Rogue Technician

Rogue Technician
Dex: 2D+1; blaster, dodge, pick pocket
Kno: 3D; business, streetwise, value
Mec: 3D; communications, repulsorlift ops, sensors, starship gunnery, starship shields
Per: 3D; bargain, con, search, sneak
Str: 2D+2; brawling, climbing/jumping, lifting
Tec: 4D; computer program/repair, first aid, repulsorlift repair
Species: Human
Move: 10
Force Sensitive: Yes or No
Force Pts: 1
Character Pts: 5
Credits: (see creation notes)
Equipment: Equipment based on technician specialist choice (see creation notes)
Racial Abilities: n/a
Creation Notes: Technician Specialist: add additional skills, equipment, credits, and any special notes from one of the following:
Grease Monkey: Additional Skills – ground vehicle repair, hover vehicle repair, pod racer repair, swoop repair, and choice of (ground vehicle operation, hover vehicle operation, pod racer operation, and swoop operation). Equipment – blaster pistol (4D), comlink, datapad with vehicle repair manuals, power prybar (adjustable +1D to +3D to STR to pry), servodriver (+1 to +1D to repair skill, GM discretion), zZip Motor Concepts Astral-8 (non-operational; requires 2000 credits worth of parts to repair), 100 credits.

Slicer: Additional Skills – hide, investigation, communications repair, droid programming, and security. Equipment – comlink, datapad, microthrust portable computer (+1D power; adds to computer programming/repair skill), hold-out blaster pistol (3D), mem-stik (holds 1D of data), scomp spiker (destroys computer components or terminals), Piercer II computer spike (+2D one use to computer programming/repair), 500 credits. Bounty – 7500 credits to Criminal Organization (capture only, no disintegrations; criminal organization to be determined at character creation – Black Sun, Brains, Ghost, Hutt (Cormba, Durga, Jabba, or Ogus) automatically reinstated 3 modules later if removed by any method other than payoff with a meeting with a criminal organization member).

Spacer Tech: Additional Skills – archaic starship repair, capital ship repair, space transport repair, starfighter repair, and starship weapon repair. Equipment – blaster pistol (4D), comlink, datapad with starship repair manuals, starship tool kit (+1D to starship repair skills), hydrospanner (+1 to +1D to repair skill, GM discretion), tech vacuum suit (not heated), 250 credits.

Droid Tech: Additional Skills – armor repair, droid programming, droid repair, machinery repair, security. Equipment – comlink, blaster pistol (4D), droid caller, 2 sets of restraining bolts and callers, MK-11 Droid Diagnostic (+1D to droid repair), 500 credits.

Demolitionist: Additional Skills – armor repair, blaster repair, blaster artillery repair, grenade, thrown weapons, demolitions, and security. Equipment – comlink, blaster pistol (4D), 1kg cube of detonite (10D), 2 frag grenades (5D), 2 Merr-Sonn stun grenades (6D), 10m detonite tape, 2 remote triggers, 2 timers, 250 credits.

Tinkerer: Additional Skills – armor repair, blaster repair, droid repair, machinery repair, security. Equipment – comlink, blaster pistol (4D), datapad, tech scanner (+1D to repair skills), hydrospanner (+1 to +1D to repair skill, GM discretion), 250 credits.

Weapon Designer: Additional Skills – blaster repair, blaster artillery repair, firearms repair, melee weapons repair, and choice of (bowcaster repair, fire lance repair, flamethrower repair, pulse-wave weapon repair, tensor weapon repair). Equipment – comlink, blaster pistol (4D), datapad with weapon schematics, servodriver (+1 to +1D to repair skill, GM discretion), 500 credits.

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