Stun, Allows the shooter to aim as an incidental once per round at short range. Decrease the difficulty of Perception checks to locate the shooter in low light conditions by 1, Gain an automatic Advantage on successful combat checks with this weapon.
Damage
9
Critical
3
0
185
223
8/8
Weapons & Armor
Riot Armour (+2 Soak, 3 E, 2/2 HP)
VX Hands-Free Weapon System (Attached to Riot Armour/Blaster Carbine)
Armour Insert (+1 Soak)
Vibrosword (3 E, 0/3 HP)
Punch Dagger (1 E, 0/1 HP)
Gaffi Stick (3 E, 0 HP - Carried by Elly)
Neuronic Lash (1 E, 0/1 HP)
Boot Blade (2 E, 0 HP)
Blaster Carbine (3 E, 2/4 HP)
Electronics Sighting System (Attached to Blaster Carbine, 1 HP)
Bantha's Eye Laser Sight (Attached to Blaster Carbine, 1 HP)
Personal Gear
Disguise Kit (2 E)
Stimpack x 4 (0 E)
Handheld Comlink (0 E)
Field Rations x 2 (0 E)
Imperial Army Military Attack (-6 E)
Utility Belt (-1 E)
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Beguiling Pheromones
1
By emitting pheromones, Zeltron can affect emotional states of other sentients. Once per check as an incidental, a Zeltron may suffer 2 strain to upgrade the ability of a Charm, Deception, or Negotiation check against a living sentient being within short range once. This ability has no effect on targets wearing breath masks or without respiratory systems.
Distracting Behaviour
1
Make a Distracting Behaviour maneuver and suffer strain no greater than ranks in Cunning. Until the beginning of next turn, equal number of NPCs suffer a threat on all checks. Range increases by 1 per rank, starting at engaged at rank 1..
Dodge
1
When targeted by a combat check, the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed their ranks in Dodge
Congenial
1
May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
Intense Presence
1
Spend 1 Destiny Point to recover strain equal to Presence rating.
Natural Athlete
1
Once per session, may re-roll any 1 Athletics of Coordination check.
Convincing Demeanor
1
Remove one penalty dice per rank of Convincing Demeanor from Deception of Skulduggery checks.
Force Powers
Force Rating
1
Power
Influence
Description
The user may spend a pip to inflict 1 strain. Dark pips generate negative thoughts/feelings, and light pips generate positive thoughts/feelings. Neutral thoughts/feelings can be generated with either
Upgrade
Effect
Control
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of her dice pool. She may spend a pip to gain a success or advantage (user's choice) on the check.
Control
The user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends a pip and succeeds on the check, she can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes
Range (1)
Spend a pip to increase the power's range by a number of range bands equal to Range upgrades purchased.