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| == Skills: == | | == Skills: == |
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− | Coercion (Willpower): 3<br> | + | Coercion (Willpower): 1<br> |
− | Cool (Presence): 2<br> | + | Cool (Presence): 1<br> |
− | Discipline (Willpower)*: 2<br> | + | Discipline (Willpower)*: 1<br> |
| Education (Intellect): 1<br> | | Education (Intellect): 1<br> |
− | Gunnery (Agility)*: 2<br>
| + | Leadership (Presence)*: 1<br> |
− | Leadership (Presence)*: 2<br> | + | Ranged: Heavy (Agility)*: 1<br> |
− | Melee (Brawn):* 1<br>
| + | Ranged: Light (Agility)*: 2<br> |
− | Ranged: Heavy (Agility)*: 3<br> | |
− | Ranged: Light (Agility)*: 3<br> | |
| Resilience (Brawn)*: 1<br> | | Resilience (Brawn)*: 1<br> |
− | Vigilance (Willpower)*: 3<br> | + | Vigilance (Willpower)*: 1<br> |
| Warfare (Intellect): 1<br> | | Warfare (Intellect): 1<br> |
| * Career Skill | | * Career Skill |
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| == Talents: == | | == Talents: == |
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− | • Command 1: Add 1 boost die per rank of Command when making Leadership checks. Affected targets add 1 boost die to Discipline checks for the next 24 hours.<br> | + | • Command 1: Add 1 boost die per rank of Command when making Leadership checks. Affected targets add 1 boost die to Discipline checks for the next 24 hours. |
− | • Confidence 1: May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.<br>
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− | • Point Blank 2: Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged: Heavy or Ranged: Light attacks made while at close or engaged range.<br>
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− | • Second Wind 2: Once per encounter, as an incidental heal strain equal to ranks in Second Wind.<br>
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− | • Side Step 1: Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in Side Step.
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| == Gear: == | | == Gear: == |
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| • Adverse Condition Suit/Padded Armor: Soak: 2, Encumbrance: 2, Note: You may ignore one Setback die for desert environments.<br> | | • Adverse Condition Suit/Padded Armor: Soak: 2, Encumbrance: 2, Note: You may ignore one Setback die for desert environments.<br> |
| • Blaster Pistol: Damage: 6, Critical: 3, Range: Medium, Encumbrance: 1, HP 3<br> | | • Blaster Pistol: Damage: 6, Critical: 3, Range: Medium, Encumbrance: 1, HP 3<br> |
− | o Laser sight (500 cr): Encumbrance: 0, Note: Gain one automatic Advantage on a success with this weapon<br>
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− | • Blaster Rifle (1000 cr): Damage: 9, Critical: 3, Range: Long, Encumbrance: 4, HP: 4<br>
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− | o Laser sight (500 cr): Encumbrance: 0, Note: Gain one automatic Advantage on a success with this weapon<br>
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| • Combat Knife: Damage: +1, Critical: 3, Range: Engaged, Encumbrance: 1 | | • Combat Knife: Damage: +1, Critical: 3, Range: Engaged, Encumbrance: 1 |
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| ''Other Gear''<br> | | ''Other Gear''<br> |
− | • Binders (25 cr)<br> | + | • Backpack (50 cr)<br> |
− | • Combat scanner (2,000 cr): Encumbrance: 1, Note: Allow character to see normally in darkness; 360 degree vision; can track motion, heat and metal; +2 Setback dice to decode transmissions between combat scanners.<br>
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− | • Comm Scrambler (1,000 cr): Encumbrance: 0<br>
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| • Commlink, Handheld (25 cr)<br> | | • Commlink, Handheld (25 cr)<br> |
− | • Datapad (75 cr): Encumbrance: 1<br> | + | • Macrobinoculars (75 cr): Encumbrance: 1<br> |
− | • Electrobinoculars (250 cr): Encumbrance: 1<br>
| + | • Military Field Manual (25 cr): Encumbrance: 1. Note: Once per scene, you may use the information in the field manual to gain one Boost die at the GM’s discretion. |
− | • Glow rod (10 cr): Encumbrance: 1<br>
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− | • Holo-messenger (250 cr): Encumbrance: 0<br>
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− | • Load-bearing gear (100 cr)<br>
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− | • Military Field Manual (25 cr): Encumbrance: 1. Note: Once per scene, you may use the information in the field manual to gain one Boost die at the GM’s discretion.<br> | |
− | • Military Pack (60 cr). Cumbersome: 2<br>
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− | • Restraining bolt (35 cr): Encumbrance: 0<br>
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− | • Stimpack (25 cr): Encumbrance: 0, Notes: One use; automatically heals 5 wounds.<br>
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− | • Surveillance Tagger (75 cr), Encumbrance: 0<br>
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− | • Utility belt (25 cr)
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− | ''Not Carried''<br> | + | ''Credits'': 25 |
− | • Adverse condition suit, cold (500 cr): Soak: 2, Encumbrance: 2, Note: You may ignore one Setback die for cold environments.<br>
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− | • Breath mask (25 cr): Encumbrance: 1<br>
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− | • Comm jammer (400 cr): Encumbrance: 4<br>
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− | • Crash survival kit (300 cr): Encumbrance: 5<br>
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− | • Hardened comlink (450 cr): Encumbrance: 3, Notes: Automatic +2 failures to any checks to decode and understand its transmissions, automatic +2 successes to any checks to broadcast through a jammer<br>
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− | • Holographic Ghillie suit (800 cr): Encumbrance: 1, Notes: Provides holographic camouflage, increasing the difficulty of all checks to find the character by +1 as long as they remain motionless.<br>
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− | • Ionization blaster (250 cr): Damage: 10, Critical: 5, Range: Short, Encumbrance: 3, HP: 3, Notes: Disorient 5, Stun Damage, Droids Only<br>
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− | o Laser sight (500 cr): Encumbrance: 0, Note: Gain one automatic Advantage on a success with this weapon<br>
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− | • Laminate Armor (2,500 cr): Soak: 2, Encumbrance: 4, HP: 3<br>
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− | • Medpack (400 cr): Encumbrance: 2<br>
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− | • Powered Armor (9,000 cr): Defense: 1, Soak: 3, Encumbrance: 3, HP: 3, Notes: Protection from vacuum and toxic environments; deduct two Setback Dice from all Perception, Surveillance, Vigilance and combat checks due to darkness, smoke or similar environmental factors that obscure vision; +1 to Brawn; +1 to Athletics<br>
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− | • Scanner Goggles (150 cr): Encumbrance: 0, Note: Allow character to see normally in darkness<br>
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− | • Space suit (100 cr): Encumbrance: 4<br>
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− | • Thermal cloak (200 cr): Encumbrance: 2, Note: Remove up to 2 Setback Dice from any checks made to handle extreme heat or cold.<br>
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− | | + | ''Encumbrance'': 6<br> |
− | ''Credits'': 3,540
| + | ''Encumbrance Threshold'' (Brawn + 5 + Backpack [4]): 11 |
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− | ''Encumbrance'': 14<br> | |
− | ''Encumbrance Threshold'' (Brawn + 5 + Military Pack [6] + Load-bearing gear [3] + Utility belt [1]): 17 | |
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| == Combat: == | | == Combat: == |
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| o Warfare 0>1: 10 XP<br> | | o Warfare 0>1: 10 XP<br> |
| o Command 1: 5 XP<br> | | o Command 1: 5 XP<br> |
− | • Earned XP: 205/ 5<br> | + | • Earned XP: 10/ 0<br> |
− | o Ranged: Light 1 > 2: 10 XP<br> | + | o Ranged: Light 1 > 2: 10 XP |
− | o Coercion 1 > 2: 15 XP<br>
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− | o Side Step 1: 5 XP<br>
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− | o Vigilance 1 > 2: 10 XP<br>
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− | o Point Blank 1: 5 XP<br>
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− | o Second Wind 1: 5 XP<br>
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− | o Ranged: Heavy 1 > 2: 10 XP<br>
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− | o Point Blank 2: 10 XP<br>
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− | o Cool 1> 2: 15 XP<br>
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− | o Second Wind 2: 10 XP<br>
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− | o Gunnery 0 > 1: 5 XP<br>
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− | o Discipline 1> 2 XP<br>
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− | o Leadership 1 > 2 XP<br>
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− | o Confidence 1: 10 XP<br>
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− | o Melee 0 > 1: 5 XP<br>
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− | o Ranged: Heavy 2 > 3: 15 XP<br>
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− | o Gunnery 1 > 2: 10 XP<br>
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− | o Coercion 2 > 3: 20 XP<br>
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− | o Ranged: Light 2 > 3: 15 XP<br>
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− | o Vigilance 2 > 3: 15 XP
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| == Back Story: == | | == Back Story: == |