Scar across nose and cheek
Stun Setting
An extremely simple gun sight, a laser sight emits a low-power light beam to place a visible "dot" that marks the weapon's precise target. A laser sight can help even an amateur shooter hit a target. One drawback to this upgrade is that the laser can alert an otherwise unaware target to the shooter. For these reasons, laser sights are rarely used by sharpshooters and snipers. This attachment can be used with any Ranged (Light) or Ranged (Heavy) weapon that do not possess the Blast quality.
A Blaster Actuating Module is a blaster modification popular with mercenaries, bounty hunters, and anyone needing to make the first strike count. Adaptable to nearly any blaster pistol, this attachment is a simple upgraded blaster actuating module with custom firmware and a stronger electromagnetic accelerator that provides more powerful and more penetrating blaster shots. Unfortunately, this excess power takes its toll on the weapon, and blasters so modified tend to develop reliability problems the longer they are used with this attachment. This attachment is only for use on Ranged (Light) blaster pistols.
Models Include: SoroSuub X440 "Hammer Blaster Actuating Module, Dolmax Heavy Blaster Actuator, Arakyd 97R Enhanced Blaster Actuating Module.
Perform the Brace maneuver to remove :eK: per rank of Brace from next Action. This may only remove :eK: added by environmental circumstances.
Gain +2 wound threshold.
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.
Cannot run out of ammo due to :e$:. Items with Limited Ammo quality run out of ammo as normal.
Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.
After hitting with combat check, may spend :e^::e^: to disorient target for number of rounds equal to ranks in Disorient.
When wearing armor, Increase total soak value by 1.
Once per session, may reroll any 1 Coercion or Streetwise check.
While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill.
When dealing strain damage with Melee or Brawl checks, may spend :e!: to stagger target for 1 round per :e!:
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
When wearing armor with a soak value of 2 or higher, increase defense by 1.
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
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.
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.
Restraints come in many forms, but all are designed to keep a conscious prisoner subdued and manageable. Basic binder cuffs are strong enough to keep a Wookiee under control and are part of any bounty hunter's standard kit. Binders are made by a variety of different companies, such as Locris Syndicated Securities, although most follow the same basic design.
Breaking free of binders is often a matter of either sheer brawn or impressive agility and flexibility. The difficulty of each restraint is different depending on the make and model, but the most common restraints require a Daunting (:eD::eD::eD::eD:) Athletics or Coordination check to escape.
Models Include: Locris Syndicated Securities Bind-1.
Kashka owes Nil Orido, a minor Car'das magnate, a great deal of money from emergency repair's on her ship several years ago, but Onido has offered to forgive this debt if she wins the race.
Keshka shows loyalty to those she serves alongside.
Kaska owes someone a great deal, whether that debt consists of money or something else.