Mismatched eyes, topknot with 3 braids
Weequay may begin the game with one rank in Athletics.
Weequay can communicate non-verbally with other Weequays up to Short Range.
Stun Setting
Pierce 2
Vicious 1
Blast 6
Limited Ammo 1
Blast 10
Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.
Gain +1 strain threshold
When using a weapon with the Blast quality spend :e^: to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Remove :eK: per rank of Steady Nerves from Cool or Skulduggery checks.
Gain +2 wound threshold.
The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Gain +1 soak value.
When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Suffer a number of strain to add an equal number of :e*: to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Once per session, make a Hard (:eD::eD::eD:) Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + :e*:
Reduce the difficulty of Improvised Detonation to __Average (:eD::eD:) and increase damage to twice ranks in Mechanics.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Decrease the :e^: cost to activate the Blast quality on any weapon used by 1 to a minimum of 1.
A common device found across the galaxy, comlinks come in a variety of forms depending on their function and user. Each allows for audio messaging between two parties though advanced models can transmit multiple users or network groups together. Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments. Longer-range versions are usually carried as large satchels or in backpacks, and can reach across a planet and to ships in high orbit (or even elsewhere in the same star system). Most operate on a standard net of frequencies that can be adjusted as desired to elude detection.
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.
The convenient Mk. IV Modular Backpack is manufactured by Creshaldyne Industries and marketed almost exclusively to military and governmental forces. Designed with scouts, reconnaissance troopers, and explorers in mind, these backpacks are large and sturdy, made from weatherproof textiles and equipped with an internal frame to help support the weight of the load carried. The backpack has one large compartment with four smaller compartments on the exterior. Each compartment can be sealed and unsealed quickly with a specially designed, silent tear-away textile sealer that keeps the contents of the backpack safe, secure, and dry. What makes this backpack unique is the number of different pouches that can be purchased and attached to the exterior by way of Creshaldyne's proprietary modular quick-release system. This allows the user to customize his backpack for the job at hand, adding extra pouches for contents like ammunition, optical equipment, or specialized hunting gear.
The Mk. IV Modular Backpack increases the user's encumbrance threshold by 3, plus an additional 1 point of encumbrance threshold for each accessory pouch to a maximum of 3.
Note: To purchase accessory pouches for the modular backpack, select the backpack in your inventory and click the "Attachments" button. An "attachment" will be available for adding the pouches to the backpack.
Load-bearing gear, or combat webbing, is a system used by soldiers to carry necessary equipment on their persons in easily accessible pouches. They are commonly made of hard-wearing reinforced textiles, and often with removable armor plates.
Load-bearing gear increases a wearer's encumbrance threshold by 3.
Models Include: Imperial Armory M-4 Army Combat Webbing, AHH "Striker" Tactical Vest.
Orim Megarr's family starship business on Sriluur is struggling, and local "legitimate business professional" Nil Onido has offered to give them a considerable contract if he wins the Cloud City Grand Prix race.
Orim is unusually close to a mentor, teacher, or other figure that provided guidance.
Orim has deep ties to his family that require a great deal of time and attention.