Weapon: Nova Viper Blaster Pistol
-Credit Cost: 4500
-Hard Points: 2/2
-Special: Accurate 2, Pierce 2, Stun Setting
• Increase difficulty of Mechanics checks to repair a Nova Viper or modify attachments on it by 1.
Special: This piece of gear is used to communicate between other comlinks. The handheld versions are only viable for extreme distances on planets, reaching up to low orbit.
Special: +1 Encumberance Limit
Gear: Stimpack: 2
-Credits: 25 each
-Encumberance: 0 each
-Special: Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.
Gear: BPEA-1A Cascader
-Special: Upgrade all Charm, Deception and Leadership checks made by wearer once.
Assets & Resources
Critical Injuries & Conditions
Book & Page
Add [B] to all Charm, Coercion, and Deception checks.
-rank [S] on negotiation and streetwise checks
May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks, by an equal number Strain suffered this way cannot exceed ranks in Congenial.
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
When your character suffers a hit from a melee combat check, may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry.
Force Sensitive Exile
+rank [B] on vigilance checks
Force Sensitive Exile
1/round, Draw or Stow a carried item or weapon as an incidental
The ability to influence the minds of others is not something to be taken lightly. Misuse of the ability, colloquially known as a "mind trick,” is a sure step on the path to the dark side. A powerful Force user can manipulate the minds of others to the point where he can convince
them to believe things that are untrue, or calm an angry crowd. Conversely, he can rile the crowd into a murderous frenzy, or frighten a single soul into gibbering madness. This is where the danger of Influence lies.
The Force user may make an opposed Discipline vs Discipline
check combined with an Influence Power check. If the user
spends <Force> and succeeds on the check, he can force the target
to adopt an emotional state or believe something untrue,
lasting for 1 round or 5 minutes.
The user spends <Force> to stress the mind of one living target he is engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Trickery is an important part of many Force users' arsenals, letting them tip the scales of battle in their favor or even avoid some conflicts entirely. Force users versed in shrouding techniques often walk unseen amidst their foes-a particularly useful ability for any Force-sensitive hiding from the Empire. Especially skilled crafters of illusions can even project visions onto those around them, baffling pursuers or terrifying enemies with horrific phantasms.
The user may spend <Force> to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller.
Until the beginning of the user’s turn, the target cannot see or sense the hidden person or object.
Attributes: Presence 4 (70), Willpower 3 (30), Brawn 3 (30)
Skills: Lightsaber 2 (10), Discipline 2 (10)
• Arbiter: Sense Emotion 1-1, Savvy Negotiator 1-2, Congeial 2-2, Nobody's Fool 3-2, Parry 3-3
• Force Sensitive Exile: Uncanny Reactions 1-4, Quick Draw 2-4
• Influence: Base (10), Mind Trick (10)
• Misdirect: Base (15)
Special: Additional Specialization: Force Sensitive Exile (20)
Character Play Purchases
• Force Sensitive Exile:
[B] Boost dice
[S] Setback dice
[UP] Upgrade check
[UD] Upgrade difficulty
[DP] Downgrade check
[DD] Downgrade difficulty
[ID] Increase difficulty
[RD] Reduce difficulty
[Force] Force roll
(Force) Force dice
<Force> Force result either
<Light> Light side result only
<Dark> Dark side result only