Keth by Geose404

Species
Gank
Career
Technician
Specializations
Droid Tech/ Seperatists Commander /Force Sensitive exile
System
Edge of the Empire

3
Threshold 13
Current 0
Threshold 14
Current 0
Ranged
Melee

Characteristics

2
3
7
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) X 3
Computers (Int) X 4
Cool (Pr) X 0
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 0
Mechanics (Int) X 4
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) X 0
Stealth (Ag) 0
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Force Shield
Range
Engaged
Skill
Melee
Defensive 3 Deflection 3, encumbrance 1 5HP wrist mounted (2HP) Under-Barrel Grapnel Launcher (2hp) Ion Shielding (1HP) +4 Soak vs ion
Damage
+0
Critical
5

0
600
45
x/27

Weapons & Armor

Customizable Armor (11A) 775 CR (-500 Cr) 16 Hours +2 Soak, 3E, 0 Hp, Special Embellishment (Coercion)
-Vacuum sealed 1 HP 2x (+2h of Air) (-1300Cr)
-Repulser-Assist Lifting 2HP +7 Encumbrance threshold, upgrade athletics checks twice (-2000Cr)
-Intigrated Holsters Increase Encumb threshold by 4 and can holster up to 4 weapons of 3E or less and use the inate talent quick draw (-900)

Custom Customizable Burning Blaster pistol Inaccurate (-200Cr)

Energy shield 700Cr 2Hp
(9A) Deflective 3, Defensive 1, Knockdown
Wrist Mounted(-275Cr),

Personal Gear

General Mechanics kit Masterwork Upgrade all checks and add 1 auto advantage from safety features and reduce encumbrance to 1E -100Cr

Integrated tools Computers kit in to the +1 Int cyber mod -2,550kCr

utility belt -25Cr +1Encumb threshold

Assets & Resources

5 stimpacks -125Cr
5 emergency Repair patches. -125
Military pack with 2 cargo moduals +8 E threshold-60Cr
Restraining bolt 35Cr
Stimpack applicator 1E Applying any number of stimpacks is now only a maneuver. Normal limits on multi doses still apply.
Limited ammo 10 (-50Cr)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Speak Bianary 2 The character grants a boost dice per rank of Speaks Binary to any tasks they direct Non-Player Character droids to perform.
Improved Speak Bianary 1 When the character directs a Non-Player Character droid to assist any character with a check, that droid provides an additional boost dice to the check with which it is assisting (beyond the usual benefits of assistance).
Supreme Speak Bianary 1 Once per encounter, the character may perform the Speaks Binary maneuver, choosing one skill. Until the beginning of their next turn, a number of Non-Player Character, non-minion droids up to their ranks in Speaks Binary may use the character's ranks in the chosen skill (rather than their own ranks in that skill).
Deft maker 1 The character removes a setback die per rank of Deft Maker from [their] checks to repair, modify, construct, and program droids. In addition, materials to craft droids cost the character 50% less (this does not decrease with additional ranks of Deft Maker).
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.
Machine mender 1 When this character makes a Mechanics check to help a character heal wounds, the target heals one additional wound per rank of Machine Mender. (Typically, only droids can be healed with Mechanics check.)
Grit 2 +1 Strain per rank
Redundant systems 1 Once per game session, the character can take a Redundant Systems action to make a Easy difficulty 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). This only works, however, if the functioning device is at least the same size and technological level as the device being repairs (it's impossible to repair a starship with a blaster pistol).
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 one success in the results at the end to succeed on the check.)
Rerout processor 1 Once per encounter, the character may perform the Reroute Processors action on a droid [they] are engaged with by making an Average difficulty Computers check. If successful, the character decreases on of the droid's characteristics by one (to a minimum of 0) until the end of the encounter and increases another of its characteristics by one (to a maximum of 7) until the end of the encounter. If the character is a droid, it may perform this action on itself.
Intimidating 2 When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating.
Scathing Tirade 1 The character may take the Scathing Tirade action by making an Average difficulty Coercion check. For each success result, one enemy within short range suffers 1 strain. The character can also spend advantage results; for every advantage spent, one target already affected suffers 1 additional strain.
Improved Scathing Tirade 1 Each enemy affected by Scathing Tirade suffers a setback dice on all skill checks for a number of rounds equal to the character's ranks in Coercion; this does not stack with itself.
Supreme scathing tirade 1 The character may voluntarily suffer 1 strain to perform Scathing Tirade as a maneuver instead of an action.
Lead from the back 1 Once per round when an enemy makes a successful combat check targeting the character ,the character may spend 1 Destiny Point to perform the Lead from the Back incidental. The character chooses one allied NPC subordinate within short range, who becomes the target of the attack instead. At the GM's discretion, the character may select an allied NPC at a greater distance if they are between the character and the attacker.
Lead from the front 1 After succeeding on a Leadership check or other check to inspire, lead, or rally an audience, the character may spend 1 Destiny Point to upgrade the ability of the next combat check made by each ally within short range once.
Droid commander 1 Once per encounter, the character may perform Field Commander as a maneuver instead of an action. All affected allies must be droids.
Field commander 1 The character may take a Field Commander action. By successfully passing an Average difficulty Leadership check, a number of allies equal to [their] presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Improved Fieldcommander 1 When taking a Field Commander action, the character may affect allies equal to twice [their] Presence. In addition, they may spend a triumph result generated on [their] Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver.
Uncanny senses 1 Force talent. The character adds a boost die per rank of Uncanny Senses to [their] Perception checks.
Convincing demeanor 1 The character removes a setback die per rank of Convincing Demeanor from [their] Deception and Skulduggery checks.
Sense Danger 1 Force talent. Once per game session, the character may remove two setback dice from any one skill check.
Street Smart 1 The character removes a setback dice per rank of Street Smarts from [their] Streetwise and Knowledge (Underworld) checks.

Force Powers

Force Rating
1
Power
Manipulate
Description
The Force user may spend a Force point to cause one vehicle or starship [they] are engaged with to recover one system strain. The user may activate this multiple times, increasing the system strain recovered by one each time.
Upgrade Effect
Control The power gains the ongoing effect: Commit a Force die. One damaged weapon or item counts as being undamaged. This can be activated multiple times.
Control When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool. The user may spend a Force point to gain a success or advantage result (user's choice) on the check. The user may activate this multiple times, adding additional success or advantage results to the check each time.

Background

Motivation

Obligations

Description

Other Notes

(Free start) Implanted CyberJack (LoNH p.107) Once per check the character may suffer 2 strain to decrease the difficulty of a computer check to disable a security device or slice into a computer system by one
(Free start) Gank Comm implant: Not compatible with normal com-links.
(Free Start) SURGE OVERRIDE SWITCH Once per encounter as an action. a character with
a surge override switch may make an Average (PPP) Discipline check. If he succeeds. he may reactivate any number of cybernetic implants that have been overloaded by weapons with the Ion quality, the Overcharge talent. or similar effects. For each implant he reactivates this way, he suffers 2 strain. A surge override switch cannot be disabled by Ion weapons or overloaded by other means.
(2550Cr) Intelligence Implant: +1 intelligence integrated com-link and computer slicing kit with auto advantage (V)

Return to Top