Double-Bladed Lightsaber Hilt: 2 E
Nishalorite Stone: Force-sensitive character with this lightsaber in their possession adds an automatic advantage result to any of their checks made to determine their position, navigate terrain, or find power sources or active technology.
XL-2 "Flashfire" Light Blaster Pistol
Concealing Robe: Thanks to their cut and construction, concealing robes add a setback die to checks to notice or recognize an individual wearing them.
BlasTech Model 58 Concealment Holster: These holsters add a setback die to Perception checks to discover the presence of the concealed weapon, but may only hold light blaster pistols or holdout blasters.
Personal Gear
Fusion Lantern: Fusion lanterns are a combination power source, light, and area heater.
Thermal Cloak: Use of a thermal blanket or cloak removes up to two setback dice from checks made to handle extreme heat or cold.
Urban Compass: Individuals using an urban compass to find their way around a city remove two setback dice from checks due to unfamiliarity with the city, traffic, or other avoidable travel hazards. Additionally, an urban compass can turn up information on local establishments and customs, granting a boost die to checks to find information about the city's operation, various landmarks of note, and businesses of all types.
Lightsaber Maintenance Kit: In addition to counting as a tool kit for the purposes of being able to perform most Mechanics checks, a lightsaber maintenance kit adds an automatic advantage to checks to build, modify, or repair lightsabers.
Electrobinoculars : allow their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometers away. When using electrobinoculars, characters may remove a setback die from any Perception checks made to identify an object in low light or at long distances.
General Purpose Scanner: General purpose scanners are usually small, handheld devices designed to sense and record a variety of data.
Rim Excursions Inc. Tauntaun Pup Tent: Allow those inside to ignore temperatures up to -20 degrees.
Mk. III Modular Backpack: The Mk. III modular backpack increases a wearer's encumbrance threshold by 2, plus an additional point of encumbrance threshold for each accessory pouch added to the backpack (to a maximum increase of 6 pouches)
Utility Belt: Utility belts increase a character's encumbrance threshold by 1.
Assets & Resources
50,000 Credits
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Amphibious
1
Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 59)
Nautolans may breathe underwater without penalty and never suffer movement penalties for traveling through water.
Jump Up
1
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Parry
1
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Ataru Technique
1
When making a Lightsaber skill check, the character may use Agility instead of Brawn.
Reflect
1
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Grit
1
Each rank of Grit increases a character's strain threshold by one.
Keen Eyed
1
The character removes a setback die per rank of Keen Eyed from [their] Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal. This does not decrease with additional ranks of Keen Eyed.
Animal Empathy
1
When making checks to handle, tame, or control animals, the character may add a number of Force dice no greater than [their] Force rating to the check. The character may spend a Force point to add a success or advantage (character's choice) to the result.
Animal Bond
1
Through the Force, the character creates a bond with a single animal with which [they] are currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character's Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM's discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal's overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structure encounters, the character may spend one maneuver to direct [their] animal in performing one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM.
Swift
1
The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed, without spending additional maneuvers).
Force Powers
Force Rating
1
Power
Move
Description
Many Force users develop the ability to shift objects without physically handling them, moving matter with the power of the mind.
Upgrade
Effect
The user may spend a Force point (◑) to move one object of silhouette 0 that is within short range up to [their] maximum range. The default maximum range is short range. The user may not activate this multiple times..
Power
Enhance
Description
Those strong in the Force can allow it to flow through them, responding to their own intent and movement in order to enhance the actions of their body.
Upgrade
Effect
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a Force point to gain a success or advantage result (their choice) on the check.
Background
Motivation
Reconnect with their family in Corinth and retire somewhere safe in the galaxy
Obligations
Morality: 50
Discipline Obstinance
Bravery Anger
Description
Mae'lys or Mae is a 17 year old Nautolan. Mae has bright red skin with bone white patterns on her head tendrils, her face above her jaw and cheeks is the same bone white and where her eyebrows would be is the same red as her body.