Saberbrella (Sabercane) (2/3 HP, Ilum crystal)
Modification Options (for later money): 4 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 2 Item Quality (Vicious +1) Mods.
Blaster Rifle (0/4 HP)
Componentization - R750c
Base Modifiers: Increase the difficulty of checks using scanners to search for this weapon by 2. Due to the masking used on various weapon components, this modification adds a Setback all Mechanics checks when performing maintenance on this weapon.
Padded Armor, +2 soak (0/0 HP)
Personal Gear
Datapad (1 ENC)
Can take notes, pictures, access local internet, send messages, and boost knowledge skills.
Earbud Comlink
Earbud comlinks have a usable range of long. Noticing that an individual is wearing an earbud comlink requires a Hard Perception check.
Holo-Messenger
Planetwide range, and displays a holographic image of the person you're talking to.
Assets & Resources
On Person:
Stimpack (x2)
Using a stimpack requires one maneuver, which covers the simple act of a character using the auto-hypo on himself or one other person immediately healing a number of wounds.
Weeks Worth of Field Rations (x2)
Allows a soldier to survive on a single ration for up to one week.
On Ship:
Disguise Kit (2 ENC)
Lets you make skill checks to appear as someone else, including faking being a different species with the same arrangement of limbs
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Pantoran Resilience
1
Remove a setback die from checks imposed by cold environmental conditions.
Know Somebody
2
Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody.
Force Powers
Force Rating
1
Power
Influence
Description
The user may spend a pip to inflict 1 strain on an engaged target.
When influencing thoughts, light pips create positive emotions, and dark pips create negative emotions. Neutral emotions can be generated with either.
Upgrade
Effect
Control
The user may make an opposed Discipline vs. Discipline check with a combined Influence power check. If she spends a pip on the check and succeeds, she can force the target to adopt an emotional state or believe something untrue lasting for 1 round or 5 minutes.
Power
Move
Description
The user may spend a pip to move a silhouette 0 object within short range up to her maximum range. The default maximum range is short.
Upgrade
Effect
Control
The user can pull objects out of secure mountings or an opponent's grasp.
Range (1)
The user may spend a pip to increase the range of this power by 1 per Range upgrade purchased.
Control
The user can hurl objects to deal damage to others by making a ranged combat check using Discipline combined with a Move power check, dealing damage equal to 10x silhouette.
Control
The user can perform fine manipulations of items, allowing her to do whatever she could normally do with her hands via this power at this power's range.
Strength (2)
The user may spend a pip to increase the maximum silhouette of objects a character can move by a number equal to the number of Strength upgrades purchased. The user may activate this multiple times, increasing the silhouette of the objects she can move by this number each time.
Power
Sense
Description
The user may spend a pip to sense all living things within short range (including sentient and non-sentient beings).
The user may spend a pip to sense the current emotional state of one living target with whom she is engaged.
Upgrade
Effect
Control
The user may spend a pip to sense the current thoughts of one living target with whom she is engaged.
Power
Seek
Description
The user may spend two pips to gain insight into the general location or direction of a person or object that she knows about, regardless of its current distance from her. The user may not activate this multiple times.
The user may make an Average difficulty Vigilance check with the power check to see through all sensory misdirections confronting her, whether these come from technology or more esoteric sources. This power works against tricks such as cloaking fields, holograms, Force illusions, and even physical disguises, at the GM's discretion, but has no direct effect on spoken or written lies. To successfully see past the deception, the character must spend a pip to activate the power and must succeed on the Average difficulty Vigilance check (or opposed Vigilance versus Discipline check if illusions are being created by another Force user). If the user succeeds, her supernatural senses pierce the falsehoods, letting her perceive the truth they conceal.
Upgrade
Effect
Magnitude (1)
Spend a pip to gain one additional helpful detail per rank of Magnitude about the location, direction, or path of the target when using the basic power to search for it. These details can include short flashes of phenomena including sights, sounds, smells, landmarks, or even brief visions, as determined by the GM.
Background
Motivation
Morality
Morality (73)
Strengths:
Compassion - Eira wants to help all those she comes across, just (Weakness) chooses not to come across many people outside of her class bubble because of the emotional/moral fatigue, guilt, empathy, and compassion she feels.
Pride - Eira does have a strong sense of self. She knows that she isn't inherently better because she survived, but she does know that her charisma certainly helped her stay hidden all these years. She's proud of the life she's built. People like her, they think she's beautiful, charming, and Put Together. She takes pride in this image of untouchability, and wealth. On that note, she also thinks others should take pride in their accomplishments. She finds people who act overly humble to be annoying, and fake.
Independence - After living through a time where she could not trust anyone (or, very few people), she has learned how to survive on her own, not needing to rely on anyone. While she can and has worked with others, she is competent on her own.
Weaknesses:
Weakness - She struggles to want to engage with All The Bad because it's too overwhelming, so she just ignores it.
Greed - While well off, she does feel safer with more credits in her account than not. If talking doesn't get her out of danger, credits do. She won't be so easily tempted- but she can be tempted.
Arrogance - She's not delusional about her abilities. She doesn't think she's perfect- but if someone tries to suggest she's not as good as she thinks she is, she can be quite caustic and willing to knock them down a peg. It truly depends on who's dealing the blow, though.
Description
Other Notes
Allies:
Rodia: Mennanites, Spower Tiggles the bartender, and Random LesbianTM, Dr. Tan?
Misc: Ranem Tiiv, Nash Mathenth (-1 rarity on arms dealing)
Bunno's Allies:
Mandalorian mercenary by the name of Bitt. He occasionally does bounty hunter work but contracted work is a little more stable and he doesn't need the thrills.
A Cerean engineer named Shlim Nu. She operated in core space during the clone wars, had her own shop, but she moved out deeper into the galaxy in the chaos to avoid getting sucked up into the Imperial military industrial complex.
Caldo Mendra is a human smuggler with a heart of gold. He's probably still doing some smuggling work out in the fringes, but he definitely would've kept his head down when the Republic became the Empire.