Heavy Clothing (50), Blaster Pistol, Vibroknife, Anti-Personnel Mine, Stun Grenade
Personal Gear
Comlink (Handheld, 200), General Purpose Scanner (500), Electrobinoculars (250), Toolkit (350), Utility Belt (25), Load-Bearing Gear (100), 1 Extra Reload (75), Fez
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Gearhead
Remove 1 black per rank from Mechanics check. Halve the credit costs to add mods to attachments.
Solid Repairs
When repairing hull trauma, repair 1 additional hull trauma per point of Solid Repairs.
Redundant Systems
Make an easy mechanics check to harvest components from a working device to repair a broken one without breaking the firs tone.
Force Powers
Force Rating
1
Power
Foresee Basic Power
Description
Spend a light side point to gain vague hunts of the future up to a day in advance
Upgrade
Effect
Power
Move
Description
Upgrade
Effect
Range
Strength
Background
Motivation
Belief (Progress)
Duties
Tech Procurement 0
Description
Other Notes
Force-Sensitive Emergent is a universal specialization, which means it costs the same as a career specialization. So this costs 20.
MECHANIC TALENTS TO GET
Bad Motivator (maybe, causes device to explode) 5
Contraption (hard mechanics check to fashion an improvised device to solve a given problem) - 20
Dedication (duh) - 25
Fine Tuning (+1 extra trauma/rank repairing strain) - 5, 20
Gearhead (remove 1 black/rank when making mechanics checks) - 10
Hold Together (spend 1 destiny point immediately after a vehicle/starship he has repaired this encounter takes damage resulting in hull trauma, explain why this damage was superficial, and it becomes system strain) - 25
Natural Tinkerer (1/session may reroll a Mechanics check) - 25
Solid Repairs (repair 1 extra hull trauma/rank) - 10, 15, 20