Merr-Sonn N57 Armor
Soak:2 ENC:5
HP:5(2/5)
Maneuver-recharge energy weapon or device.
2HP: Portable Plasma Shield
Defensive 3/3, Reflective 0/3
Belaracki war gloves
-Feral Strength 2
-commit 1 force to add 1 to brawn and 1 downgrade to all mental rolls.
Armor from War of Light and shadow.
(Incomplete)
HP: 0
Enc: 7
4 soak
Defense 2
-commit 1 force to add force rating to soak and -10x force rating to suffered crit rolls.
Personal Vibro Saw
Personal Gear
Custom Armor
Backpack (+6 pockets) ENC^8
Comm Link
Toxin Detector (1 enc)
Rope (Climbing Gear)
kaleesh war mask
Small statue.
Book on amulet
3 other books.
2 Pretormin Plastent
-Remove 2 setback dice and downgrades difficulty by 1.
Assets & Resources
Healing Amulet - recover 1 additional wound/strain when healing.
Amulet of the Elders
1 per session, force roll. 2 force pips to remove 2 setbacks on rolls equal to force rating OR some info on upcoming threat.
5 stim packs
1 med aid patch
1 piece of Terentatek tusk.
Suffer 3 strain to reduce melee damage by 2 + Ranks
Durable
3
Reduce crits by 10*Ranks
Supreme Parry
1
If the user did not make a combat check during his previous turn, may suffer 1 Strain to use parry.
Toughened
8
Gain +2 wound threshhold per rank.
Reflect
2
Suffer 3 strain to reduce ranged damage by 2 + Ranks
Feral Strength (War Gloves)
2
The character adds 1 damage per rank of Feral Strength to one hit of [their] successful Brawl and Melee attacks.
Heroic Fortitude
1
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
Grit
7
Gain +1 strain threshold per rank.
Sense Danger
2
Once per rank, remove 2 SETBACK from any 1 check.
Uncanny Reactions
1
Add 1 BOOST per rank in Uncanny Reactions to all Vigilance checks.
Keen Eyed
1
Remove 1 SETBACK per rank of Keen Eyed from Perception and Vigilance checks.
Rapid Reaction
2
Suffer strain equal to ranks to add SUCCESS to Initiative checks.
Force Powers
Force Rating
5
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal: Spend L/D to heal number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend L/D to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade
Effect
MAGNITUDE 3
Spend 2 (L/D) to affect 1 additional target within range per rank of Magnitude.
STRENGTH 2
Heal: Spend (L/D) to increase wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend (L/D) to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
CONTROL Medicine
Heal: Spend L/D to remove one status effect from target. Heal additional wounds equal to ranks in medicine.
Harm: The user may spend (D) to heal wounds equal to wounds inflicted on target. Deal additional wounds equal to ranks in medicine. Healed character gains 1 Conflict.
RANGE 1
Spend (L/D) to increase powers range by range bands equal to upgrades purchased.
CONTROL Critical
Heal: Also make a Hard (3p) Medicine check to heal 1 critical injury.
Harm: Also make an opposed Medicine check vs. Resilience to inflict 1 Critical Injury (roll crit +10 per 2ADV)
Power
Talk with Trees
Description
Use Force Sense with trees as a proxy. Medium range.
Upgrade
Effect
Power
Gand Findsman Ritual
Description
It ain't that
Upgrade
Effect
A bad idea. You don't know what you're doing. Do not attempt.
Or do. I'm not your boss.