7th - Q7-SPDR - "Q" by BadgersDontCare

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

6
Threshold 14
Current 0
Threshold 12
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
1
5
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 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 2
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) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

5
365
0

Weapons & Armor

--- Worn ---

Katarn-class Commando Armor :
Def 1, Soak 2, [R]6,500cr, E1/4, HP2/3, R7
+ Utility Arm : 2150cr, 2HP, R3
Adds □□ to Mechanics checks and may modify other checks at the CM's discretion.
Spend 1 Strain to get one extra Maneuver.

Personal Gear

Cybernetics :

Multi-Tool Hand : 650cr E0 R6

Gear :

Concealed Recorder : 175cr E0 R3
Datapad : 75cr E1 R1
Emergency Repair Patch x2 : 25cr E0 R0
Foamcast : 25cr E1 R2
+□ to repair vehicles Hull.
Fusion Cutter : 175cr E2 R2
Holo-Messenger : 250cr E0 R4
Lockpicking Tools : (R)50cr E1 R6
PX-7 Heat Sensor : 250cr E3 R7
+□ to repair vehicles crit.
Scanner Goggles : 150cr E0 R3
Shock Gloves (R2 Stick) : 300cr E0 R2
Verpine Headband : 500cr E1 R6

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

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

•Damage Control - Hull Threshold - !roll [aapppbbbd]
•Damage Control - System Strain - !roll [aapppbbd]
<50% = (♦) --- >50% = (♦ ♦) --- >100% = (♦ ♦ ♦)
•Repair Critical - !roll [aapppbbbbd]

•Plot Course - !roll [aaaapdd]
Each (S) reduce ■ suffered for difficult terrain.
(♦ ♦) Astrogation or (♦ ♦ ♦) Perception check

•Copilot -
Each (S) downgrade difficulty of next piloting check.
(♦ ♦) Piloting check

•Boost Shield - !roll [aapppbbddd]
AoR 248
(♦ ♦ ♦) Mechanics check

•Jamming - !roll [aaaapdd]
Enemy must make (♦ ♦) computer check to use comms. Each additional (SS) increase difficulty by 1. Each (A) affect 1 additional target.
(♦ ♦) Computer check

•Scan the Enemy - !roll [aapddd]
If successful, he learns what weapons the ship has. its modifications, and its system strain and hull trauma thresholds. If he spends ✔✔ he can also learn its current system strain and hull trauma levels.
(♦ ♦ ♦) Perception check

•Spoof Missiles - !roll [aaaapdd]
If successful, any attacks against the crewmember's ship or vehicle using weapons with the Guided quality upgrade their difficulty by one (plus an additional upgrade for every additional (AA)) until the start of the crewmember's next turn.
(♦ ♦) Computers or (♦ ♦ ♦) Vigilance check

•Watch Your Back! - !roll [aaaapdd]
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 - !roll [aaaapdd]
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 (SS) beyond the first. The Target Lock remains in place for one round, plus one additional round per (AA) generated on the check. Any (Triumph) generated indicates the number of turns an astromech must wait before another attempt at Target Lock may be made.

Obligations

Description

Other Notes

Technician - Mechanic (Base Spec) - (Talents : 135xp)
■ ■ ■ ■ - (xp) - Gearhead - Toughened - Fine Tuning - Solid Repairs
□ ■ □ □ - (xp) - Solid Repairs
□ ■ □ □ - (xp) - Enduring
□ ■ ■ □ - (xp) - Solid Repairs - Fine Tuning
□ ■ ■ □ - (xp) - Hold Together - Dedication

Engineer - Shipwright (30xp) - (Talents : 15xp)
■ □ □ □ - (xp) - Dockyard Expertise
■ □ □ □ - (xp) - Solid Repairs
□ □ □ □ - (xp) -
□ □ □ □ - (xp) -
□ □ □ □ - (xp) -

#Starting XP
+365xp : Race 175xp, Duty 5xp, Knight 150xp, Respec 35xp.
#Total Spent :
-350xp
#Characteristics :
-180xp : 20xp Brawn, -90xp Intellect, -50xp Cunning, 20xp Willpower.
#Starting Skills :
Career : Technician
+1 Astrogation , +1 Computers, +0 Coordination, +1 Discipline, +1 Mechanics, +1 Perception, +0 Piloting (Planetary), +1 Knowledge: Outer Rim.
Spec.: Mechanic
+1 Mechanics, +0 Piloting (Space), +1 Skulduggery, +1 Brawl.
Race : See Talents.
#Paid Skills :
-
#Extra Specialization :
-30xp Shipwright.
#Talents :
-150xp : -5xp Toughened, -5+10+20xp Solid Repairs, -15xp Enduring, -5+20xp Fine Tuning, -25xp Dedication, -5xp Gearhead, -5xp Dockyard Expertise, -10xp Solid Repairs.

Starting Credits : 11500cr (Base 500cr, Duty 1000cr, Knight 9000cr, Respec 1000cr)
Spent : 11500 / 11500

Katarn-class Commando Armor : [R]6,500cr, E1/4, HP3, R7
Utility Arm : 2150cr, 2HP, R3
Multi-Tool Hand : 650cr E0 R6
Concealed Recorder : 175cr E0 R3
Datapad : 75cr E1 R1
Emergency Repair Patch x2 : 25cr E0 R0
Foamcast : 25cr E1 R2
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
Shock Gloves (R2 Stick) : 300cr E0 R2
Verpine Headband : 500cr E1 R6
Utility Belt : 25cr R0 (E+1)
Military Belt Pouch : 10cr E0 R0
MK.III Modular Backpack : 165cr R1 (E+8)

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