Coronet Arms HL-27 Light Blaster Pistol
Corellian Arms CR-2 Heavy Blaster Pistol
Catch Vest: 2 Soak against energy weapons. 1 soak against all other damage.
Personal Gear
Binders (x1)
Datapad
Backpack (Boosts encumbrance Threshold by 1)
Utility Belt (Boosts encumbrance threshold by 1)
Holo-Messenger
Glow Rod
Forensic Kit (Auto success to all perception checks made to spot and gather evidence. May count as right tools for the job when making checks to analyze evidence)
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Grit
4
Far Horizons pg. 29
Gain +1 strain threshold
Toughened
2
Far Horizons pg. 29
Gain +2 wound threshold
Insight
1
AOR Pg. 293
Perception and Discipline become career skills
Hard Headed
2
Far Horizons pg. 29
When staggered or disoriented, perform the Hard Headed action. Make a Daunting (4 Difficulty Dice) Discipline check to remove the status. Difficult reduced per rank of hard headed.
Street Smarts
1
Far Horizons pg. 29
Remove setback per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks
Durable
1
Far Horizons pg. 29
May reduce any Critical injury suffered by 10 per rank of Durable to a minimum of 1
Good Cop
1
Far Horizons pg. 29
May spend two advantage from a Charm or Negotiation check to upgrade ability of a single ally's subsequent social interaction check against the target a number of time equal to ranks in Good Cop.
Bad Cop
1
Far Horizons pg. 29
May spend two advantage from Deception of Coercion check to upgrade ability of a single ally's subsequent Social interaction check against the target a number of times equal to ranks in Bad Cop.
Quick Draw
1
Far Horizons pg. 29
Once per round, draw or holster a weapon or accessible item as an incidental.
Uncanny Senses
1
AOR Pg. 293
Add blue per rank of Uncanny Senses to all Perception checks.
Indistinguishable
1
AOR Pg. 293
Upgrade difficulty of checks to identify character once per rank of indistinguishable.
Uncanny Reactions
1
AOR Pg. 293
Add blue per rank of Uncanny Reactions to all vigilance checks.
Sense Danger
1
AOR Pg. 293
Once per session remove two black from any 1 check.
Sleight of Mind
1
AOR Pg. 293
Add blue to all Stealth checks unless the opposition is immune to force powers.
Touch of Fate
1
AOR Pg. 293
Once per session, add two blue to any one check.
Full Throttle
1
AOR Pg. 67
Take a Full Throttle action make a hard (3 purple) Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.
Skilled Jockey
1
AOR Pg. 67
Remove 1 BLACK per rank of Skilled Jockey from Piloting (Planetary) and Piloting (Space) checks.
Force Powers
Force Rating
2
Power
Sense
Description
The Force user can sense the Force interacting with the world around them.
Upgrade
Effect
Control
Ongoing Effect: Commit force die. Once per round when an attack targets the Force user, they upgrade the difficulty of the pool once.
Basic Power
The user may spend light side to sense all living things within short range (including sentient and non-sentient beings). The user may light side to sense the current emotional state of one living target with which they are engaged.
Duration
Sense's ongoing effects may be triggered one additional time per round.
Strength
When using Sense's ongoing effects, upgrade the pool twice, instead of once.
Control
Ongoing effect: Commit force die. Once per round, when the force user makes a combat check, they upgrade the ability to that check once.
Control
Effect: Spend light side. The Force user senses the current thought of one living target with whom he is engaged.
Range 3
Spend light side to increase power's range by a number of range bands equal to range upgrades purchased.
Magnitude 3
Spend light side to increase number of targets affected by power equal to magnitude upgrades purchased.