Handheld Commlink*
Stimpack (4)*
Reload
Electrobinoculars
Scanner Goggles
Climbing Gear
Sleeppack
Degan Explorations Syntherope
*Rim Excursions Inc. Military Belt Pouch
Load-Bearing Gear
Slicer Gear
MDD-12 "Mercantiler" Datapad (Outer Rim)
Assets & Resources
*Augmented Vibro-motor (+vicious)
Monomolecular Edge
Shadowsheath
300 cr. of modparts
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Quick Draw
1
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Grit
1
+1 Strain threshold
Force Powers
Force Rating
1
Power
Endure
Description
Upgrade
Effect
The basic power of Endure allows a Force user to temporarily ignore the effects of injury. The basic power has one way to commit Force dice:
When the character suffers a Critical Injury with a severity no greater than Easy difficulty, the character may activate Endure as an out-of-turn incidental, committing a Force die. While the Force die remains committed, the character ignores the effects of that Critical Injury. This means they do not apply any results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while the Force die remains committed. (The injury can still be healed.) When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Power
Influence
Description
Upgrade
Effect
The most basic form of Influence does not allow the Force user to guide or shape the thoughts of others. [They] can merely strain their mind, inflicting stress and exhaustion. The basic power has one effect that can be triggered multiple times on the same or different targets:
The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Control
To gain the ability to alter the thoughts and emotions of a living target with whom [they] are engaged, the user makes an opposed Discipline check against the target as part of the pool to activate the power. The user must spend a Force point (◑) and [they] must succeed on the check to force the target to adopt an emotional state such as fear, friendliness, or hatred, or to believe something untrue ("these are not the droids you are looking for"). The effect lasts for roughly five minutes, or one round of combat. If the Force user has the ability to affect multiple minds with this power (such as with the Magnitude upgrade), the Discipline check either must be opposed by the mind with the highest ranks in Discipline, or its difficulty must be set statically based on the number of minds (at the GM's discretion).
Strength Upgrade
When stressing the mind of a target, the Force user inflicts 2 strain instead of 1.
Background
Bell remembers nothing of his life before losing his memory several years ago. He has been training under his master since.
Motivation
Relationship: Bell's master has taught him all he knows and helped him recover from his lowest point.
Obligation (Dutybound) [15]: Bell is contracted to work for his master as an assassin, and believes in what he does.
Morality
Justice / Anger
Morality -2
Description
A pale yellow twi'lek twunk with blue eyes and a tattooed sunset gradient down his lekku. Dressed in flowy grays and blacks.