Weapons & Armor
Lightfoil
Dmg: 6
Crit: 2
Encumbrance: 1
Range: Engaged
Hard Points: 7
Crafted: 2 Integral Attachments (Superior & Thisspiasian Stabilizing Coil), Exceptional Performance (+1 Boost), Crossguard, Personalized Design, Customizable, Energy Bleed x3(Stun +2), Reverse Engineered.
Qualities:Accurate 1, Breach 1, Sunder
Special: -1 Damage
Crystal Mods: 4 Dmg +1 Mods, 1 Decrease the weapons critical rating by 1 to a minimum of 1, 2 Item Quality Vicious +1 Mods.
Attachments:
^Superior 1 HP
^Thesspiasian Stabilizing Coil 1 HP When making an attack, Remove 1 Setback.
^Custom Grip 1 HP Remove 1 Setback from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds 2 Setback to all combat checks made using it (1 Weapon Quality Accurate +1 Mod).
^Cyclic Crystal Array 2 HP: Install a second crystal for no hardpoint cost, as a maneuver, may switch active crystal.
^ Solari Crystal
^^ Damage +7, Critical Rating +2, Breach +1, Defensive +1, Sunder Quality. Reduce strain taken when using the Reflect incidental by 1.
Combat Robes 1
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 9
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior 1 HP
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)
^Portable Plasma Shield 2 HP; The small plasma-shield generator attaches to the armor's forearm armor and can be activated and deactivated as an incidental. When the shield is active, the user cannot be wield a two-handed weapon. The plasma shield cannot be used to attack but grants the Defensive 1 item quality. (2 Item Quality Defensive +1 mods, 3 Item Quality Deflection +1 mods)
Custom Robes 2
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)
Custom Robes 3
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)
Custom Robes 4
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)
Custom Robes 5
Soak: 4
Defense: 1
Encumbrance: 0
Hard Points: 8
Crafted: 5 Lightweight, 2 Extra Hard Point, Sealable, Efficient Construction, Reverse Modification, Extra Soak, 2 Integrated Attachments, Exceptional Performance, 4 Duplicate
Attachments:
^Superior
^Squad TacSys 1 HP Wearer adds Boost to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. Includes integrated commlink. (1 skill Perception mod, 1 skill Vigilance mod)
Personal Gear
Jedi Utility Belt +1 E.
^Contains 3 days of food, an emergency medpac, Jedi multi-tool, glow rod, comlink and aquata breather.
MedPac 2 E.
^Allows the character to use the Medicine skill without penalty and in addition grants 1 Boost to all Medicine skill checks.
Medicine Specialist Tool 1 E.
^Auto Success to Medicine checks. Supreme Craftsmanship upgrade Medicine Check. Safety Feature auto advantage to Medicine check. Compact add 1 Setback to checks to find tool on character.
Antishock Blanket 2 E.
^When a character uses an antishock blanket to help heal a Critical Injury, the character may reduce the difficulty of the medicine check made to heal the injury by one, to a minimum of Easy.
Stimpack 0 E. x20
Spray Plasto-Cast 1 E.
A character can make an Easy Medicine check to apply a spray plasto-cast to a limb that has been crippled or disabled due to a Critical Injury. If successful, the Critical Injury heals automatically after one week of narrative time.
Protective Amulet 0 E.
^While active, this talisman allows the user to ignore environmental effects such as fire, acid, and corrosive atmospheres. They always act as if in a standard gravity field and may breathe normally even underwater and in a vacuum. Weapons with the Burn quality do not count as having that quality when used as part of an attack against the user. (Empowered by Evil Suffer 2 conflict when using talisman, Hidden Purpose Add Setback to any checks made to determine the Talisman's true function)
Ashla Staff 4 E.
^While wielding this staff, a character may spend 3 strain to add 1 light force result to the results of a force power check.
Thermal Cloak 2 E.
^This item allows an individual to remove 2 setback dice from checks about handling the cold or the heat of a hostile environment.