-Exoglove - 2000cr E2 HP1 R4
As an action, wearer may make an Average (2) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, may reel in the cord, pulling themselves to the object or (if the object is unsecured and lighter than they are, pulling it to them)
-Laminate Armor
D0, S2, 2500cr (5700cr), E1/4, HP3/3, R5
+Vacuum Sealed 1000cr HP1 R3
+Utility Arm : 2200cr, 2HP, R3
Adds â–¡â–¡ to Mechanics checks and may modify other checks at the CM's discretion.
Spend 1 Strain to get one extra Maneuver.
Load-Bearing Gear : 100cr R3 E+3
Military Belt Pouch : 10cr E0 R0
MK.III Modular Backpack : 165cr R1 E+8
Utility Belt : 25cr R0 E+1
Assets & Resources
Critical Injuries & Conditions
Dedication - Intellect
Cybernetic Brain Implant - Intellect (5k)
Provides +1 Intellect, comes with comlink and computer access link
Exoglove - Brawn
Talents
Name
Rank
Book & Page
Description
Cyberneticist
1
T he character removes • per rank of Cyberneticist from his checks to build, repair, and install cybernetic implanLs. In addition. cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional ranks of Cyberneticist}.
Uncanny Senses
1
The character adds â–¡ per rank of Uncanny Senses to all Perception checks.
Secrets of the Force
1
Knowledge [Lore) and Lightsaber become career skills for the character
Parry
1
When 1he ciiaracier suffers a hit f rom a Gra wl, Melee. 01 Ughtsaber combat check , after damage is calculated [but before soak is applied , so id)mediately after step 5 of Perform a Combat Check in Chapter VI: Conflict and Combat of any core rulebookl the character may take a Parry :iidcental The character suffers 5 strain and reduces the damage dealt by that hit by a number equal to 2 plus their rank 1, in Parry, This talent may only be used once per hit and when die character is wielding a Lightsaber or Melee weapon.
Renegade Form
1
Force talent. When the character purchases this tab ent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks
Tinkerer
1
The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one.
Solid Repairs
1
The character repairs + 1 hull trauma per rank of Solid Repairs whenever he repairs a vehicle or starship.
Utility Belt
1
The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from his utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality.
Jury Rigged
1
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor’s ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Inventor
1
When constructing new items or modifying existing attachments (see Chapter V: Gear and Equipment), the character may choose to add â–¡ or remove â– from the check per rank of Inventor.
Dedication
1
Intellect
Force Powers
Force Rating
2
Power
Enhance (10xp)
Description
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend ⚪/⚫ to gajn 💥 or 🔱 (his choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Upgrade
Effect
Control (5xp)
Enhance can be used with the Resilience skill.
Control (5xp)
Enhance can be used with the Coordination skill.
Power
Farsight (5xp)
Description
The user may spend ⚪/⚫ to see out to medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can see on a well-lit day. This functions even if the user normally can't see due to darkness or blindness.
Upgrade
Effect
Control (10xp)
When making a Vigilance or Perception check, the user may roll a Farsight power check as part of the pool. The user may spend ⚪/⚫ to gain 💥 or 🔱 (character's choice) on the check.
Control (5xp)
Spend ⚪/⚫ to make out fine details on one object within medium range The user may activate this multiple times, increasing the number of objects by one each time.
Background
110+10
70 Intellect 30+40
20 Force Sensitive Outcast
30 Short Path to Power
250-180
45 (FSO Renegade Form)
30 Outlaw Tech
100 (OT Dedication)
5 (CT Dedication)
70
15 Mechanic 3
15 Lightsaber 1+2
20 Enhance
20 Farsight