Eek by sk8ah

Species
Hoojib
Career
Technician
Specializations
Droid Tech, Scavenger
System
Age of Rebellion

0
Threshold 8
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

1
4
4
2
2
3

Skills

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

Attacks

Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Vicious 3
Damage
5
Critical
3

0
265
900
4

Weapons & Armor

Fusion Cutter - ENCUM 2 - Handheld, portable cutting torches, their beams can easily cut through durasteel, duraplast, and even armored ship hulls. Carried for emergency repairs on droids and other equipment.

Personal Gear

Healer's Kit - collection of local natural medicines kept together in a case or pouch - can heal herself or other individuals without penalty - ENCUMB 2

Med Aid Patch- bandaid, when making a medicine check to heal wounds, a character can expend up to one med aid patch to add automatic Success and Advantage to the results of the check - ENCUMB 1

Synthetic Neurotoxin (1 dose) - synthetic poison, may be introduced to target via aerosol deployment, food ingestion, or injection, resisting has an average check for one dose, inflicts 5 wounds if the target fails check, each threat influects one strain on the target - ENCUM 0

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Energy Feeders 1 CSG Hoojibs May survive off of absorbing electrical energy.
Telepathy 1 CSG Hoojibs Cannot speak. May communicate by telepathically “broadcasting” speech to all beings within short range. May also “whisper,” broadcasting only to those who are engaged.
Primitive 1 CSG Hoojibs Upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available on their home planet, although individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM's discretion. May spend 10 XP at character creation to remove this penalty permanently.
Utinni! 1 ROTS 35 Remove setback per rank of Utinni! from checks to find or scavenge items or gear. Such checks take half the time
Tinkerer 1 ROTS 35 May add 1 additional hard point to a number of tiems equal to ranks in Tinkerer. Each item may only be modified once.
Exceed Specifications 1 ROTS 35 When making a check using an item, may add boost. The GM may spend 2 threat on the check to damage the item one step, or despair to damage it beyond usability.
Improved Exceed Specifications 1 ROTS 35 When the character takes the Exceed Specifications Incidental, upgrade the ability of the check once insted of the standard effect.
Dedication 1 ROTS 35 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Contraption 1 ROTS 35 Once per session, take Contraption action; make a hard mechanics check to fashion a device to solve a current problem using just the tools and parts on hand
Utility Belt 1 ROTS 35 Spent 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) froma tool belt or satchel.
Machine Mender 1 SM 31 When making a Mechinanics check to help a character heal wounds, the target heals 1 additional wound per rank of Machine Mender
Hidden Storage 1 SM 31 Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage
Speaks Binary 1 SM 31 When directing NPC droids, may grand them 1 boost per rank of Speaks Binary on Checks
Forager 1 ROTS 35 Remove up to 2 setback from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Background

Motivation

Duties

Description

Silhouette 0

Other Notes

Healer's Kit - SS p.48 - Rather than being purchased, a character must fashion her own container and equip the empty pack with native medicinal items through a Hard Survival check. A healer's kit allows the character to use the Medicine skill to heal herself or other individuals without penalty as described on page 123 of the Force and Destiny Core Rulebook. The GM may spend Despair on a Medicine check when a character is using a healer's kit to indicate that some or all of the medicinal items have been exhausted in the attempt. In such a case, the healer's kit cannot be used again until the character spends some time restocking and makes an Average Survival Check.

Fusion Cutter - GaG p.138 - Fusion cutters are handheld, portable cutting torches found throughout the galaxy in numerous industrial, technical, and artistic operations. They use small, high-powered fusion batteries to produce intense plasma or laser beams used to weld metals together or cut them apart. Their beams can easily cut through durasteel, duraplast, and even armored ship hulls. Field mechanics often carry them to battle for emergency repairs to vehicles, droids, and other equipment. Fusion cutters can be adusted 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 punch, a fusion cutter can be used as a close-quarters weapon with profile noted above.

Synthetic Standard Strength Neurotoxin - EotE p.172 - This is a general poison synthetically produced on hundreds of worlds (often illegally) that affects the biochemical reactions of most creatures, sometimes fatally. This poison may be introduced into he target's body via aerosol deployment, food ingestion, or injection (via an applicator or dart). Resisting a single dose has an Average difficulty, while two or more doses combined into a single application have a Hard difficulty. The poison inflicts 5 wounds if the target fails the check. Each threat generated inflicts one strain on the target as the effort of fighting the poison overwhelms him. Finally, the GM can spend Despair to make the target test against the poison again during the next round, as the poison remains in his system.

Med-Aid Patch - KtP

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