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Eric
Andrew Tygers - Field Technician
Combat
Andrew Tygers - Field Technician
Combat
Skills:
Knowledge* Gunnery +2
* Firearms +3
* Throwing +5
Features:* Firearms +3
* Throwing +5
o Area Burst Fire (spending 10 bullets in a shot, the attack roll targets every character in a Close formation)
o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense)
o Combat Pilot (when piloting or driving a vehicle you may take a maneuver (Good) to get a +2 bonus to attack from moving the vehicle in an advantageous position)
o Evasion (half damage from area attacks)
o Flesh Wound (12)
o Grenades
o Improved Life Threshold (+2)
o Pistols
o SMGs
o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense)
o Combat Pilot (when piloting or driving a vehicle you may take a maneuver (Good) to get a +2 bonus to attack from moving the vehicle in an advantageous position)
o Evasion (half damage from area attacks)
o Flesh Wound (12)
o Grenades
o Improved Life Threshold (+2)
o Pistols
o SMGs
Skills:
Perception* Biology +2
* Chemistry +3
* Computer Programming +2
* Cryptography +4
* Cybertech +5
* Medicine +5
* Robotics +4
* Security Systems +2
Features:* Chemistry +3
* Computer Programming +2
* Cryptography +4
* Cybertech +5
* Medicine +5
* Robotics +4
* Security Systems +2
o Explosives
Skills:
Social* Net Navigation +3
* Search +5
Features:* Search +5
o Junkmeister (+2 bonus on search rolls to find useful components)
o Scrounge (the character receives a +4 competence bonus to any search rolls to find useful components)
o Danger Sense (roll Perception. With a Good success the character is usually aware that there is something wrong. This pertains only to personal danger, not danger to others. In an ambush this ability is only activated soon enough for the character to not be caught unaware, he has no time to act previous to an attack)
o Scrounge (the character receives a +4 competence bonus to any search rolls to find useful components)
o Danger Sense (roll Perception. With a Good success the character is usually aware that there is something wrong. This pertains only to personal danger, not danger to others. In an ambush this ability is only activated soon enough for the character to not be caught unaware, he has no time to act previous to an attack)
Skills:
Tech* Discern Motives +2
Skills:
Body* Computer Operation +5
* Demolitions +3
* Drive +2
* Electronics Engineer +5
* Locksmith +2
* Mechanical Engineer +5
* Medicine +5
* Sensor/Comm Systems +5
* Traps +5
Features:* Demolitions +3
* Drive +2
* Electronics Engineer +5
* Locksmith +2
* Mechanical Engineer +5
* Medicine +5
* Sensor/Comm Systems +5
* Traps +5
o Cybertech
o Explosive Disposal (+4 bonus to neutralize explosives)
o Improve Kit (spend 1 Tech Strain and work for one hour at a mechanic, electric, cyber or medicine kit, that kit offers a +1 bonus to the next 10 uses the character makes of it)
o Keep it Together (spend 1 Tech Strain, as a Complex Action you may keep a piece of mechanical tech you are actively working on to keep working even after it is under disabled threshold)
o Mechanics (Aircrafts)
o Mechanics (Anthropomorphic)
o Mechanics (Automobiles)
o Mechanics (Weapons)
o Electronic Warfare
o Mr/Ms Fixit (+2 to any repair roll)
o Overtorque (with one hour to prepare, you may select one of the following modifications to the vehicle: speed +25%, handling +4, defense +2, hits +10, armor +2; these modifications last for 10 minutes after they enter into effect; increase the error-range of any vehicle modified in this way by 1)
o Recycler (+2 competence bonus on mechanics, electronics, cybertech, chemistry or any other technical skill to recover components when unassembly a piece of tech)
o Saboteur (+2 to any disable device roll)
o Explosive Disposal (+4 bonus to neutralize explosives)
o Improve Kit (spend 1 Tech Strain and work for one hour at a mechanic, electric, cyber or medicine kit, that kit offers a +1 bonus to the next 10 uses the character makes of it)
o Keep it Together (spend 1 Tech Strain, as a Complex Action you may keep a piece of mechanical tech you are actively working on to keep working even after it is under disabled threshold)
o Mechanics (Aircrafts)
o Mechanics (Anthropomorphic)
o Mechanics (Automobiles)
o Mechanics (Weapons)
o Electronic Warfare
o Mr/Ms Fixit (+2 to any repair roll)
o Overtorque (with one hour to prepare, you may select one of the following modifications to the vehicle: speed +25%, handling +4, defense +2, hits +10, armor +2; these modifications last for 10 minutes after they enter into effect; increase the error-range of any vehicle modified in this way by 1)
o Recycler (+2 competence bonus on mechanics, electronics, cybertech, chemistry or any other technical skill to recover components when unassembly a piece of tech)
o Saboteur (+2 to any disable device roll)
Skills:
* Endurance +4
Features:
o Fast Reflexes
Mind
Skills:
CYBERTECH* Concentration +2
# Bio-computer (4 hard and 4 control slots; cost 1)
Neuralware Storage (1 hard, cost 2) (20KW capacity)
Chipware Slot (1 hard, cost 2)
Chipware Slot level 2 (1 hard, cost 4)
Chipware Slot (1 hard, cost 2)
Chipware Slot level 2 (1 hard, cost 4)
# Interface Plug (cost 1)