x1 Spukami Pocket Blaster (When firing the Spukami at short range (or longer) the weapon gains the Inaccurate 1 quality. It does not gain this quality when fired at an engaged target. Add one setback die to a character's Perception checks when attempting to find a Spukami on a person's body)
x1 Armored Clothing (As this armor is reasonably subtle, it takes a thorough search of an individual's person to detect that they're wearing it, an action that requires an Average difficulty Perception check)
x1 Concealing Robes (Thanks to their cut and construction, concealing robes add a setback die to checks to notice or recognize an individual wearing them)
Personal Gear
x1 Earbud Comlink (Earbud comlinks have a usable range of long. Noticing that an individual is wearing an earbud comlink requires a Hard difficulty Perception check)
x1 Stun Grenades
x1 Figrin Dan and The Modal Nodes signed t-shirts
x1 Imperial Research Access Card
×3 Stimpak
x1 Black Sun Blaster Pistol
Assets & Resources
x1 Arakyd Industries Recon Remote (The Recon Remote is roughly the size of a shuura fruit (silhouette 0), and can travel at speeds of 20 km per hour. They feature full 360 degree visual sensors with night vision capability and have the ability to transmit data to a remote receiver up to 20 kilometers away. The control unit can monitor the input from up to four of these remotes simultaneously. Arakyd Industries' brand of remote can run for 24 hours before needing to be recharge)
x1 Scanner Goggles - When worn, scanner goggles allow the wearer to see normally in dark conditions
Critical Injuries & Conditions
Mortality: 61
Talents
Name
Rank
Book & Page
Description
Uncanny Reactions
2
Add a boost die per rank of Uncanny Reactions to Vigilance checks
Keen Eyed
1
Remove a setback die per rank of Keen Eyed from Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal (doesnt stack beyond lvl 1).
Rapid Reaction
1
The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction.
Sense Danger
1
Once per game session, the character may remove two setback dice from any one skill check
Forewarning
1
The character may take the Forewarning action. All allies within medium range increase their melee and ranged defense by a number equal to the character's Force rating until they take their first turn during an encounter. If they have already taken their first turn, Forewarning has no effect
The Force is my Ally
1
Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.
Natrual Mystic
1
Once per session, the character may reroll any one Force power check
Force Powers
Force Rating
2
Power
Farsight
Description
The user may spend a Force point (◑) to see out to medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can see on a well-lit day. This functions even if the user normally can't see due to darkness or blindness
Upgrade
Effect
Power
Foresee
Description
The user may spend a Force point (◑) to gain vague hints of events to come in the next day of [their] own, personal future. The basic power cannot see further than one day
Upgrade
Effect
Control
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. [They] may spend a Force point (◑) to gain a success result on [their] check, and may activate this multiple times
Power
Heal/Harm
Description
The user may spend a Force point (◑) to heal a number of wounds equal to [their] Intellect on one engaged living creature (including themself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period and [their] uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times
Upgrade
Effect
Power
Seek
Description
The user may spend two Force points (◑◑) to gain insight into the general location or direction of a person or object that [they] know about, regardless of its current distance from [them]. The user may not activate this multiple times.
The user may make an Average difficulty Vigilance check with the power check to see through all sensory misdirections confronting [them], whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GM's discretion, but has no direct effect on spoken or written lies. To successfully see past the deception, the character must spend a Force point (◑) to activate the power and must succeed on the Average difficulty Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by another Force user). If the user succeeds, [their] supernatural senses pierce the falsehoods, letting [them] perceive the truth they conceal
Upgrade
Effect
Power
Sense
Description
The user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times