Vibroknife (250 credits) (Equipped): Skill: Melee Damage: Brawn + 1 (Your character's Brawn rating plus one additional point of damage) Critical Rating: 2 (Requires only 2 Advantage symbols to trigger a Critical Injury roll)Range: Engaged (Must be close enough to touch the target)Encumbrance: 1 (Very lightweight and easy to carry)Hard Points: 2 (Allows for two weapon modifications/customizations)Cost: 250 Credits Rarity: 3 Pierce 2: This weapon ignores 2 points of an enemy's Soak value (their armor/damage reduction). It is perfect for getting through stormtrooper plating! Vicious 1: When you trigger a Critical Injury, you add a +10 to the percentile roll, making the critical hit slightly more dangerous.
Utility Belt (25 credits) (Equipped): Mechanical Benefit: Wearing a utility belt increases your character's total encumbrance threshold by 1
Personal Gear
Comlink / Handheld (25 credits): Basic Functionality: These are simple two-way transceivers that send and receive audio signals to a single mated unit or an entire networked frequency. Signal Reach: They have an extreme range for land-based talk and can easily transmit past the atmosphere to reach ships waiting in low orbit. Custom Frequencies: Groups can easily scramble their frequencies or link multiple comlinks together so the whole crew can talk simultaneously.
Stimpacks x3 (75 credits): 1st Stimpack: Immediately heals 5 wounds. 2nd Stimpack: Heals 4 wounds. 3rd Stimpack: Heals 3 wounds. 4th Stimpack: Heals 2 wounds. 5th Stimpack: Heals 1 wound. 6th Stimpack+: Has no effect. The body is entirely oversaturated until a full standard day passes.
Glow Rod (10 credits): Encumber 1 Glow rods are small, directional, handheld light sources used in many applications.
Climbing Gear (50 credits): Encumber 1 Climbing gear comprises tools used to scale steep or sheer surfaces.
Field Ration Pack x 3 (15 credits): Ration packs are typically bland, flavorless affairs that contain an entire meal packed with necessary nutrients and vitamins in a small, easily portable bag or box.
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Toughened
1
FaD 76
Gain +2 wound threshold.
Grit
1
FaD 76
Gain +1 strain threshold.
Force Powers
Force Rating
1
Power
Endure
Description
When the character suffers a Critical Injury with a severity no greater than Easy difficulty, the character may activate Endure as an out-of-turn incidental, committing a Force die. While the Force die remains committed, the character ignores the effects of that Critical Injury. This means they do not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while the Force die remains committed. (The injury can still be healed.) When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Upgrade
Effect
Basic Power
Ignores the penalties of Critical Injuries
Background
Motivation
Faith — an unshakable conviction that people can be redeemed and saved, driving every choice he makes. Not necessarily religious; a personal creed he holds instinctively.
Morality
Emotional Strength (Bravery): When your Game Master gives you a chance to act with bravery and you choose to embrace it, you can roleplay this strength. Succeeding or leaning into this trait during a session lets you double your positive Morality shift at the end-of-session check.
Emotional Weakness (Anger): Acting out of anger generates Conflict. Conflict is subtracted from your end-of-session roll, pulling your total Morality score down.
The Slippery Slope: A character driven by bravery can easily cross the line into recklessness or let righteous grit warp into fury and anger when faced with opposition.
Managing Bravery and Anger Triggers: Giving in to anger to solve a problem (such as lashing out or seeking harsh vengeance) accrues Conflict.
Session Reset: At the end of each game session, roll a d10, add/subtract modifiers based on emotional engagement, and subtract total Conflict gained to find your new Morality score.
Falling: If Morality drops too low (typically below 30), your character falls to the Dark Side, changing how Force points and destiny operate for them