Mr. Johnson payed well, for an easy job. Hop on a car in front of the Click-Clack Club, do a 'repair' on a security device somewhere in town, to allow some other team members, Josh, Damian and Tiny to have some alone time inside. Glitch would then get dropped off at the edge of Jatambe Park with 1000 credits more in his pocket.
Reality looked different. Glitch did his work, but the one device he disabled was not the only one. The alarm was screaming for almost two minutes until the others came back again. With the Station Security on their heels. They did make it into the car and raced away, but only due to Josh shooting one of security guys. Glitch got paid, but was then thrown out of the half stopped vehicle and had to leave his home before the video of the incident made it into the news.
The money was spent on travel and replacing the stuff he had to leave on Absalom Station. Some rat hole planet with only half a civilization around. That is what he is going for now. That's what his life will be now for the next few years.
Stamina-/Hitpoints: 18/21
Resolve Points: 5
Initiative: 3
EAC/KAC:18/18 (+3 dex +5/+5 Armor)
Fort/Ref/Will: 3/6/1
Melee Attack Bonus: 0
Laser Pistol: +7(1d4+2[+1d6])
Thunderstrike Pistol: +7(1d8+2[+1d6])
Str 8, Dex 17, Con 10, Int 18, Wis 10, Cha 10
Overcharge (Ex)
As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.
Overload(Ex)
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.
Gear:
Custom Rig in Arm
Professional Clothing
Industrial Backpack
Laser Pistol, Azimuth
Battery (2x)
Defrex Hide
Second Skin
Serum of Healing
Charging Cloak
Computer
- Miniature
- Artificial Personality
- Self Charging
- Hardened
Hygiene Kit
R2E 5x
Credits 152
Arthropod-Drone
Str 12, Dex 15, Con 10, Int 6, Wis 11, Cha 6