Breach 1, Sunder, Enc 2, Hp 5, Add a Setback die to other characters' checks to identify the lightsaber hilt while it is not ignited.
Damage
7
Critical
2
Lucky blaster
Range
Medium
Skill
Ranged: Light
Enc 1, Hp 2, Stun Setting, (mod base) 2 adv to initiative, (mod 2x) Remove 1 set back dice in initiative
Damage
5
Critical
4
Pistol Hilt
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
E-22 Blaster Rifle (modded)
Range
Medium
Skill
Ranged: Heavy
Cumbersome 2, Linked 1, Stun Setting, add blue for only one session
Damage
8
Critical
3
Czerka Arms C-10 "Dragoneye Reaper" Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
emcum 3, hp 3, Stun Setting
Damage
8
Critical
3
Pistol hilt
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Enc 1, Hp 5, Add a Setback die to other characters' checks to identify the lightsaber hilt while it is not ignited.
Damage
7
Critical
2
0
390
0
10/12
Weapons & Armor
Creshaldyne Mk.IV Riot Armour
(Def 1, Soak 1, Price 1850, Encum 3, Hp 1, Rarity 6)
Includes a breath-mask that filters out airborne toxins and gases. Reduce duration of staggered and disoriented effects by 1 round (to minimum of 1 round).
Concealing Robes
(Def 0, Soak 1, Price 150, Encum 1, Hp 0, Rarity 2)
Add 1 setback to an opponent attempting to identify the wearer.
Basic lightsaber (Pistol hilt)
Basic lightsaber
The lightsaber hilt gains a Crossguard, gains Defensive 1 quality (or increase quality by 1), and the user can spend 2 Advantages or 1 Triumph to hook his opponents blade and disarm his foe (Limit 1)
Crossguard Hilt
When attacked, may spend 3 disadvantages from opponent check to cause them to become disarmed.
Lightweight: Reduce the encumbrance by 1 (to a minimum of 1).
Lucky blaster
When a character uses a single maneuver with a lucky blaster to aim, they gain 2 boost dice on their next combat check, they may not use their second maneuver to aim again.
Czerka Arms C-10 "Dragoneye Reaper" Heavy Blaster Pistol
E-22 Blaster Rifle
Cannot be damaged by environmental hazards, water, sand, salt, etc.
Personal Gear
Backpack (+4 encum)
Utility Belt (+1 encum)
Telescopic Optical Sight (E-22Blaster Rifle)
Base Modifier: Reduce the difficulty of long or extreme range combat checks by one.
Integrated Scanner (E-22 blaster Rifle)
Base Modifier: Counts as a general purpose scanner. Add 2 automatic advantages to Initiative checks while weapon is drawn.
Mod Options: 2x "Remove 1 setback dice from Initiative checks."
Hunting Goggles
Add 1 boost dice to Perception checks made to locate 'prey' & remove 2 setback dice from Ranged (Light or Heavy) checks due to concealment, fog and mist, or light conditions.
8 Stimpack
Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.
Pistol Hilt
Base Modifier: When the lightsaber is not ignited, it may be used as a blaster pistol with the following profile;
2 Hilt-Masking Kit
Base Modifier: Add 2 automatic failure results to attempts to identify or find the lightsaber.
Mod Options: 2x "Add 1 automatic failure result to attempts to identify or find the lightsaber."
Stun Cuffs
Breaking free requires a daunting (4 difficulty) Athletics or Coordination check. The individual suffers 4 strain for every 2 disadvantages from the roll.
Custom Grip (E-22 Blaster Rifle)
Base Modifier: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.
Mod Options: 1x "Accurate +1"
Comm device
2 droid restraining bolts
Disguise Kit
Overcharged Power Cell (Pistol Hilt)
Hp 1
Base Modifier: May spend advantage results to increase damage dealt by 1. Rolling 2 disadvantages may reduce damage dealt by 1.
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Solid Repairs
2
repair 1 additional hull trauma per rank of Solid Repairs
Grit
2
Gain +1 strain threshold
Fine Tuning
1
repair 1 additional system strain per rank of fine tuning
Inventor
1
When constructing new items or modifying attachments, add blue or remove black per rank of inventor
Mental Tools
1
Always counts as having the right tools for the job when performing a mechanics check
Defensive Slicing
2
add a black dice per rank of deffensive slicing to oppontents' checks
Mental Fortress
1
Spend 1 Destiny Point to ignore effects of critical injuries on Intellect and Cunning checks until end of encounter
Natural Tinkerer
1
Once per session, may reroll any 1 mechanics check
Street Smarts
1
Remove setback per rank of street smarts from streetwise and knowledge (underworld) checks
Reflect
2
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks per reflect
Shien Technique
1
Cunning Lightsaber Checks
Improved Reflect
1
When reflecting a hit that generated a fail or 3 disadvantages may hit one target in medium range with the same damage as the initial hit. Alter original attack resolves
Master Artisan
1
Suffer 2 strain per round to decrease difficulty by 1 in mechanics check
Force Rating
1
+1 force rating per rank
Dedication
1
+1 to skills per rank
Conditioned
1
Remove black per rank from athletics and coordination checks. Reduce damage and strain suffed from falling by 1 per rank
Parry
1
When hit by melee, suffer 3 strain to reduce damage by 2 plus ranks in parry
Counterstrike
1
When an attack misses the character and generates failure or 2 threats, may upgrade next lightsaber cunning check against attacker during encounter once
Intuitive Improvements
1
When making a craft or repair check, may add a force dice no greater than the force rating to check. Spend 2 forc pips to increase hard points by 1 to max of +2
Force Powers
Force Rating
3
Power
Sense
Description
The Force user can sense the Force interacting with the world around him
The user may spend a dark/light side point to sense all living things within short range (including sentient and non-sentient beings)
The user may spend a dark/light side point to sense the current emotional state of one living target with whom he is engaged