Heavy blaster pistol, light, dam 7, crit 3, med ran., encom 2, stun
Adverse environment gear, soak 1, encom 2
Blaster pistol, ran. Med, Light, dam 6, crit 3, encom 1, stun
Personal Gear
Com link long, encom 2
Physician kit, encom 2 Blue die medicine check, add a success.
Stimpack 8, 5 per stim
Scan goggles
Backpack
Utility belt
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Pack instincts
1
Assist is two blue die
Keen Eyed
2
Remove 1 setback per rank, from percep. and vigil. checks. takes half the time.
Forager
1
Remove 2 black die from finding food, water, shelter. survival takes half time.
Swift
1
Does not suffer usual penalties for moving through difficult terrain.
Outdoorsman
1
Remove black die per rank outdoor, from checks to move through terrain or manage environ, effects. overland travel is half.
Animal Empathy
1
When making checks to handle or tame animals, add white die no greater than force rating to the check. spend force to add success or advantage to check.
Animal Bond
1
Develop longterm bond with single animal no greater than half force rating rounded down.
Quick Movement
1
Suffer 2 strain to perform the quick movement. add white die no greater than force rating to next check. may spend 2 force to perform one additional move maneuver after action.
Natural Outdoorsman
1
Once per session, may reroll any 1 resiliance or survival check.
Force Powers
Force Rating
2
Power
Harm/Heal
Description
Heal: Spend force to heal a number of wounds equal to int. from an engaged living creature
Harm: Spend force to inflict a number of wounds equal to int. (ignore soak) on an engaged living target. gain 1 conflict.
Upgrade
Effect
Range
Spend one force to increase powers range by number of range bands equal to range upgrades perchased
Magnitude / 2
Spend 2 force to affect 1 additional target within range per rank
Control
Heal: Heal additional wounds equal to ranks in medicine.
Harm: Inflict additional wounds equal to ranks in Medicine.