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Character Image: Graz the BuilderEdge of the Empire

Graz the Builder

Gank
Technician
Cyber Tech
42

Graz the Builder is covered in scarred yellow plating.

Species Features

  • Ganks may begin the game with one rank in Vigilance.

  • Ganks may begin play with up to two cybernetic implants that cost up to 5,000 credits. Extra credits for obligation may be applied to purchase these cybernetics.

5
14 0
12 0
0 0
2 3 5 3 2 1
General Skills Career Rank
Astrogation (INT)
Athletics (BR)
Brawl (BR)
Charm (PR)
Coercion (WILL)
Computers (INT)
Cool (PR)
Coordination (AG)
Core Worlds (INT)
Deception (CUN)
Discipline (WILL)
Education (INT)
Gunnery (AG)
Leadership (PR)
Lightsaber (BR)
Lore (INT)
Mechanics (INT)
Medicine (INT)
Melee (BR)
Negotiation (PR)
Outer Rim (INT)
Perception (CUN)
Piloting - Planetary (AG)
Piloting - Space (AG)
Ranged - Heavy (AG)
Ranged - Light (AG)
Resilience (BR)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Underworld (INT)
Vigilance (WILL)
Warfare (INT)
Xenology (INT)
Weapons Skill Damage Crit Range Qualities
Relby-K23 Blaster Pistol Ranged - Light
6 3 Medium Pierce 2, Stun Setting
relby-k23-blaster-pistol-6815
Ranged - Light
6
3
Medium
600
1
1
6

Qualities

Pierce 2

Stun Setting

Attachments

Cost

Rarity

Hard Points: -/1

Corellian Arms CR-8 Takedown Rifle Ranged - Heavy
9 3 Extreme Prepare 2, Pierce 2, Slow Firing 1, Accurate 2
corellian-arms-cr-8-takedown-rifle-7975
Ranged - Heavy
9
3
Extreme
3250
4
1
7

Qualities

Prepare 2

Pierce 2

Slow Firing 1

Accurate 2

Attachments

Cost

Rarity

Hard Points: -/1

0 260 50 10 3
Critical Injury Difficulty Severity Description
Armor Soak Defense Qualities
Merr-Sonn N-57 Armor 2 -
merr-sonn-n-57-armor-7882
2
-
3000
5
5
6

Qualities

Attachments

Cost

Rarity

Hard Points: -/5

Equipment and Gear Quantity Encumbrance Rarity Price
Cybernetic Brain Implant 1 - 6 10000
cybernetic-brain-implant-3237
1
-
6
10000

Cybernetic Brain Implant

One fascinating invention in the field of cybernetics is the cybernetic implant, a computer device designed to augment the user's brainpower. One example, the Aj^6 implant, is a common enhancement for those who must oversee large operations or process vast amounts of data on a regular basis. The implant fits around the user's ears and back of the head, melding with the user's brain to achieve superior reasoning speeds as well as to store information for later analysis. The popular unit also allows for remote computer control as well as comlink capability.

A cybernetic brain implant provides + 1 Intelligence and includes a comlink and computer access link.

Models Include: BioTech Borg Construct Aj^6 Cybernetic Implant.

<font size=1>Please see page 174 of Edge of the Empire for details.</font>

Qualities

Cybernetic Arms (Mod VI) 1 - 6 10000
cybernetic-arms-mod-vi-1464
1
-
6
10000

Cybernetic Arms (Mod VI)

BioTech Industries is a leading supplier of cybernetic devices across the galaxy, and its Mod V and Mod VI cyberarms are made to fit hundreds of alien species. These cyberarms are designed for increased strength (in the case of the Mod V) or manual dexterity (in the case of the Mod VI). Although intended to replace limbs lost in accidents, BioTech sees plenty of sales to those who don't mind replacing their arms with mechanical equivalents.

The Mod V Cyberarm provides + 1 Brawn, while the Mod VI provides + 1 Agility. If a character replaces both arms with cybernetic enhancements, he must use the same model, as they are designed to work in tandem. However, the modifiers from both arms do not stack.

Models Include: BioTech Industries Cyberarm Mod V and Mod VI.

<font size=1>Please see page 173 of Edge of the Empire for details.</font>

Qualities

Cybernetic Eyes 1 - 6 7500
cybernetic-eyes-4522
1
-
6
7500

Cybernetic Eyes

Perhaps one of the most difficult cybernetic enhancement is replacement eyes, for most observers can detect even the slightest error. Athakam MedTech's line of cybernetic eyes passes such inspection, with many agreeing the Mod III is perhaps their finest achievement. Although they are obviously not the user's natural eyes, they grant the user increased visual acuity and recognition.

Users with cybernetic eyes gain + 1 Vigilance and Perception.

Models Include: Athakam MedTech Cybernetic Eyes Mod III.

<font size=1>Please see page 174 of Edge of the Empire for details.</font>

Qualities

Implant Armor 1 - 6 7500
implant-armor-2018
1
-
6
7500

Implant Armor

Another product from the ubiquitous Tagge Company and other corporations, implant armor is useful for occasions where obvious armor protection might be impractical or even act as an insult to prospective business partners. These thin plates rest under the skin, where they can absorb enemy fire with little serious damage to vulnerable tissue.

Implant armor provides + 1 soak.

Models Include: TaggeCo Implant Armor Mod V, Bio-Tech "Duraskin" Implant.

<font size=1>Please see page 174 of Edge of the Empire for details.</font>

Qualities

Multi-Tool Hand 1 - 4 650
multi-tool-hand-4711
1
-
4
650

Multi-Tool Hand

  Please see page 44 of the Cyphers and Masks Sourcebook for details.

Qualities

Implanted Cyberjack 1 - 6 3750
implanted-cyberjack-7213
1
-
6
3750

Implanted Cyberjack

Usually taking the form of a prosthetic finger or other artificial appendage, a cyberjack allows its user to directly interface with a computer system via a universal serial socket. The cyberjack connects the user's brain to a droid or computer directly.

Once per check, a character with an implanted cyberjack may suffer 2 strain to decrease the difficulty of a Computers check to disable a security device or slice into a computer system by one.

Models Include: Neuro-Saav Technologies Cyber-Interface Unit, Illicit Electronics Cyberjack Package.

<font size=1>Please see page 107 of the Lords of Nal Hutta Sourcebook for details.</font>

Qualities

Biofeedback Regulator 1 - 8 5000
biofeedback-regulator-2990
1
-
8
5000

Biofeedback Regulator

Unusually for cybernetic implants, a biofeedback regulator achieves nothing for the recipient when installed on its own. This complex, full-body system takes substantial expertise to install, and is intended to be integrated with additional cybernetic enhancements. When hooked into existing or newly installed enhancements, the regulator redirects natural bioelectricity flows to work with the power supplies of artificial limbs, or to supplement the functioning of pieces that add new capabilities to the user's body. The regulator is thoroughly integrated with the autoimmune responses of the body as well, preventing them from rejecting even the most copious of upgrades.

A biofeedback regulator increases the character's cybernetic implant cap by two (see page 173 of the Edge of the Empire Core Rulebook). A biofeedback regulator does not count toward the character's cybernetic implant cap. Biofeedback regulators cannot be installed on droids, and a character can only have a single biofeedback regulator cybernetic installed.

<font size=1>Please see page 49 of the Special Modifications Sourcebook for details.</font>

Qualities

Gank Comm Implant 1 - 7 250
gank-comm-implant-7580
1
-
7
250

Gank Comm Implant

This peculiar comlink implant interfaces directly with the user's neocortex, allowing the user to communicate silently with other characters who possess similar implants merely by thinking. Virtually every adult Gank has one of these implants, which allows them to coordinate their actions with unparalleled efficiency.

Characters with Gank comm implants can communicate silently with each other at ranges of up to several kilometers. Since these implants do not use audible information exchange, they cannot be used to communicate with a normal comlink. Likewise, due to the unique nature of these devices, it is virtually impossible for anyone without the implant to listen in on others' comm implant communications, though comm jammers can disrupt their signals. The messages sent via Gank comm implants are not auditory, so effectively communicating requires the users to share a language.

Models Include: Various.

<font size=1>Please see page 107 of the Lords of Nal Hutta Sourcebook for details.</font>

Qualities

Tool Belt 1 3 5 500
tool-belt-9473
1
3
5
500

Tool Belt

Tool belts come in a variety of styles tailored to specific jobs. While they vary wildly in construction, size, and layout, they all have a number of basic features in common. Basic tool belts have multiple pouches, loops, hooks, and straps for carrying necessary tools and materials such as nails, bolts, gloves, tape, marking pens, and other items an Engineer needs at hand on a job site. Unlike bulky toolboxes, tool belts carry only the necessities. User each typically have their own unique way of organizing their belt.The wearer counts as having a tool kit (see page 198 of the Age of Rebellion Core Rulebook). Once per encounter, the wearer may draw a tool from the tool belt as an incidental.

Qualities

Load-Bearing Gear 1 - 3 100
load-bearing-gear-1940
1
-
3
100

Load-Bearing Gear

Load-bearing gear, or combat webbing, is a system used by soldiers to carry necessary equipment on their persons in easily accessible pouches. They are commonly made of hard-wearing reinforced textiles, and often with removable armor plates.

Load-bearing gear increases a wearer's encumbrance threshold by 3.

Models Include: Imperial Armory M-4 Army Combat Webbing, AHH "Striker" Tactical Vest.

<font size=1>Please see page 198 of the Age of Rebellion Core Rulebook for details.</font>

Qualities

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