Groola has one glass eye and us always seen sitting upright in his floating chair.
Hutts may begin the game with one rank in Coercion.
A Hutt can never spend more than one maneuver moving per turn.
Limited Ammo 12
At the start of each session, gain 100 credits for each rank of Sound Investments.
Remove :eK: per rank of Plausible Deniability from all Coercion and Deception checks.
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
Gain +1 strain threshold
When selling good legally, gain 10% more credits per rank of Wheel and Deal.
Before making a social check, may spend up to 50 credits per rank of Greased Palms to upgrade the ability of the check once for every 50 spent.
At beginning of session, spend 100 credits to ignore strain threshold penalty due to triggered Obligation.
Instead of making a Knowledge check, may take a Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one :e*:.
Gain +2 wound threshold.
When buying or selling goods, or paying off or taking Obligation, may suffer 2 strain to sell for 25% more, but for 25% less, pay off 1 more Obligation, or take 1 less.
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
Once per session, may reroll any 1 Streetwise or Negotiation check.
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Usually reserved for formal affairs or the dealings of the wealthy, these small, disk-like devices .create holographic recordings or transmissions that may be played back as a small projection. The user can easily hold a holo-messenger in one hand. Though uncommon, they have played an integral part in many revenge or entrapment schemes.
Arboreal frogs that live among the nala trees of Ylesia, these amphibians are considered a delicacy among Hutts. Aruk the Hutt was particularly fond of them, a predilection his enemies used to poison him.
Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field. There are countless makers of stimpacks, from Chiewab Amalgamated Pharmaceuticals to Athakam MedTech.
It takes a maneuver for a character to inject a stimpack in himself or another..Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and for him to be able to use them at full effectiveness. See page 220 for more information.
Models Include: Numerous Variants.
Countless credits have been won and lost on the roll of simple chance cubes. Basic and low-tech, these dice can be found virtually everywhere in the galaxy. The simplicity of chance cubes also makes them susceptible to swindlers who like to keep the odds in their favor. By weighting the cubes slightly, unscrupulous individuals can increase the chances of the cubes coming up either red or blue. While difficult to detect on first glance, even the thickest Gamorrean will eventually realize that loaded chance cubes, or "tops" as they are sometimes called, are anything but random if used too often.
Characters using loaded chance cubes may add up to :eB::eB: to Deception checks when gambling. Noticing that chance cubes are weighted requires a Formidable (:eD::eD::eD::eD::eD:) Perception check on the first roll of the dice, but the difficulty decreases by one for each subsequent roll.
Models Include: Numerous variants.
Ubiquitous among spacers, explorers, and other professionals in the galaxy, the PED-21 is a personal emergency distress beacon carried in case of accident or misfortune. Around the size of a glow rod and weighing next to nothing, the PED-21 uses a high-powered, long-range transmitter to broadcast a short, constantly repeating emergency message across all common search-and-rescue comm frequencies. The PED-21 can be programmed to repeat its message in up to twelve preprogrammed languages and has a power-pack life of seventy-two standard hours. It can be manually triggered or linked to a monitoring system, such as those found in survival suits or sealed armor, and set to activate automatically when the wearer's bio signs reach a preprogrammed threshold. The signal broadcast by the PED-21 can be picked up from low orbit on most worlds and from many kilometers away depending on atmospheric conditions, terrain, and a number of other variables.
Anyone searching for an individual with an active PED-21 gains :eB::eB: to any Perception, Computers, or Surveillance checks made in the course of the search.
This dubiously named field stove is more commonly known to military personnel as a "hot plate," and is little more than a collapsible tray with integrated thermal circuitry for preparing field rations and other food products. The thermal circuits are powered by solar energy, but the durable surface of the hot plate can be used to cook with fire paste or even over a wood fire.
Groola the Hutt is on the rise among the Hutt Clans. His goals are to profit from the coming Hutt Turf War. He hopes to gain favors and build influence with an end goal of becoming powerful.
Groola the Hutt wishes for other members of the Hutt clan to view him with great Esteem.
Groola the Hutt is up and coming in Hutt Space. His name is on the rise and he cannot go anywhere without immediately being recognized.