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Character Image: Ko-Tun FeraloAge of Rebellion

Ko-Tun Feralo

Cerean
Diplomat
Quartermaster
24

Ko-Tun has a youthful face and one would not expect her to be the Rebel type. She wears a long braid that extends from the top of her conned head down past her waist.

4
13 0
17 0
0 0
3 3 3 2 2 2
General Skills Career Rank
Astrogation (INT)
Athletics (BR)
Brawl (BR)
Charm (PR)
Coercion (WILL)
Computers (INT)
Cool (PR)
Coordination (AG)
Core Worlds (INT)
Deception (CUN)
Discipline (WILL)
Education (INT)
Gunnery (AG)
Leadership (PR)
Lightsaber (BR)
Lore (INT)
Mechanics (INT)
Medicine (INT)
Melee (BR)
Negotiation (PR)
Outer Rim (INT)
Perception (CUN)
Piloting - Planetary (AG)
Piloting - Space (AG)
Ranged - Heavy (AG)
Ranged - Light (AG)
Resilience (BR)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Underworld (INT)
Vigilance (WILL)
Warfare (INT)
Xenology (INT)
Weapons Skill Damage Crit Range Qualities
DDC-MR6 Modular Rifle Ranged - Heavy
7 3 Medium Stun Setting
ddc-mr6-modular-rifle-1614
Ranged - Heavy
7
3
Medium
1000
3
6
6

Qualities

Stun Setting

Attachments

Cost

Rarity

Hard Points: -/6

700
5
-

Cost: 700

Rarity: 700

Hard Points: -/6

Night Vision Scope

This attachment uses an optical system similar to a set of electrobinoculars that shows infrared wavelengths of light, effectively allowing the shooter to track heat signatures in dark or concealed areas, or through walls. It does not differentiate between heat generated by life forms and other kinds of heat, whether from natural or manufactured phenomena. (It is blind to life forms that do not give off heat.) This attachment can be used on any ranged weapon, with the exception of single-use weapons and weapons that would not realistically benefit from a scope.

Models Include: Fabritech LRS Low-Light Scope, Zikon Optics Model 45 Infrascope.

<font size=1>Please see page 194 of the Force and Destiny Core Rulebook for details.</font>

Modifications

Qualities

0 240 75 9 2
Critical Injury Difficulty Severity Description
Armor Soak Defense Qualities
Catch Vest 1 -
catch-vest-8384
1
-
300
1
0
3

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

Equipment and Gear Quantity Encumbrance Rarity Price
Comlink (handheld) 1 - - 25
comlink-handheld-3669
1
-
-
25

Comlink (handheld)

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.

<font size=1>Please see page 171 of Edge of the Empire for details.</font>

Qualities

Stimpack 3 - 1 25
stimpack-5594
3
-
1
25

Stimpack

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.

<font size=1>Please see page 177 of Edge of the Empire for details.</font>

Qualities

Utility Belt 1 - - 25
utility-belt-9590
1
-
-
25

Utility Belt

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.

<font size=1>Please see page 183 of Edge of the Empire for details.</font>

Qualities

Electrobinoculars 1 1 1 250
electrobinoculars-5069
1
1
1
250

Electrobinoculars

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.

<font size=1>Please see page 175 of Edge of the Empire for details.</font>

Qualities

Mercantiler Datapad 1 1 3 250
mercantiler-datapad-1370
1
1
3
250

Mercantiler Datapad

Produced by MerenData to meet strong customer demand, the MDD-1 2 is a less powerful and less versatile version of the onboard Mercantiler computer system equipped in MerenData's Exchequer series commerce droids. This incredibly useful datapad is programmed with region-specific business information, including currency and credit conversion tables, base value listings for a wide variety of traded goods, and a data uplink connected to a region's stock markets and trading houses that grants the user up-to-the-minute information on all goods bought and sold therein.

When used within the region for which it is programmed—Core Worlds, Inner Rim, Mid Rim, or specific Outer Rim territories—the Mercantiler datapad grants :eB: to any Negotiation skill checks made to buy or sell goods. These datapads grant no bonuses outside of their specific region.

<font size=1>Please see page 48 of the Far Horizons Sourcebook for details.</font>

Qualities

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