Threshold | 16 |
Current | 0 |
Threshold | 12 |
Current | 0 |
Ranged | 0 |
Melee | 0 |
Skill | Career? | Rank | Roll | Adj. |
---|---|---|---|---|
Astrogation (Int) | X | 0 | ||
Athletics (Br) | X | 0 | ||
Charm (Pr) | 0 | |||
Coercion (Will) | 0 | |||
Computers (Int) | X | 2 | ||
Cool (Pr) | 0 | |||
Coordination (Ag) | X | 1 | ||
Deception (Cun) | 0 | |||
Discipline (Will) | X | 1 | ||
Leadership (Pr) | 0 | |||
Mechanics (Int) | X | 3 | ||
Medicine (Int) | X | 2 | ||
Negotiation (Pr) | 0 | |||
Perception (Cun) | X | 1 | ||
Piloting: Planetary (Ag) | X | 0 | ||
Piloting: Space (Ag) | 0 | |||
Resilience (Br) | 0 | |||
Skulduggery (Cun) | 0 | |||
Stealth (Ag) | 0 | |||
Streetwise (Cun) | 0 | |||
Survival (Cun) | 0 | |||
Vigilance (Will) | X | 1 | ||
Brawl (Br) | 0 | |||
Gunnery (Ag) | 0 | +1 ADV | ||
Lightsaber (Br) | 0 | |||
Melee (Br) | 0 | |||
Ranged: Light (Ag) | 0 | |||
Ranged: Heavy (Ag) | 0 | +1 ADV | ||
Knowledge: Core Worlds (Int) | 0 | |||
Knowledge: Education (Int) | 0 | |||
Knowledge: Lore (Int) | 0 | |||
Knowledge: Outer Rim (Int) | X | 0 | ||
Knowledge: Underworld (Int) | 0 | |||
Knowledge: Warfare (Int) | 0 | |||
Knowledge: Xenology (Int) | 0 |
Blaster Rifle |
RangeLong |
SkillRanged: Heavy |
|
Stun Setting |
Damage9 |
Critical3 |
Name | Rank | Book & Page | Description |
---|---|---|---|
Toughened | 2 | EotE 145 | Gain +2 wound threshold. |
Cyberneticist | 1 | SM 34 | Remove 1 setback dice per rank from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less. |
Energy Transfer | 1 | SM 34 | May suffer 1 strain to use the Energy Transfer maneuver to power up an unpowered device or replenish exhausted ammunition for an energy weapon. |
Surgeon | 1 | EotE 144 | When making a medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
More Machine Than Man | 1 | SM 34 | Increase cybernetic implant cap by 1 per rank of MMtM. |
Overcharge | 1 | SM 35 | Once per encounter, may use the Overcharge action. Make a Hard Mechanics check. On success, one installed cybernetic provides additional benefits. On despair, overcharged cybernetic shorts out. |
Overcharge (Improved) | 1 | SM 35 | May spend 2 adv or triumph from Overcharge action to immediately take another action. |
Utility Belt | 1 | EotE 145 | Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or satchel. |