+3 boost, Remove 2 setback dice from checks due to darkness.
Piloting: Planetary (Ag)
0
Piloting: Space (Ag)
X
3
Resilience (Br)
0
Skulduggery (Cun)
0
Stealth (Ag)
X
3
Streetwise (Cun)
0
Survival (Cun)
0
Vigilance (Will)
0
+3 boost
Brawl (Br)
0
Gunnery (Ag)
X
4
Lightsaber (Ag)
X
0
Melee (Br)
0
Ranged: Light (Ag)
0
Ranged: Heavy (Ag)
0
Knowledge: Core Worlds (Int)
0
Knowledge: Education (Int)
0
Knowledge: Lore (Int)
1
Knowledge: Outer Rim (Int)
1
Knowledge: Underworld (Int)
1
Knowledge: Warfare (Int)
0
Knowledge: Xenology (Int)
0
Attacks
Verpine Heavy Shattergun Rifle
Range
Extreme
Skill
Gunnery
Superior, Accurate 3, Custom Grip, Linked 1, Silent, Invisible
Damage
16
Critical
2
0
310
500000
2
Weapons & Armor
--Verpine Heavy Shattergun Rifle
--(200) Verpine Ranquor Venom Ammo (Any dose requires a Daunting (4 difficulty) Resilience check. Failure staggers (take no actions) target for 2 rounds and 2 strain for every disadvantage result. A despair result immobilizes the target for 2 rounds.)
--ShadowSheath w/ Quickdraw mod (diff 4 plus 2 setback die to notice sheathed weapon, incidental to draw or holster.)
--ReflectAll Bodysuit (+3 Soak v Energy) w/ Black Ops DataBreaker (add 2 boost dice to computer rolls to slice or open doors wirelessly up to personal long range)
--Cyricept Mk IX Personal Mimetic Concealment Suit w/Biofeedback System: 2 Soak, +1 def, +2 stealth upgrades, +4 strain
--Concealing Robes w/ Cortosis armor insert, -1 Identify, 2 Soak
--Jump Boots: Allows wearer to fly to medium range 80' as a maneuver, 3X.
--Geoffry
--2X(3) DUM Droids: +2 strain removed with mechanics check
--(1) CT4 Medical droid
Critical Injuries & Conditions
Glitterstim addiction--amygdala partially stripped to end paranoia, adds +3 bonus die to perception and vigilance checks
Nannarium Root (20): Upgrade ability of Intellect- or Cunning-based checks once, but suffer 2 strain. Effects last for an hour.
Yaladai Spice (10): Whenever the character suffers strain, suffer 3 less (to minimum of 1). If force sensitive, add an additional force die to force power checks (any dark side points used come at double strain and conflict cost). Effects last for 1 encounter.
Antidote: Reduce difficulty of checks to resist a poison by 2 (to a minimum of 1).
--Oath Obligation: pledged to the Rebellion and to obtaining ships to sell them--Wears red pony tail and goatee to hide his Arkanian heritage so appears human. Gains Force Point for each dark side Artifact destroyed.
Add 3 boost die to all Perception and Vigilance checks for the remainder of an encounter. Some may receive telepathic capabilities.
Talents
Name
Rank
Book & Page
Description
Sleight of Mind
1
Add bonus die to all Stealth checks unless the opposition is immune to Force powers
Well Rounded
1
Choose any 2 skills. They permanently become career skills.
Shroud
1
The Character may spend 1 destiny point to make himself undetectable through Force Powers, and make his own powers go unnoticed for the rest of the encounter.
Tinkerer
4
May add 1 additional hardpoint equal to the number of ranks in Tinkerer. Each item may only be modified once.
Resolve
1
When a character inbvoluntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.
Bypass Security
1
Remove 1 Setback die from checks made to disable a security device or open a locked door.
Force Powers
Force Rating
4
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend
to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of
the round (or one
minute).
This allows the user to view everything most sentients could normally be able to see on well lit day.
Upgrade
Effect
Control
Spend to see through a single object at medium range as though it were transparent.
Control
Spend to see microscopic details of a single object within engaged range.
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.
The Force user may spend to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.
Upgrade
Effect
Control
When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend pip to gain success or advantage (users choice) on the check.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend pip to gain Success or Advantage
(user’s choice) on the check,
Upgrade
Effect
Control
Enhance can be used with the Coordination skill.
Control
Enhance can be used with the Piloting (Planetary) skill.
Control
Enhance can be used with the Piloting (Space) skill.
Control
Ongoing Effect: User increases his Agility by 1 to a maximum of 6.
Power
Bind
Description
The Force User restrains and enemy, preventing the target from acting. The user may spend a pip to immobilize a target within short range, until the end of the user's next turn. If the user used any darkside destiny points to generate the pip, the target also suffers 1 wound per pip spent on the check.
Upgrade
Effect
Range
Spend pip to increase power range by a number of range bands equal to Range upgrades purchased.
Range
Spend pip to increase power range by a number of range bands equal to Range upgrades purchased.