• Insulated Bodysuit: Add 2 Boost to Resilience checks to resist environmental effects. Removes up to 2 Setback added to checks due to environmental effects.
• Vacuum Sealed: Allows user to ignore the effects of vacuum, toxic or poisonous atmospheric environments for up to 6 hours.
• Integrated Scanners: The user benefits from a General-Purpose Scanner and an Enhanced Optics Suite. Removes up to 2 setback added to Perception, Vigilance and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision and adds boost to perception checks made to detect movement or hidden enemies.
• Communications Suite: The user benefits from a 3-MAL Secure Comlink. This comlink transmits up to medium range on the planetary scale. Encryption adds 1 setback to any check made to intercept and unscramble the signal. Monitoring a standard clear frequency on civilized worlds can add 2 boost to Knowledge checks related to current events or conditions at the GM's discretion
• Modular Backpack: Increases the users encumbrance threshold by 6. The user benefits from a Modular Backpack Frame with one unit of the user’s choice. Can hold one additional unit beyond the first.
Gear:
Entrenching Tool
Engineer's Hammer
"Breaker" Heavy Hydrospanner
MK. III Modular Backpack (Fully Modded)
Load Bearing Gear
Utility Belt
Weapon Maintenance Kit
Assets & Resources
Municipal ship schematic.
Map of Felucia.
Critical Injuries & Conditions
None
Talents
Name
Rank
Book & Page
Description
Armor Master
1
When wearing armor, the character increases his total soak value by one.
Armor Master - Improved
1
When wearing armor with a soak value of two or higher, the character increases his defense by one.
Gearhead
1
Remove a Setback Die (Black Die) per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase with multiple ranks of Gearhead.
Grit
3
Each rank of Grit increases a character’s strain threshold by one.
Hard Headed
1
The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred fro performing actions when staggered). He makes a Daunting (4 Difficulty Dice) Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy.
Toughened
4
The character increases his wound threshold by two per rank of Toughnened.
Rapid Reaction
1
The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction.
Force Powers
Force Rating
1
Power
Heal/Harm
Description
Basic Power This is used in two distinct ways (to heal or to harm). Heal allows the Force user to treat his comrades’ injuries, while harm lets him drain the life from his foes. Heal is only available to LIGHT SIDE FORCE USERS ONLY!
A Light Side Force User may spend light or dark Force Points to heal a number of wounds equal to his Intellect on one engaged living creature (including himself). Heal can only be used five times, on a single target, over a 24-hour period and Stimpacks count against this amount. The user may not activate this multiple times.
The user may spend light or dark Force Points to inflict a number of wounds (ignoring soak) equal to the Force User’s Intellect on one engaged living creature. The user may not activate this multiple times.
Upgrade
Effect
0
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force.
The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade
Effect
1
Control: Fine Details - Spend a pip to make out fine details on a single object within medium range.
1
Control: Vigilance - When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend to gain or on the check.
1
Control: Transparent - Spend a Pip to see through a single object at medium range as though it were transparent.
Background
Temm'pil is an up and coming gank behind the blockade, looking for work, and his particular skill set and disposition managed to earn himself a place in Republic Intelligence.
Motivation
Temm'pil joined Republic intelligence to in order to start and look for worth while recruits to his own pack, veterans seasoned and marred by war. His other reason for joining Republic intelligence is that by being a part of the Republic Intelligence, you stand in the middle of the river that is the flow of the information. Being with them gives him the chance to watch the flow of the war, make use of it, and avoid the problems of all while pursuing personal growth of power.
Reward=> Power
Morality
Intelligence
The PC knows that every victory hinges on knowing as much about the enemies' military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for friendly forces to strike at. He not only wants to know what other military factions are up to, but also the state of technological research, economic policies, and other aspects of the strength of other factions, groups, and militaries.
Description
Other Notes
BR: 2 AG: 4 INT: 3 CUN: 2 WP: 2 PR: 1
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110 XP
Special Abilities:
Cyborg - Ganks may begin play with up to two cybernetic implants that cost up to 5,000 credits. Extra credits for obligation may be applied to purchase these cybernetics.
Cybernetics: Maximum Cybernetics adjusted by +3.
Ganks may begin the game with one rank in Vigilance or Coercion: Vigilance taken.
1. Force users have both duty and morality, however only duty can be exchanged for character creation bonuses
2. During character creation duty can used for the following options as per AoR, 5 duty for 5 xp, 10 duty 10 xp, 5 duty for 1000 credits, 10 duty for 2500 credits
10 Duty is spent on 2500 Credits
70 Spent on Ag
30 Spent on Int
30 Spent on Colossus
5 Spent on Grit
5 Spent on Grit
10 Spent on Grit
5 Spent on Toughness
5 Spent on Toughness
10 Spent on Toughness
15 Spent on Toughness
5 Spent on Hard Headed
5 Spent on Gearhead
10 Spent on Armored Master
15 Spent on Armored Master (Improved)
15 Spent on base Heal/Harm
5 Spent on base Far Sight
>10 Spent on Control: Vigilance
>5 Spent on Control: Transparent
>5 Spent on Control: Fine Details
10 Spent on Discipline 2
15 Spent on Discipline 3