Electrobino-Goggles (Custom Electrobinoculars):
(3X Compact: If the gadget is of encumbrance 3 or smaller, add a Setback Die to checks other characters make to find it on the wearer's person (to a maximum of 3 Setback Dice).
Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).
Safety Features: Add automatic Advantage to checks with the general skill chosen for this tool - Perception (Limit 1))
Electrobinoculars allow their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometres away. When using electrobinoculars, characters may remove a Setback from any Perception checks made to identify an object in low light or at long distances.
Jet Pack:
Price: 4500, Encumbrance: 2, Rarity: 7.
User may function as a planetary vehicle with the following profile;
Silhouette: 1, Speed: 2, Handling: 0, System Strain: 3.
Pit Crew Coveralls (Endless Vigil pg44): Reduce damage suffered from fire and burn quality by 1. Grants encumbrance threshold +1.
Armour Inserts are noticeable by making an Average (2 difficulty) Perception check.
A Blaster Actuating Module (Base Modifiers: Increases weapon damage by 1. Adds a Setback to all checks made when using this weapon.
Modification Options: 2x Damage +1 Mods, 2x Item Quality Pierce +1),
A Custom Grip (Base Modifiers: Remove a Setback from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds 2 Setbacks to all combat checks made using it.
Modification Options: 1x Item Quality Accurate +1),
Paired Weapons (Base Modifiers: Must be applied to two weapons at the same time. Reduces the Advantage required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
"Bantha's Eye" Laser Sight: Price:500 credits, Rarity: 5. (Base Modifiers: Gain an automatic Advantage on successful combat checks with this weapon.
Modification Options: None.)
Energy Dispersion System (Base Modifiers: When using the wearer's soak to reduce damage dealt to the wearer's strain threshold, count the soak value as 2 higher.
Modification Options: None.)
Companions:
Quinn (Chiss) - Craig
Bruk Mnpec (Anx) - Mike
Iffy (Jawa) - Rob
Shan (Chiss) - Cam (Oalu in Oba'diah)
Zuri Ty/Dura Ty(?) (Togruta) - Rip
Gear to look into getting:
Armour:
look into mods for armour:
Jump Boots: Price:1200 credits, Hardpoint req: 1, Rarity: 6. (Base Modifiers: Reduce difficulty of Athletics checks made to jump over obstacles by 1.
Mod Options: 1x "Reduce difficulty of Athletics check made to jump over obstacles by 1.", 1x "Allow wearer to fly for a total of 15 minutes or 3 rounds.")
Integrated Holsters: Price:300 credits, Hardpoint req: 2, Rarity: 4. (Base Modifiers: Increases encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armor. While holstered, these weapons do not count toward the character's Encumbrance value.
Mod Options: 2x "Add 1 setback dice to Perception (Cun) checks to find weapons in armour."
3x "Holster 1 additional weapon of Encumbrance 3 or lower.",
1x "Innate Quick Draw talent.")
Portable Plasma Shield: Price:2500 credits, Hardpoint req: 2, Rarity: 4. (Base Modifiers: The small plasma-shield generator attaches to the armor's forearm armor and can be activated or deactivated as an incidental. When the shield is active, the user cannot wield a two-handed weapon. The plasma shield cannot be used to attack, but grants the Defensive 1 item quality.
Modification Options: 2 Item Quality (Defensive +1) Mods, 3 Item Quality (Deflection +1) Mods.)
Superior Armor Customization: Price:5000 credits, Hardpoint req: 1, Rarity: 6. (Base Modifiers: Grants the armor the Superior quality (increase soak by 1 and reduce encumbrance by 1).
Modification Options: None.)
Weapons:
Look into mods for guns such as:
Paired Weapons: Price:300 credits(each), Rarity: 3. (Base Modifiers: Must be applied to two weapons at the same time. Reduces the Advantage required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
Modification Options: None),
Superior Weapon Customization: Price:5000 credits, Hardpoint req: 1, Rarity: 6. (Base Modifiers: Grants the armor the Superior quality (increase damage by 1 and produce 1 bonus "Advantage" on die rolls involving their use).
Modification Options: None.)
Current plan for guns: at least custom energy pistol with Customizable(2 adv), increased range(2 adv), Destructive(3 adv), followed by 2X Peirce Quality(3 adv), Accurate Quality(4 adv)and lastly Integral Attachment (2 Triumphs) if possible. (17 adv and 2 Triumphs total).
Frag Grenade (Ranged (Light), Dmg: 8, Crit: 4, Range: Short, Encumbrance: 1, Hard Points: 0, Cost: 50, Rarity: 5, Specials: Blast 6, Limited Ammo 1) Additional qualities: Frag Grenades can be set to detonate on impact, set with a timer to detonate up to 3 rounds after being activated, or use a pressure switch.
Stun Grenade (Ranged (Light), Dmg: 8, Crit: -, Range: Short, Encumbrance: 1, Hard Points: 0, Cost: 75, Rarity: 4, Specials: Blast 8, Disorient 3, Limited Ammo 1, Stun Damage) Additional qualities: Stun Grenades can be set to detonate on impact, set with a timer to detonate up to 3 rounds after being activated, or use a pressure switch.