Cresh "Luck" Armor (hidden under robes)
2 soak hard points 1 encum 1 [4]
Personal Gear
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Assets & Resources
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Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit 1
KtP 25
Gain +1 Strain Threshold
Toughened 1
KtP 25
Gain +2 Wound Threshold
Gearhead 1
KtP 25
Remove setback per rank of Gearhead from mechanics checks. Halve the credit cost to add mods to attachments.
Inventor 1
KtP 25
When constructing new items or modifying attachments add boost or remove setback per rank of Inventor.
Gearhead 2
KtP 25
Remove setback per rank of Gearhead from mechanics checks. Halve the credit cost to add mods to attachments.
Grit 2
KtP 25
Gain +1 Strain Threshold
Armor Master
KtP 25
When wearing armor, increase the total soak value by 1.
Improved Armor Master
KtP 25
When wearing armor with a soak value of 2 or more, increase defense by 1.
Mental Tools
KtP 25
Always treat a check as if you have the right tools for the job.
Tinkerer
KtP 25
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Force Powers
Force Rating
1
Power
Manipulate (10)(-5)
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems. The Force user may spend pips to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.
Upgrade
Effect
Control (5)
Ongoing Effect: Commit force die, increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per die committed.
Control (10)(-5)
When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend force pips to gain success or advantage (user's choice) on the check.
Mastery (20)(-5)
When performing a Manipulate power check as part of a Mechanics skill check, the user may spend two force pips to gain triumph on the check.
Ranged (10)(-5)
Spend force pip to increase the power's range by a number of range bands equal to range purchased.