beams can easily cut through durasteel, duraplast, and even armored ship hulls with ease. Field mechanics often carry them into battle for emergency repairs of vehicles, droids, and other equipment. Fusion cutters can be adjusted to produce a fine, precise beam for welds or a broad, powerful beam good for brazing and cutting. Engineering and mechanic droids can have a fusion cutter directly installed in their chassis so that they always have one at hand, and they are especially common on astromech droids.
In a pinch, a fusion cutter can be used as a close-quarters weapon, and can cause some incredibly frightful wounds. If used as a weapon, a fusion cutter has a range of engaged, deals 5 damage, has a critical rating of 3, and possesses the Breach 1, Burn 3, Sunder, and Vicious 3 weapon qualities.

Holo-Messenger : 250cr, E0, R4 - AoR 186
Small, complex devices about the size of a human hand, holo-messengers are used when a personal touch is needed in the sending of a message. Equipped with a small holographic display emitter, these devices can be used either to send a one-time recorded message or to act as a receive-and-display device for a holographic transmission. When used, the messenger projects its hologram either directly over the user's hand or anywhere he wishes (up to a meter away). Easily concealed and transported, holo-messengers are often used by various Rebel cells to send and receive secret messages.

Lockpicking Tools : (R)50cr, E1, R6 - Fly Casual 49
While most locks in the galaxy rely on an electrical component, there exist locations and cultures without a steady supply of electricity. Unexpected loss of power can also mean that formerly electronic locks must be manipulated manually. In these cases, more archaic options are available to thieves and smugglers looking to surreptitiously breach physical security, including laser lockpicks and vibropicks.

PX-7 Heat Sensor : 250cr, E3, R7 - Keeping the Peace 50
The ChandrilTech PX-7 heat sensor used to detect anomalous variations in temperature nearby. This is useful for finding heat-emitting life forms and isolating certain kinds of damage in machines. These devices are especially helpful for any task that combines the two. such as locating vermin infestations in the hull of a starship Many ships have had critical hardware failures at inopportune Limes due to the presence of mynocks or other invasive lifeforms thaL damage wiring, power cells. and more. and so veteran spacers know the value of running a heat sensor sweep over their ship from time to time, just to be sure that nothing has taken up residence within the craft's hull.
A PX 7 heat sensor adds [ □ □ ] to Perception checks to find heat-emitting objects within short range and adds [ □ ] to Mechanics checks to remove Critical Hits from starships and Critical Injuries from droids.

Scanner Goggles : 150cr, E0, R3 - AoR 191
Scanner goggles are a lighter, wearable version of electrobinoculars equipped with a more limited set of optical enhancements. Produced in a variety of styles, scanner goggles typically feature passive light amplification and thermal imaging, along with polarized lenses and a number of filters for different lighting situations. They are usually issued to Rebel commandos or infiltrators, as they grant many of the benefits of electrobinoculars while leaving the hands free. When worn, scanner goggles allow the wearer to see normally in dark conditions.

Security Sweeper : 400cr, E1, R6 - Desperate Allies 53
Government officials and military personnel must maintain a vigilant guard against espionage, taking greats pains to ensure they are not being overheard or recorded. The world of intelligence and counterintelligence fluctuates as recorders become more complex and more difficult to detect, and sweepers advance to keep up with them. Security sweepers are optimized to detect specialized electronic components, ignoring mundane devices such as holocams or datapads. Security sweepers precisely locate recorders and listening devices, but they typically cannot identify the exact nature of any such device.
A character using a security sweeper may check an area for espionage tools by making an Average ( ♦ ♦ ) Computers check. If he succeeds, the device notifies him of the presence and location of any recording or espionage devices within medium range of his current location. If the device is particularly well-hidden, this check might be opposed by the Mechanics skill of the character who placed the device.

Sound Dampener : 600cr, E2, R7 - Desperate Allies 53
Using technology originally designed to minimize the constant background noise of a crowded metropolis, Veslox Corporation ingeniously realized the effect could be localized, and their sound dampener quickly became a bestseller in the criminal underworld. Small enough to be worn on a belt or mounted on a backpack, the device uses nearly instantaneous sound recognition to deploy sound-cancelling waves to eliminate or soften any sounds in the immediate vicinity. The sound dampener cannot cancel out a sound as loud as a blaster bolt, but it can make sounds such as footsteps virtually inaudible.
The spherical dampening field extends to short range around the device; add ■ ■ to checks to detect noise coming out of this area.

Verpine Bond Gauntlets : 250cr, E1, R6 – Strongholds of Resistance 115
Bond gauntlets are a Verpine invention designed to strengthen and reinforce an individual’s forearms, while providing stabilization to hand and arm movements. They are composed of a thin, flexible material that resembles the carahide exoskeleton of a Verpine, which extends from the top of the hands to the elbow. When an electric current is passed through the gauntlets, the material grows exceptionally rigid and supportive. Due to this additional stability, Verpine bond gauntlets grant their users a □ to checks made to handle volatile materials or perform delicate work. Such circumstances should be adjudicated by the GM on a case-by-case basis, and may include Computers and Mechanics checks to make delicate repairs and Skulduggery checks to pick locks or disable traps.

Verpine Headband : 500cr, E1, R6 - Strongholds of Resistance 115
Another Verpine invention is known simply as a Verpine headband. When worn, it administers small electric shocks to the sleep centers of the brain in an attempt to keep the wearer awake for extended periods of time. A character wearing a Verpine headband is not incapacitated by exceeding his strain threshold. Instead, for each strain he suffers over his threshold, he also suffers a wound, and for as long as his strain exceeds his threshold, he is disoriented.

Welding Rod : 1750cr, E4, R5 - Special Modification 47
Technicians need not only the ability to cut metal apart quickly. but the capacity to fuse it back together. A welding rod works on a simple principle, generating a jet or focused heat that liquefies small parts of two or more pieces of metal. creating a sturdy bond between the formerly separate pieces. The heat involved in this process is extremely dangerous to organic creatures, and can even sear clean through the much sturdier limbs of droids. For good reason, welding rods are typically sold with instruction manuals that highlight the danger involved in their use-which some technicians choose to aclively ignore when threatened in their workshops.
A welding rod adds automatic [Success] to Mechanics checks to repair droids, vehicles, and starships. The GM may spend [Despair] on any check made with a welding rod to inflict a Critical Injury (see page 216 of EotE) on the user.

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