Bionic left arm, facial scars
Stun Setting
Disorient 2
Blast 6
Limited Ammo 1
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.
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.
Remove :eK: per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Once per session, may reroll any 1 Coercion or Streetwise check.
When making a Knowledge skill check, the character may spend 1 Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill.
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.
When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds :e^: per rank in Coercion to the ally's check.
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50 percent of base cost per reduction.
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.
BioTech Industries is a leading supplier of cybernetic devices across the galaxy, and its Mod V and Mod VI cyberarms are made to fit hundreds of alien species. These cyberarms are designed for increased strength (in the case of the Mod V) or manual dexterity (in the case of the Mod VI). Although intended to replace limbs lost in accidents, BioTech sees plenty of sales to those who don't mind replacing their arms with mechanical equivalents.
The Mod V Cyberarm provides + 1 Brawn, while the Mod VI provides + 1 Agility. If a character replaces both arms with cybernetic enhancements, he must use the same model, as they are designed to work in tandem. However, the modifiers from both arms do not stack.
Models Include: BioTech Industries Cyberarm Mod V and Mod VI.
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.
As bland and flavorless as the life of an Imperial stormtrooper, ration packs are a common item on smaller ships used to augment or replace actual galley fare. Each can be easily reconstituted into a full meal through built-in heat infusers and limited hydration. Most ships include emergency ration packs in case of disasters such as hard landings or engine failures, and while not all are actually made for the Imperial Army, most follow the same standard make. Understandably, ration packs are one-use items.
Models Include: Imperial Army Ration Packs.
Kera lost her arm when the authorities got in the way of an attempted shakedown. An acquaintance of hers named Xera was able to fix her up with a bionic arm, and in return asked Kera to sign on as extra muscle for her new smuggling crew. A chance to see the galaxy and try out the strength of her new arm by bashing in some heads? Who could say no?
Keraxian wants everyone around her to know that she can bash their heads in with only a moments notice.
Keraxian owes Xera for fixing her up with a cybernetic arm after she lost her real one in a fight.