------Species: Human------
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110 XP (XP Bank: 60 / 110 spent)
Special Abilities: +1 to two non-career skills (Medicine, Athletics)
------Equipment Details------
++SKZ Sporting Blaster Rifle [600 credits][3 Encumbrance][4 Hardpoints Available]
The Corellian Arms SKZ Sporting Blaster is a popular civilian weapon used for hunting and self-defense. A relatively compact and simple design that has been in production for centuries, the SKZ doesn’t have the power of military grade blaster rifles, but has good
range and is capable of bringing down all but the largest game. The SKZ comes with a rail system for easily adding attachments and can be quickly broken down into three parts for transport in a small case.
Kaz's SKZ sports highly polished wood for the stock and a grip, and the metal of it is slightly nicked from years of age though otherwise well-cared for.
++Combat Knife [25 credits][1 Encumbrance][0 Hardpoints Available]
Vicious combatants rely on sharp blades to slice and gash their foes. They’re also far easier to conceal than a firearm and just as deadly if the user is skilled in its use. Knives are seen as the weapons of commoners, thieves, and assassins, so carrying one in plain sight may cause social stigma in polite company, or add to a rogue's presence in more wretched hives of scum and villainy.
Kaz's knife is personalized in that he's wrapped some additional hide around the hilt for easier grip, with a trio of feathers - two red and one blue - tucked into the hide wrapping. Apparently he got them as part of a trade with a Sathari merchant. Although he can use it to fight, it's mainly for grooming and other practical applications.
++Pioneer Armor [300 credits][2 Encumbrance (when not worn)][1 Hardpoints Available][1 Soak][+3 Encumbrance limit]
Designed with the combat engineer in mind, pioneer armor consists of a rugged, reinforced jacket and trousers; sturdy boots with piasteel toe caps; gloves; and a modified engineer's helmet. The suit is reinforced with thick layers of ballistic polymer to provide extra protection to sensitive areas. What sets pioneer armor apart from normal padded armor is the suit's integrated load-bearing system. Composed of numerous adjustable loops, straps, hooks, and sealable pockets and an integrated tool belt, the armor distributes weight and provides easy access to tools and supplies in the field.
Kaz has constructed this armor over a number of years, finding what parts he needs to protect most, where he can fit some pockets to carry additional equipment, and similar.
++Comlink/Handheld [25 credits][0 Encumbrance]
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. However, long range versions can usually reach the entire planet in range.
++Glowrod [10 credits][1 Encumbrance]
Glow rods are small, directional, handheld light sources used in many applications. They project a beam of bright light and can illuminate objects at respectable ranges.
++Backpack [50 credits][0 Encumbrance][+4 Encumbrance Threshold]
A backpack can serve many important functions; it can be used for carrying survival gear or even smaller allies and droids. Most are simple affairs of fabric and straps, with better styles including internal bracing and back support so that heavier weights can be carried far longer. Backpacks increase the character's encumbrance threshold by 4.
++MedPac [400 credits][1 Encumbrance]
Slightly larger and infinitely more advanced than a standard Emergency Medpac, this Medpac carries instruments for emergency held surgery, a better diagnostic computer and mediscanner, advanced synth-nutrient replicators for sustaining a patient's vital nutrients, spray splints, and counter-radiation and biological poison drugs. A Medpac allows the user to perform relatively complicated medical procedures in the held, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on page 219, and additionally grants a boost on all attempts. In addition, the internal stim storage grants the user the equivalent of one Stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).
++Extra Reload [25 credits][1 Encumbrance][# Held: 1]
Extra Reloads allow characters to ignore an "out of ammo" result with a ranged weapon. By spending a maneuver, they may reload their weapons and get back in the fight.
++Breath Mask [25 credits][1 Encumbrance]
The most basic are simple nose plugs which filter out contaminants; there are also higher quality items such as wearable face masks with gas canisters, filtration masks for poisonous atmospheres, and even aquatic rebreathers for sustained activity underwater. Breathing aids can be set to provide nearly any atmospheric mix.
++Syntherope [5 Credits][1 Encumbrance][20 meters of rope]
Syntherope is thin, lightweight, and extremely strong, with a tensile strength ten times that of durasteel. Sold in twenty-meter spools, Syntherope is used primarily for climbing, rappelling, and securing cargo, but it can be used anywhere a good stout rope is needed.
++Macrobinoculars [75 Credits][1 Encumbrance]
Macrobinoculars use rugged imaging systems to magnify far-off objects for their users.
++Field Rations [10 Credits][0 Encumbrance][# Held: 3]
The only features that distinguish field rations from standard ration packs are their awful taste and hyper infusion of nutrients that allows a soldier to survive on a single ration for up to one week. The brown goop comes in flat packages and looks like nothing so much
as digestive waste. Field rations can be heated by the thermal circuitry integrated in the packaging, and they can also be consumed cold. Soldiers report little difference in taste or enjoyment.
Not Kaz's first choice for nourishment but sometimes there isn't a choice and it's better than starving.
++Corellian Whiskey [25 credits][1 Encumbrance][# Held: 1 bottle]
A popular alcoholic drink from Corellia, distilled anywhere from three to twenty times and aged for several years in wooden casks. Corellian whiskey is characterized by a smooth, woody, slightly spicy flavor and relatively high alcohol content. With production methods strictly controlled by the government, only whiskeys distilled according to specific processes on Corellia and a few colony worlds can carry the label of Corellian whiskey. As such, Corellian whiskey is difficult to come by outside of the Corellian Sector and tends to be pricey.
Kaz won this bottle in a shooting contest and is waiting for a good occasion to open it - and good company to drink it with.