Zasril

Nufriend Quonx's page

57 posts. Alias of CaptainBacon.


Race

| HP 20/20 SP 14/18 | RP 4/4 | EAC 16; KAC 16 | Fort +3; Ref +5; Will +1 | Init: +2 | Perc: +6, SM: +0; low-light/darkvision

Classes/Levels

| Speed 30ft | Memory module 1/1 | Active conditions: None.

Gender

"Quonx" Female CG skittermander scholar mechanic 3

About Nufriend Quonx

Quonx
Female skittermander scholar mechanic 3
CG Small humanoid (skittermander)
Init +2; Senses low-light vision; Darkvision 60 ft.; Perception +6

DEFENSE
HP 20 SP 18 RP 4
EAC 16; KAC 16
Fort +3; Ref +5; Will +1

OFFENSE
Speed 30 ft.
Melee survival knife +4 (1d4+1 S)
Ranged azimuth laser rifle +5 (1d8+3 F; critical burn 1d6) or
frag grenade I +2 (explode [15 ft., 1d6 P, DC 12])
Offensive Abilities combat tracking, grappler, hyper, overload (DC 14)

STATISTICS
Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 16 (+3); Wis 10 (+0);
Cha 12 (+1)
Skills Athletics +6, Computers +10, Engineering +12,
Medicine +9, Physical Science +10, Perception +6,
Stealth +5; (reduce the DC to recall knowledge about
matters of quantum physics by 5)
Feats Barricade, Skill Focus (Engineering), Weapon Focus (longarms)
Languages Common, Shirren, Vercite, Vesk, Ysoki
Other Abilities artificial intelligence (exocortex), bypass +1,
custom rig (standard datajack), mechanic tricks
(overcharge), memory module, six-armed
Gear lashunta tempweave (infrared sensors), azimuth
laser rifle with 2 batteries (20 charges each), frag
grenades I (4), survival knife, mk 1 serums of healing (3),
basic medkit, detonator, engineering kit, hacking kit,
trapsmith’s tools, datapad containing the collected works
of Dr. Zambressa Von Vultoor, quantum reality spanner
(nonfunctional), credstick (45 credits)
Augmentations standard datajack

Background:
Quonx was but one of a litter of skittermanders whelped
in the damp corridors near the Puddles district of Absalom
Station. She has shaggy electric blue fur that is constantly
tangled with bits of wire and tiny screws from her work
as the Clutch’s engineer. The skittermander has an almost
innate understanding of computers and machines, bolstered
by the many technical manuals she reads in her spare time.
Quonx is a bit socially awkward, unless she is discussing the
latest in technological improvements with those who share
her interests. Even people who have a passing familiarity
with gadgets and gizmos might find Quonx’s descriptions of
every detail and flaw of the newest datapad model tiresome
at points.

In addition to Quonx’s vast knowledge of all things
technical, she has an interest in quantum physics. She’s read
dozens of books, treatises, and research papers about the
interplay between matter and light on a subatomic scale,
believing that a skilled enough mechanic (such as herself)
could “fix” reality on a quantum level, assuming the right
tools were ever invented. The skittermander has constructed
the first prototype of what she calls a quantum reality
spanner—a wrench-like tool that she thinks could twist
subatomic particles into certain configurations, if it worked
(which it doesn’t).

Quonx worked as a freelance mechanic in Absalom Station’s
dockyards until the fateful day she picked up a contract to
repair the Clutch after the ship passed through a meteorite
shower. As she fixed the hull, Quonx noticed it had been
exposed to an unusual form of electromagnetic radiation.
Later that day, when the salvage ship left Absalom Station,
Nakonechkin found Quonx aboard, studying other parts
of the vessel. Instead of tossing her out at the next
opportunity, the vesk offered her a permanent job when he
saw that she had optimized several of the Clutch’s systems
without asking.

Cheat Sheet:

Quonx’s Cheat Sheet
Combat Tracking – As a move action, chose an enemy within sight and gain a +1 bonus to attack them.
Memory Module – Once per day when not in combat, reroll a failed check to recall knowledge. In addition, this gives you Skill Focus (Engineering). This ability doesn’t function while Combat Tracking is active.
Overcharge – As a standard action, attack with a ranged energy weapon or powered melee weapon that you’re holding. On a hit, deal 1d6 extra damage. This uses 3 times as many charges as normal. Alternatively, touch an ally’s (or unattended) powered weapon as a move action to grant it the same effect for its next attack before the start of your next turn.
Overload – As a standard action, you can attempt to short-out an electronic device (powered melee weapons, most ranged energy weapons, a single armor upgrade, etc.). If the target fails a Reflex save, the device becomes nonfunctional for 1 Round. You must be adjacent to the object to use this ability. This ability doesn’t work on androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype. Once a device has been overloaded, it cannot be targeted again for 1 minute.
Skittermander Abilities
Grappler – Gain a +2 to grapple maneuvers.
Hyper – Once per day, take an extra move action.
Other Abilities
Barricade – As a move action, stack and reinforce nearby small/fragile objects to create one square of adjacent cover (GM discretion if enough objects are nearby, but most non-barren urban/wilderness settings should have enough material to use). This barricade provides partial cover against attacks with line of effect that pass through it. If it already provided partial cover, it now grants normal cover.
Gear
Azimuth Laser Rifle – 120 ft. range, on a critical hit this weapon deals burn 1d6.
Basic Medkit – This allows you to attempt DC 25 Medicine checks to treat deadly wounds.
Datajack – You have a port that you can plug computers into and access with your brain.
Detonator – Allows you to remotely prime and trigger explosives and grenades after spending 1 minute programming the detonator to a specific package of explosives. Can be set to use with a button-press (no action), a command-code (move action), or a complex input method (full action), with a 500 ft. max range. Explosives prepared on a stationary object using the Engineering skill ignore half of the object’s hardness.
Engineering Kit – This allows you to attempt Engineering checks.
Hacking Kit – This is required for most Computer checks.
Basic Lashunta Tempweave – Light armor, EAC +4, KAC +4, Max Dex +5, Upgrade Slot 1, Bulk L, Upgrade: Infrared Sensors (gain Darkvision, 60 ft.)
Mk 1 Serum of Healing – Drinker regains 1d8 Hit Points.
Survival Knife – This weapon is immune to technology, you can use your Dexterity modifier to attack with it.
Trapsmith’s Tools – Provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps.