Rugged good looks, impressive hat.
Blast 5
Stun Setting
Choose any 2 skills. They permanently become career skills.
When staggered or disoriented, perform the Hard Headed action; make a Daunting (:eD::eD::eD::eD:) Discipline check to remove status. Difficulty reduced per rank of Hard Headed.
Remove :eK: per rank of Researcher from all Knowledge checks. Reserching a subject takes half the time.
Gain +1 strain threshold
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Gain +2 wound threshold.
When a character involuntarily suffers strain, he suffers 1 less strain per tank of Resolve to a minimum of 1.
When acquired, choose 1 Knowledge skill. When making that skill check, may spend :e!: result to gain additional successes equal to ranks in Knowledge Specialization.
While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
After hitting with a melee attack, may spend :e!: to knock the target prone.
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
Gain +1 soak value.
Take Pin action; make an Opposed athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend :e!: to extend duration one round.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Once per session, take Museum Worthy action, make a Hard (:eD::eD::eD:) Knowledge (Education) check to ascertain information regarding a relic, ruin, or piece of history.
Slightly larger and infinitely more advanced than a standard emergency medpac, the FastFlesh is a good example of a medpac carried by a trained medic. The medpac carries instruments for emergency field surgery, a better diagnostic computer and mediscanner, advanced synth-nutrient replicators for sustaining a patient's vital nutrients, spray splints, and counter-radiation and biological poison drugs.
This medpac allows the user to perform relatively complicated medical procedures in the field, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on page 219, and additionally grants a :eB: on all attempts. In addition, the internal stim storage grants the user the equivalent of one stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).
Models Include: Athakam MedTech First Responder, BioTech FastFlesh Medpac.
Electrobinoculars come in many shapes and sizes, depending on their role and the species to use them. Neuro-Saav's Model TD2.3s, for example, are electrically powered and allow for high levels of magnification in zoom and panoramic views. They also offer vision in very high or very low levels of light, thermal imaging, and (in more expensive versions) recording and playback modes. Informational overlays also provide distances, elevations, and velocities of sighted targets.
Electrobinoculars allow the user to see normally in low light or extremely bright conditions, and can magnify targets up to ten kilometers away. When using electrobinoculars, characters may also remove up to :eK: imposed due to long range or poor light.
Models Include: Neuro-Saav Model TD2.3 Electrobinoculars, Fabritech "Longsight," TaggeCo. Model 3 Imperial Army.
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.
A utility belt is a common item for those on active missions where quick access to tools and gear is a necessity; even Imperial stormtroopers use them. Their contents will vary with their user and their planned actions; sabotage missions might have belts with explosives and security slicer chips, while a ship mechanic might have his stuffed with his favorite tools. Some belts also have weapon holsters or clips.
Utility belts increase the character's encumbrance threshold by 1.
Models Include: Numerous Variants.
Levat is being blackmailed by Dolo the Hutt, who demands occasional "favors" lest he expose the Duros' secret. Onido, a Cloud City crim boss, has offered to pressure Dolo to give up the incriminating evidence so that Levat can get out from the Hutt's slimy grasp.
Levat fights for the rights of non-humans in the xenophobic rule of the Empire.
Someone has discovered one of Levat's dirty secrets and is using that knowledge for some sort of gain.