Bruk Mnpec by MikeJ

Species
Anx
Career
Bounty Hunter
Specializations
Gadgeteer/Martial Artist/Assassin
System
Edge of the Empire

10
Threshold 28
Current 0
Threshold 16
Current 3
Ranged 4
Melee 4

Characteristics

7
4
2
1
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 3
Charm (Pr) 0 Add boost/remove setback
Coercion (Will) 5 2 Automatic advantages
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 5 4 boosts, minus 1 setback/ 3 boosts -2 setback
Deception (Cun) 0
Discipline (Will) 4
Leadership (Pr) 0 Add boost/remove setback
Mechanics (Int) 6 1 auto success, 3 auto advantages three boosts
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0 Two boosts
Skulduggery (Cun) 0
Stealth (Ag) 2 Three boosts
Streetwise (Cun) 0
Survival (Cun) 1
Vigilance (Will) 5 Remove 1 setback from darkness/lack of visibility. Allow the detection of heat sources up to medium range.
Brawl (Br) 5 Deadly Accuracy
Gunnery (Ag) 4
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Manglers (one on each arm)
Range
Engaged
Skill
Brawl
Pierce 5. Vicious 2. Paired, Incidental to Draw, incidental to retrieve, Cortosis, stun
Damage
11
Critical
2
Garrote
Range
Engaged
Skill
Brawl
Damage
+0
Critical
Unarmed
Range
Skill
Brawl
Disorient 1 Knockdown
Damage
7
Critical
3
Missile Launcher
Range
Extreme
Skill
Gunnery
Superior (auto advantage) Accurate 2 (2 boosts) Lightweight, -1 from encumbrance of loaded missile
Damage
+1
Critical
Exogloves
Range
Engaged
Skill
Brawl
Knockdown
Damage
9
Critical
4
Heavy Energy Rifle
Range
Extreme
Skill
Gunnery
5 hp, auto-fire, pierce 4, 9 blast, accurate 1 long range and extreme range reduced by 1. 2 setbacks to maintain.
Damage
18
Critical
3
Exoglove grapple
Range
Medium
Skill
Gunnery
Manoeuvre to pull towards
Damage
-
Critical
-

0
21/32

Weapons & Armor

Exoglove x 2
Manglers (one on each arm)
Heavy Energy Rifle 5/5 hard points; Hands free attached to shoulder, uses two HPs on armour.
Telescopic Scope- reduce long and extreme by 1
Amplifying Chamber- fully modded.
Augmented Spin Barrel- fully modded

Fabricator's Protective Gear with goggles- armour insert modification.
(12 soak vs blast)
Augmentative Armour- scratch built from materials +1 soak, sealable, 1 encumbrance, 3 defense, built in Superior: 9/9 hard points used. Also includes:
Fabricator's Protective Gear.
Utility Arm- two boosts to mechanics,
extra manouvre costs 1 strain (down from 2).
Repulsor- Assisted Lifting, fully modded.
Tracking System - Fully Modded.
In-Helmet Scanner- Fully modded.
Upgrade ability of checks to track a designated target once. Spend maneuver to designate a target while within line of sight - or having a tracker or comms line open.
Bio Support Dispenser- Fully Modded. When healing strain at end of an encounter, heal 2 wounds as well. First time in an encounter that wounds exceeds half their wound threshold, armour automatically applies a stimpack to character.

Vacuum Sealed. NOT INSTALLED

Personal Gear

Jetpack

Massive cowboy hat.

Droid brain in Armour- acts as astromech for astromech npc manoeuvres

Manacles
Schematics: Augmentative Armour, Combat Armour, Energy Pistol, Missile: Create a schematic that permanently reduces the difficulty of creating armor of this template by 1 (to a minimum of Simple 0 difficulty)

Antivenom

Augmetic Arm attached to armour- agility boost, Integrated:
Brass Knuckles
"Breaker", Heavy Hydrospanner: Adds an automatic advantage to mechanics checks.

Rivet Gun:- Reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1 (to a minimum of Simple).

Multi Goo Gun- Automatic Advantage on Mechanics checks to repair droids, vehicles, or starships. GM may spend 2 Threat or Despair on a Mechanics or combat check made using a multi-goo gun to have all of its spray cartridges run out; it cannot be used at all until refilled. A pack that includes replacements for all three substances costs 20 credits and has a rarity of 2. Placing a refill pack in a multi-goo gun requires an action.

Agility "leg" (second mechanical limb) advantage on Coercion and
Mechanics. Integrated Specialist tool, adds automatic success and advantage to mechanics. Encumbrance 1. Agility +1

Cybernetic +1 Coordination
Cybernetic +1 Mechanics
Cybernetic +1 Coercion
Biofeedback Regulator
Neuromachine Interface
Cybernetic +1 Vigilance
Cybernetic +1 Discipline
(8/8)

Intelligent Toolbox- Additional qualities: An intelligent toolbox counts as a tool kit. Additionally, it reduces the time required for repairs, crafting, and other Mechanics related tasks by 50%.

Two backpacks.

Verpine Headband

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 4 More Wounds
Jury Rigged 1 Damage +1 on Heavy Energy Rifle
Armor Master 2 Reduce Pierce by rank. Minimum Soak of Rank even vs Breach
Kill with Kindness 1 Remove a Setback Die (Black Die) per rank of Kill with Kindness from all Charm and Leadership checks the character attempts.
Tinkerer 1 Hard point added to armour
Intimidating 1 Spend strain equal to ranks to downgrade difficulty of Coercion check against enemy, or upgrade against me by ranks.
Iron Body 2 Remove setback (add boost) per rank from coordination and resilience checks, reduce crit rating of unarmed attacks by rank
Lethal Blows 3 +30 to crit injury table
Grit 3 More Strain
Durable 1 Can reduce crit injuries by -10 to minimum of 1- picking results.
Loom 1 When nearby ally makes successful Charm, Deception or Negotiation check, add Advantages per rank in Coercion (5).
Grapple 1 Once per round manoeuvre, until start of next turn, foes must spend two manoeuvres to disengage from me.
Master Artisan 1 Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of next mechanics or crafting check to a minimum of Easy.
Signature Vehicle 1 Upgrade the ability of all Mechanics checks made to work on the vehicle once (armour)
Fearsome 4 When engaged force fear check (4 dice discipline or cool)- table for effects. Can spend 2 strain to add ranks in coercion equal to ranks in Fearsome (four red)
Parry 2 4 damage On suffering a hit in melee, after damage is calculated (before soak) Suffer 3 strain, reduce damage dealt by 2 plus ranks in Parry.
Bad Cop 2 Spend two advantage results from Deception or Coercion check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.
Natural Brawler 1 Once per session, reroll brawl check
Scathing Tirade 1 Action: Make an Average Coercion check. For each success result, one enemy within short range suffers 1 strain. For every advantage spent, one target already affected suffers 1 additional strain.
Coordination Dodge 1 When the target of combat check, spend one Destiny Point to add Coordination Rank (5) as failure results.
Stalker 3 Boost to Coordination and Stealth by rank
Resourceful Refit 1 Average Mechanics check. May destroy an item and reduce the price of the next item I make or buy by that amount. Items have to be comparable unless Bruk is crafting them, or they're a attachment.
Quick Strike 1 Boost dice per rank to combat checks made against target that has not yet acted.
Gearhead (M1-FD) 1 Remove setback/add boosts from mechanics per rank. 50% off modding attachments
Solid Repairs (M1-FD) 1 1 more hull repaired on successful repair check on vehicle per rank
Dodge 2 Suffer Rank number of strain, then upgrade the difficulty of the combat check by rank.
Deadly Accuracy 1 Brawl
Precision Strike (Improved) 1 Once per round on crit with brawl, melee, lightsaber, 2 strain to change result to any average crit
Deadly Reputation 8 Once per session, incidental, 1 DP, increase difficulty AND upgrade of all skill checks vs all friendlies by 1 and add 2 setbacks until end of my turn in four turns time.
Nobody's Fool 1 Charm, Coercion, and Deception checks upgraded once for each rank.
Natural Enforcer 1 Reroll one Coercion check per session
Momentum 1 On melee attack, the character deals additional damage equal to the number of range bands they moved during the current round.
Heavy Hitter 1 Once per session, the character may spend a triumph result on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.

Background

Motivation

Obligations

Description

Other Notes

Return to Top