Beskar'gam: dm2dr3s3e3
+3 soak
+2 for melee and +3 to ranged defenses
6 Hardpoints (6 used)
2 encumberance
+superior and cortosis qualities
Biofeedback, When healing strain at end of an encounter, heal +2 wounds as well. First time in an encounter that wounds exceeds half their wound threshold, armour automatically applies a stimpack to character.
Vacuum sealed - ignore effects of vacuum and toxic environments for up to 10 minutes.
Ion shielding - Soak +3 against weapons with Ion quality.
Add 1 boost dice to all Ranged attacks at Long or Extreme range.
Remove setback/rank from checks to find tracks or track targets. Decrease time to track a target by half.
Sniper Shot
1
AoR 93
Perform to increase the weapon's range by 1 range band/rank. Upgrade difficulty by 1/range band increase.
Deadly Accuracy
2
AoR 93
Ranged[H]. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. [+2]
Toughened
1
AoR 93[1]
+2 wound thresh
Surgeon
2
Spy
Med chech +2 wds healed
Nobody's Fool
1
Spy
Incoming charm/coercion/deception checks +1 rank
Dedication
2
Aor 93[1], Spy
+1 to agility, presence
True Aim
1
AoR 93[1]
1/round perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
Good Cop
1
Spy
Spend 2 adv from charm/negotiation to upgrade ally's social check=rank#times
Lethal Blows
1
AoR 93[1]
+10/rank to any Critical Injury results inflicted on opponents
Bad Cop
2
Spy
2 adv from deception/coercion to upgrade ally social check=rank#times
Know Their Weakness
1
Spy
1/sesh, hard percep check on single target to downgrade difficulty of further social checks against target/rank
Insight
1
AoR 294
Perc/Disc > career skills
Resist Questioning
1
Spy
Opposed soc check, 2 strain to perform and add 1threat to check. May spend failure to indicate has given false info
Intimidating
2
Spy
Rank# strain to upgrade/downgrade Coercion checks
Made You Talk
1
Spy
1/ses, opp social skill check>cap enemy in short range, add b for every 2 strain inflicted on target that encounter. If successful, PC gains bonus based on enemy NPC type
Innate Marksman (wearing helm)
1
1/sess may reroll any one Ranged (Light) or Ranged (Heavy) check.
Exhaustive Questioning
1
Spy
Successful social check against capt'd enemy in short range, -2 strain threshold to captive, can spend adv to inflict addt'l strain
Force Powers
Force Rating
1
Power
Enhance Basic Power
Description
When making an athletics check, may roll an Enhance power check as part of the pool. May spend lightside to gain success or advantage on the check
Upgrade
Effect
Control [4]
Enhance can be used with the Resilience, Brawl, Coordination skills. Ongoing:Commit 1F, Brawn+1
Background
Motivation
Duties
Duty: 30
Intelligence: The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to. but also the state of technological research, economic policies, and other aspects of Imperial strength.
Resource Acquisition: There are never enough supplies to fully support those fighting against the juggernaut that is the Empire, and this PC knows it very well. He is determined to seek out new sources of raw materials, food, clothing, weapons, armor, and equipment of all kinds. One spare crate of medpacs can save quite a few lives, and a handful of comlinks can mean the difference between success and failure on a mission. He will trade, beg. borrow, and steal anything for the cause.
Description
Other Notes
Rifle:
lightweight frame - encumbrance -2
bantha-eye laser sight - automatic advantage on successful check
‘combat tested’ - 1 boost to discipline and resist fear
Normal Armor has Optical camo - Base Modifiers: Upgrades the ability of all Stealth
checks twice while wearing this armor.
Modification Options: Innate Talent (Master of Shadows) Mod, 1 Skill (Stealth) Mod.