Sinovar

Class: Expert
Background: Technician]br]   Str: 9 Dex: 8 Con: 12 Int: 14 (+1) Wis: 11 Cha: 10
  Level: 5 HP: 27 AC: 12 (in vacc suit - dex penalty)
  Attack Bonus:
Shoot: 3 Stab: 0 Punch: 0
  Saving Throws:
Physical: 10 Evasion: 09 Mental: 10
  ****** 1 unused skill points
  Skills:
Exert 0, Fix 1 (+1), Know 2 (+1), Notice 1, Pilot 1, Program 0, Shoot 1, Talk 1
  Foci:
  Technobabble Solution 1: Make a Difficulty 8 Know check to be able to convert 1d6 pieces of salvage into any TL 4 device. This device will last a number of turns of active use equal to the number of pieces of salvage used. The salvage is consumed at the end of the device's activity. Creating the device takes 1 hour per piece of salvage used. The scientist may choose to use less salvage than their roll, to make a device more quickly, but will have fewer uses.
  Technobabble Solution 2: Make a Difficulty 8 Know check to be able to convert 1d6 pieces of salvage and 1 piece of Pretech salvage into any TL 5 device. This device will last a number of turns of active use equal to the number of pieces of salvage used. The salvage is consumed at the end of the device's activity. Unless a difficulty 10 Know check is made, the Pretech salvage is also consumed. Creating the device takes 1 hour per piece of salvage used. The scientist may choose to use less salvage than their roll, to make a device more quickly, but will have fewer uses.
  Unique Gift: Talent of the Faceless One: Once per game session Sinovar's player can change a single, concrete detail in a scene to be in his favor.
  Diplomat 1: Gain Talk as bonus skill. Speak all languages common to the sector and learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.
  Single Class Expert Ability:
  Once per scene you can reroll a failed skill check, taking the new roll if it's better.
  Equipment Readied: (Up to 4 encumberance worth of items)
  Fabulous Armored Vacc Suit - AC 13, Enc 2
Founder Plasma Cutter Modified Into Flame Thrower Carbine - +1 to hit, 2d6 plasma damage, range 25/50, Enc 1, 5 shots per energy cell, counts as one maintained mod
  Equipment Stowed: (Up to 9 encumbrance worth of items)
  Field Radio (Enc 1)
Dataslab (tablet computer) (Enc 1)
Metatool (Enc 1)
Mag Pistol - 2d6+2 kinetic damage, range 100/300, Enc 1, 6 shot magazine
Periscope - Modded with Founder Salvage to provide +2 initiative, counts as one maintained mod (Enc 1)
3 extra magazines for Mag Pistol (Enc 1)
3 extra type A power cells (Enc 1)
  Tiny Stowed Equipment that Does not Cause Encumbrance[
  Ident Card w/ 1400 bir
  Equipment Owned but not carried
  TL 4 Toolkit (Enc 3)
4 units of spare parts
1 point pretech salvage
Sinovar
Science officer for the Yara
Children

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