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 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)
Assets & Resources
Critical Injuries & Conditions
Force Powers
Force Rating
1
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
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