Comlink:
This piece of gear is used to communicate between other comlinks. The handheld versions are only viable for extreme distances on planets, reaching up to low orbit.
Calming Salve:
Once per session, as an action, a force-sensitive character may use this salve to make a force power check. They may spend force points generated from light side force results to recover one strain per force.
Imperial Army Field Ration x2:
Provides 1 week's worth of nutrition.
Imperial Army Military Pack:
Cumbersome 2, encumbrance threshold +6
Stimpack x0:
Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.
Glow Rod:
Small, directional, handheld light sources used in many applications. They project a beam of bright light and can illuminate objects at respectable ranges.
Synthrope:
Thin and lightweight gear has the tensile strength of durasteel and is carried by virtually all explorers - for traversing mountains and cliffs. Extends 20 meters.
Thermal cloak:
This item allows an individual to remove 2 setback dice from checks about handling the cold or the heat of a hostile environment.
Respirator:
These are used by beings to allow breathing in conditions that would usually be asphyxiating.
Extra Pockets:
+2 encumberance threshold
CorChemCo Fire Paste x5:
Can ignite any flammable object. Can burn for an hour at intensity of a campfire in atmosphere (without any additional fuel).
Fabritech CN-21 Camouflage Paint:
Add 1 automatic failure result to checks made to visually detect items concealed by it. Only works for items silhouette 1 or smaller.
Make an Average (2 difficulty) Ranged (Light) check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the object (or an unsecured object to them).
Merr-Sonn "Rider" Ascension Pistol:
Make an Average (2 difficulty) Ranged (Light) check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the object (or an unsecured object to them).
May pull themselves with another character, requiring an Average (2 difficulty) Athletics check, as to not lose grip with the gun or the person.
Restraining bolt x2:
This item is magnetically clamped onto droid chassis to shut them down or to make them compliant.
Escape requires passing a daunting (4 difficulty) discipline check.
Sporting Macrobinoculars:
This are standard macrobinoculars with video recording and playback features integrated.
Magnify objects up to 5km away and can record objects viewed. Remove setback dice imposed due to long range or poor light.
Surveillance Tagger:
These are small audio-recording and tracking devices which may be magnetically or chemically fixed to a target vessel or room. They may transmit back to another device with acquired information
Ryll x2:
This mild but addictive drug is mainly found in the Ryloth System. It has pain-relieving effects, allowing dealers to exploit those suffering from injuries.
Ignore effects of a single Easy or Average critical injury result until end of a scene or combat encounter. Two doses allow ignoring the effects of a single Hard critical injury result. Once effects end, suffer injury result as normal, and add 2 setback dice on all checks until end of session.
Assets & Resources
Critical Injuries & Conditions
Ensnare (Active)
When Ensnare is triggered, the target is Immobilized for a number of rounds equal to the weapon's Ensnare rating.
An Ensnared target may attempt a Hard Athletics check as an action on their turn to break free from the effect.
An Immobilized target cannot perform Maneuvers.
Disorient (Active)
When Disorient is triggered, the target is Disoriented for a number of rounds equal to the weapon's Disorient rating.
A Disoriented target adds setback to all Skill Checks they perform.
Knockdown (Active)
When Knockdown triggers, the target is knocked Prone.
Unless specified otherwise, Knockdown requires two advantage to trigger, plus one additional advantage per silhouette beyond one.
Talents
Name
Rank
Book & Page
Description
Grit
1
+1 strain threshold
Skilled Jockey
1
Remove 1 setback from piloting checks
Confidence
1
Decrease difficulty once of discipline checks to avoid fear
Rapid Reaction
1
Suffer strain to add success to initiative (max of 1)
Full Throttle
1
As an action (hard piloting) to increase max speed by 1 for 2 rounds
Touch of Fate
1
Once per session, Add TWO boost to any one check
Intuitive Strike
1
When making a combat check with a planetary scale weapon, add ⬜️ no greater than Force rating to the check. Spend ⚪️ to add 💥 or 🔱
Force Rating
1
+1 force rating
Force Powers
Force Rating
2
Power
Foresee
Description
The Force user can feel the Force flowing around everything. seeing what is and what will be.
Upgrade
Effect
Basic Power
The user may spend ⚪️ to gain vague hints of events to come, up to a day into his own. personal future.
Strength
Spend ⚪️ to pick out specific details equal to Strength upgrades purchased.
Background
See notes
Motivation
Survival:
In a galaxy where just being a force user can be a death sentence, Bud's primary concern is staying alive. He is willing to do whatever it takes to see tomorrow.