Francine “Fancy” Bagshot

606f9c98fcbb35bfe5d9580923746860

  • Origin Form: Female Alakazam Teleporter (4’11” / 1.5m, 106 lbs / 48kg)
    • Alakazam: Alakazam is characterized by its humanoid structure and large mustache. The female Alakazam has a significantly shorter mustache than the male. Its snout is long and thin, and it has long, ear-like spikes extending from the back of its head. Additional spike protrude from each cheek. Covering its yellow, skeletal body are brown armor-like sections over its chest, shoulders, forearms and knees. There are three toes on each foot, each of which has a white claw. It wields a silver spoon in each hand, which act as amplifiers for its psychic abilities. Alakazam is able to lower the accuracy of its opponents by bending the spoons it wields, using its signature move Kinesis.
      • AlakazamKadabra
      • As Mega Alakazam, this Pokémon gains a large white beard and its mustache becomes larger and white. The armor-like sections become bulkier, and its upper body section becoming slightly shorter to reveal its thin stomach. The head becomes diamond-shaped, but it keeps its four spikes. Additionally, it gains a large, oval, red organ in the center of its forehead. The organ is said to emit psychic power. Its lower legs become longer and slimmer and its feet become skinnier and resemble talons. It gains three additional spoons, which it levitates in the air.
      • File:065Alakazam-Mega.png
      • Alakazam is able to use all forms of psychic abilities. These powers are used to move its body, as opposed to its weak muscles. It also uses its psychic powers to hold up its head, which is too heavy to be supported by its neck, due to its continually growing brain. It is said to have an excellent memory and can remember everything that it has experienced since hatching as an Abra, and has an IQ that exceeds 5,000. It is found in urban areas.
    • Psychic Type: Resistant to Fighting & Psychic Attacks, Weak to Bug, Dark, & Ghost Attacks.
    • Magic Guard: Blocks indirect damage, such as from weather, poison, curse, continuing drain, entry hazards, recoil, or Life Orb. Doesn’t prohibit damaging oneself.
    • Psyshock: The user materializes an odd psychic wave to attack the target. This attack deals physical damage, targeting defenses, not special defenses. PP 16, Power 120 (STAB), Accuracy 100% Psychic Special Ranged Attack. This move deals double damage to Fighting & Poison Types, half damage to Psychic & Steel types, and no damage to Dark Types.
    • Energy Ball: The user draws power from nature and fires it at the target, which may (10% chance) lower the target’s Special Defenses. PP 16, Power 90, Accuracy 100%, Grass Special Ranged Attack. This deals double damage to Ground, Rock, & Water Types, but half damage to Bug, Dragon, Fire, Flying, Grass, Poison, & Steel Types.
    • Shadow Ball: The user hurls a shadowy blob at the target, which may (20% chance) lower the target’s Special Defenses. PP 24, Power 80, Accuracy 100%, Ghost Special Ranged Attack. This deals double damage to Ghost & Psychic Types, half damage to Dark Types, and no damage to Normal Types.
    • Psychic: The target is hit by a strong telekinetic force and may have their Special Defense lowered (10% Chance). PP 16, Power 135 (STAB), Accuracy 100% Psychic Special Ranged Attack. This move deals double damage to Fighting & Poison Types, half damage to Psychic & Steel types, and no damage to Dark Types.
    • Life Orb: A held Item that provides 30% boost to all attack damage… at the cost of 10% of HP per attack. Effects blocked by Magic Guard.
    • Other Moves: Teleport, Kinesis, Confusion, Disable, Psybeam, Miracle Eye, Reflect, Psycho Cut, Recover, Telekinesis, Ally Switch, Calm Mind, Future Sight, Trick, Toxic, Hidden Power, Sunny Day, Taunt, Hyper Beam, Light Screen, Protect, Rain Dance, Safeguard, Frustration, Return, Shadow Ball, Double Team, Torment, Facade, Rest, Attract, Thief, Round, Focus Blast, Energy Ball, Fling, Charge Beam, Embargo, Giga Impact, Flash, Thunder Wave, Psych Up, Dream Eater, Grass Knot, Swagger, Sleep Talk, Substitute, Trick Room, Secret Power, Dazzling Gleam, Confide
    • Alakazite: A Mega Evolution Stone that allows Francy to transform into a Mega Alakazam
  • Harry Potter Import
    • Form 2: British Pureblood Wealthy Witch, Francine “Fancy” Bagshot
    • Hogwarts Graduate: Francine specializes in Transformation Magics.
    • Pureblood: You were born into an ancient and storied magical family. Your family life has always been steeped in magic and you have a greater knowledge of magical lore and society than the majority of your peers. You have long been considered a worthy heir to your name as the golden-child of your family and you are currently excited about the letter you know a post owl will bring. A member of a historical and prestigious family, your name carries weight all over. May be slightly confused about muggle matters due to one particularly ignorant set of memories.
    • Wealthy: Your family are extremely wealthy, expect the best.
    • Slytherin: You are sorted into the traditional house of slytherin. Severus Snape, your head of house, will make your time at Hogwarts easier due to overt favoritism. Your common room is an eerily lit, underwater, well-furnished room with windows that look out into the lake’s depths. Slytherins are known for their ambition, determination, sense of self-preservation and cunning. Muggle-borns in this house will be treated worse than others. Rivalry with Gryffindor will make it difficult to make friends in that house.
    • Wand: Spruce, 12 & 3/4 inches long, Dragon Bone Core, ME Plasma Rifle Import.
    • Great Cunning: You are a natural social manipulator and have a finely tuned sense for danger. You know just how far to push.
    • Clean Blooded: You simply, magically, do not get sick. You are always free from illnesses and diseases.
    • Pet Owl: A Stygian Owl (Asio Stygius) named ‘Abraxus’
    • Nimbus 2000: A state of the art racing broom that won’t be obsolete for an entire year. You get permission to have a broom at Hogwarts despite being a first year.
    • Dragon-Hide Jacket: A Jacket made of Dragonhide that reflects minor spells. Makes you look pretty cool. You’ll grow into it. ME Phoenix Armor Import
    • Wandless Magic: You have a natural ability to do spells without a wand. For you it is no more difficult to learn spells in this manner and you need never worry about Expelliarmus (or your wand getting destroyed) again. Your natural finesse is such that this volatile sort of magic is as safe as any other and this accuracy serves to make spellcasting in general less likely to result in accidents.
    • Wit Beyond Measure: You are a preeminent puzzler, have a naturally quick wit and grasp theoretical principles with the best of them.
    • Refilling Zonko’s Bag: A bag of Zonko’s products that refills. Dungbombs, sugar quills, hiccough sweets etc. Not much use but good fun.
    • Form 3: Sloth Animagus
  • Ranma 1/2 Import
    • Form 4: ‘Fujiko Bondo’, Female Japanese Bystander
    • The Jusenkyo Curse: There are over 100 springs in Jusenkyo, and each has it’s own tragic story, about someone or something that drowned in that spring, some time in the last thousand or so years. Now, whoever falls into that spring will take the form (and sometimes the mind!) of whoever or whatever fell in that spring so long ago. Fortunately for you, you landed in one of the springs that only affects the body. The curse of Jusenkyo’s effect is simple – being hit with cold water will transform you into the animal, person, or creature specified by the spring, and being hit by hot water will return you to your “real” form. If you’ve been cursed with a gender change, it will turn you into what you would have looked like if you had been born that gender. If it is an animal or creature based spring, it will turn you into a version of that animal which may somewhat resemble you – for example a cat form may have the same color hair as you, and it will be at a similar level of age as you (ie: a young person (12 years old) becomes a young dog (1 year old), and old person (70 years) becomes an old rat (2 years is old for a rat). If the type you rolled has more than one sub-type, you can choose that for yourself. (ie: Siamese cat vs. Maine Coon, etc…
      • Spring of Drowned Piglet: Chinese Warthog
    • Form 4: Warthog Piglet Form
    • Homemaking Skills: You can cook and clean with supreme skill and efficiency, in any environment. While others would need all day to get the house clean, do the laundry, and make dinner, you can have it all done perfectly in minutes with lots of time to spare for some light reading or other hobbies.
  • Swat Kats Import
    • Enforcer  Identity: Part of a tightly knit organization ready to protect the city. Access to military-grade resources and backup as needed. Your allies are slowly becoming more inept and incompetent; this is the Enforcer’s fall from glory. Feral keeps blaming your team for the Swat Kats. You wake up after you hear an alarm blaring in the office; seems you fell asleep at your desk. Who knows what you were dreaming, but the important thing is you’re up now and charged with stopping some crazy stuff going down. Something called a ‘Megasaurus Rex’ is rampaging in the city… better get to it.
    • Form 5: Anthro Sphynx (cat) Form
    • Aura of Authority: When you walk, it is with confidence. When you speak, it is with resolution. Such things invoke power and respect, and people in an organization will take notice. They will be more likely to follow your orders, but this works much more effectively if you are a ranking officer. Be wary not to make your superiors think you’re getting too big for your britches.
    • Passing the Buck: You did the best you could! You would have succeeded… if it wasn’t for those meddlers. You have a real talent for putting the faults of a botched job on someone else, whether it was some pesky vigilantes, or a villain who did a surprise attack, or even that random soldier who didn’t fire when he SHOULD have (how he was supposed to know this is not the point). You’re also rather convincing, whether through force of personality or finding the weak points in a situation. If it was obviously your fault then this will not work, but the more chaotic and vague a situation is the better this works in your favor.
  • Kill-la-Kill Import
    • Student: You wake up in a lumpy bed in some hovel in the lower levels of Honno to the tune of a spoon clanging against a metal cup and a voice calling you to attend breakfast. You begin your stay in Honnouji academy as a No-Star student. As a No-Star, not much will be expected of you other than adequate grades, club attendance, and obedience. You’ll be living together with your new family, a close-knit and loving group who will support you the best they can with their meager means. Sadly, your house has almost no utilities whatsoever. Your electricity runs off of a noisy generator, every shower you take is a cold one, and all you have for winter heating is huddling up together to keep each other warm. If you want better living quarters and more power, though, you could try taking on more responsibilities as a student…
    • Hobby: Oh, so you aren’t good at anything, and just want to slack off after school? That’s fine too. I guess. You can hang out with those other nerds that play Video Games, Board Games, talk about Anime, play RPGs, or do other nerdy things. Nerd.
      • Occult Club
  • Final Fantasy VII Import
    • Drop-In Origin: You just woke up at your starting location one day. No one knows who you are, and any gear you purchased sitting nearby. You don’t have any connections or history in this world, but also no memories besides your own. Find your own destiny.
    • Survival Kit [F]: A small supply of healing potions, status restoring items, and rations.
    • PHS [F]:  The Party Handling System lets you summon your companions to your side. Has a 12 hour cool down.
    • Mage [100]: Arm-wrestling may not be your strong point, but you can set the other guy on fire after you lose. You’re very good at using Materia and have a massive MP pool.
    • Multiple Lifetime Pass [300]: A regular lifetime pass would only let you get into the Golden Saucer for free for the rest of *A* life, but you probably have more than one life ahead of you. This magic ticket will get you into any theme park, fairground, or similar location for free, in any world you might find yourself in.
    • Basic Armor: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
    • Basic Weapon: Pick a mundane weapon. You get a run of the mill version that’s not terribly impressive, though it does come with 2 Materia slots.
    • Basic Spell Materia: A few simple spell Materia. Spell Materia are green and the spells they give you are the closest to generic magic attacks, such as throwing fireballs at people. Not terribly powerful, but it will help you get started. Contains 1 Fire, Bolt, Ice, and Cure.
  • Avatar: The Last Airbender Quasi-Import
    • Spirit Form: In the world of Avatar, Francy took on the guise of “Fee Shi”, a Fox-like Spirit known as a Knowledge Seeker.  The Knowledge Seekers serve as Librarians of the Great Library.
  • Civilization Quasi-Import
    • Member of the Magi Pantheon: Magi Goddess of The Mind.
  • Generic Zombie Apocalypse Import
    • Clergy: When the end came, you turned to religion for the answer, much as you did throughout your life. The religion is your choice, though up to you to decide, must be something openly practiced in the modern world. With the apocalypse upon you, you can decide to keep to the original teachings or adjust them to fit with end-of-the-world values. People who share in your religion will naturally tend to see you as more trustworthy than the faithless masses, and even they will see you as a person of morality. The new world is a dark place though, and you should take care not to allow those that follow you to become cult-like in their ways. Unless you want something like that.
    • Glimmer of Hope: You can always see the light at the end of the journey and will never fall to despair. You can also share this gift of conviction with others by providing them with a few motivational words.

     

  • A Song of Ice and Fire Import
    • Form ?: ‘Far of House Nordhammer’, a female Noble of the North
    • Noble Identity: Formal and martial education, some wealth and influence. Sheltered upbringing. You are a member of the nobility in your area, perhaps a landed knight or member of some lesser house. You have a reasonable amount of coin and influence on a local level. You may choose specific parents (if appropriately aged) as your own and, along with them, a specific house to belong to. No Great Houses.
    • Heraldry and Words: The heraldry and words of your design. They are inextricably associated with you and give the impression and feeling you’d like to get across with them (within reason). Nobles begin with a cape and standard of the finest quality displaying their arms and motto, everyone else starts with their emblem and words crudely painted on a bedsheet.
      • Words: “To See Within”
      • Arms: two blazing silver eyes on a field of midnight green
    • Weapon Proficiency: You are capable with most common weapons found in this world and truly exceptional with one specific type. Alternatively you may be extremely good at needlework and other womanly pursuits.
      • Warhammer
    • Castle Forged Steel: A well made set of steel plate and chain as well as a single, finely made, steel weapon of choice. Sworn Sword’s free armour is slightly rusted and dented.
      • A finely made Steel Warhammer
    • Mine by Right: You are generally given more consideration than others. People consider your rights and desires as generally more important than those of other people.
    • Land Deed: A deed to an area of land close by in your chosen region. It will be accepted by all authorities as rightfully yours. This updates each jump but is generally not a particularly large plot of land elsewhere.
    • Fine Clothes: A very fine and ornate set of clothing. The equivalent of the finest you could expect to get in your starting region.
    • A Pouch of Gold: A pouch of golden coins. Around 100 Golden Dragons worth.
    • Warg: You can slip into the skin of animals. This allows you to effectively possess them. Animals will serve you loyally once you have bonded with them. No overtly magical animals (e.g. dragons).
  • Scooby-Doo Import
    • Acting!: You are excellent at concealing your feelings and motivations, and will never accidentally reveal your goals to others.
    • Run for Your Life: When frightened or surprised, you are able to run at a significantly increased speed.  Even in normal circumstances you’re still a little faster than you used to be.
  • Touhou Project Import
    • Form ?: a female Lunarian Mage
    • Lunarian Race: The Lunarians are no strangers to war, and have even fought again humans from the Outside World wielding modern technology during the moon landings. As a result, on top of their strong magical abilities, Lunarians are also trained in military tactics and strategy, and have the combat training and experience any competent soldier should have. They also have the ability to use ESP to communicate with others telepathically. May or may not develop rabbit-like features. If so, the ears may or may not act like the antenna for their ESP.
    • Mage Background: Magic is your deepest passion, the love of your life, and your raison d’etre. Every grimoire memorized is just another step closer to perfecting your mastery over the arcane. Though this devotion may have lead you to become loner without a lot of friends, those you do, you hold close and dear to your heart, whom you value just as importantly as your never-ending journey to become the best magician there is.
    • Soar: In Gensokyo, the ability to levitate and fly are very common, and is crucial to Danmaku battles. With some practice, you can learn to travel just as fast around sharp bends and even backwards as you can dead ahead.
    • Focus Undivided: It is critical in Danmaku battles that one can evade fire just as effectively as they can return fire. This will give you keen, supernatural awareness of your body’s surroundings, and will allow you to manipulate your body to more easily let projectiles and other attacks to graze by harmlessly.
    • Tai Chi Master: You can see the auras, or Qi, hidden within every being, giving you a myriad of useful information about them, that you might not have known otherwise. Additionally, you become much more proficient in controlling your own Qi, as well as other inner energies.
    • Magician’s Mind:  Magic does not come naturally for some, but by taking this perk, you will gain the potential of shattering the barrier to perform magic that many fail to overcome. Even for those already proficient in magic, your own magical be polished as well, allowing you to learn new kinds of magics and special abilities with far greater ease. Additionally, once you do learn a new skill or ability, you will never forget how to perform it.
    • Alice Doll: A masterwork doll skillfully crafted by Alice Margatroid, utilizing such advanced magitech that an artificial soul was able to be implanted into the doll in order to create a fully sentient, autonomous being. This doll is completely loyal to you, and is surprisingly adept at combat despite its size, but specialize in mundane housework above all. You can specify its personality and appearance.
  • Fairy Tail Import
    • Title: ‘Mind Dancer Flora’
    • Dancer Magic: A C-Class Magic that allows the user to increase the fighting capability of allies in a 10-meter radius by dancing. Also boosts one’s own agility, allowing for excellent dodging of the inevitable attacks.
    • Thought Projection: You know a spell to send a sort of hologram of yourself to speak with friends or taunt enemies remotely.
  • The West Wing Quasi-Import
    • Name & Title: Francine alAkazam, Intelligence Officer
  • Psychonauts Import
    • Instructor Background: You are a fully trained and realized Psychonaut. While you are fully capable of dealing with the psychic threats of the world, journeying into the minds of the mad and fighting their inner demons, and using your powers to their true potential.
    • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
    • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
    • Department of Paranormal Education: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
    • Cobweb Duster: This device allows you to collect mental cobwebs while inside another’s mind. This has the benefits of clearing up their mind and memory, not improving their mental faculties as much as dusting off old skills and uncovering old memories. Includes a Psychic Loom attachment for the Warehouse.
    • Three Pounds of Dreams: Your mind is that special one in a million psyche destined for mental greatness. Your mental defenses compare favorably to a tank’s armor, its strength to a battering ram, but it all pales in comparison to its pure potential. Learning and mastering new psychic abilities and skills takes less than a few days. Given sufficient motivation, challenges, and training to push your development could see you mastering eight different psychic abilities within one. Your mind never seems to lose its ability to change and evolve, meaning that even after years you’ll find yourself able to make noticeable improvements as long as you’re putting in the effort to push your limits.
    • Psychic Specializations x3: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.
      • Psychoportation: Teleportals and Hostile Teleportation
      • Psychic Void: the ability to absorb psychic attacks and probes without registering as being there.
      • Instance Heightening: the ability to make people do what they’re already doing, only more so… focus on watching sports, sleep, look for the source of a noise, etc.
  • Demon’s Souls Import
    • Simple Belief: There is something you believe in, whether it is an ideal or a deity. Once your goal is set, it becomes hard for others to sway you from your cause. As a result, your willpower and determination have improved. You also understand how to use the miracle ‘Heal’.
    • Faith’s Reward: When one has faith, miracles can happen. Your dedication and faith have allowed you to comprehend the blessings of God and, as such, improved their potency. Due to your dedication, your willpower has been improved and miracles cost less to use.
  • Gargoyles Import
    • Super Snooper Background: You’re a cop, private investigator, or just highly inquisitive. Either way you have just tracked down your local gargoyle clan, and aren’t they surprised to see you. Better get to explaining yourself.
    • Human Race: The most populous race, humans are exactly as you remember them from your earth. Very capable with science and technology, humans do their best to run the world, and most everyone else is content to let them, for the time being. When confronted with things they don’t understand, they tend to panic.
    • Mad Biologist: You know how to make DNA dance like a Las Vegas Showgirl. Whether you want to clone someone, modify a living person’s biology, or some combination of the two, it’s all in your grasp now. You just need to find the right samples, the right equipment, and it all works out.
    • Pragmatism: You have an accurate idea of when someone will be useful in the future, as well as when it’s time to cut your losses. Know when to hold ’em, when to fold ’em, and when to run. You’ll also never show more of your hand than necessary for a plot to succeed.
    • Tech Adapting: By spending a few moments examining a machine, you can figure out how it’s most basic functions work. Driving vehicles you’ve never encountered and operating strange computers is never outside your ability. Longer times spent studying a device increases your understanding, obviously.
    • Lucky Badge: Whether it’s a police badge, an old pocketwatch, or a book, it may as well be a guardian angel when you put it in your jacket pocket. Small objects like bullets, darts, or even throwing knives will usually hit this instead of you. Not 100% effective, but it happens often enough that you’ll thank your stars and garters you remembered to carry your lucky wad of receipts that day.
    • Illuminated: You were on to something big, and then they approached you. They’re impressed by your skills and tenacity. The Illuminati are offering you a chance to join, if you agree to keep what you find out to yourself. You took them up on the offer and are now ranked 36 in the Illuminati. Even in later jumps, any group calling itself the Illuminati will recognize you as a member. Don’t question it.
    • Quick Thinking: Things have a tendency to go wrong, so you’ve learned to think on your feet. Whenever a sudden event puts your goals or something you care about in danger, a solution just comes to you. It may not be optimal, but it will work in the short term to keep events spinning.
    • Handgun: A 9mm Glock 19. Standard for New York Police Department. 
  • Pacific Rim Import
    • Form 6: Kaiju-Hybrid, A Female Australian Aboriginal Human form with blue Kaiju Blood.
    • Form 7: Hybrid-Kaiju, Avada Kaidabra. A Category III sized Kaiju (300 Long), possessing extraordinary strength, toughness, and speed for a Category III.  Pressure resistance equal to the ocean floor. All physical abilities scale in this form.
      • Might, Speed, Toughness: Hit harder, move faster, tank more damage than a typical Category III Kaiju. Able to easily shrug off most punches from a Jaeger.
      • Acid Sprayer: Avada Kaidabra can spit highly corrosive acids at her enemies
      • Acid Feelers: Avada Kaidabra’s Moustaches secrete a powerful acid upon striking a target. They cannot, however launch the acid at distance
      • Multiple Tails: In addition to a spiked tail, Avada Kaidabra has two massive spiked moustaches.
    • Kaiju Researcher Background: A few months ago you were a Kaiju research scientist for the PPDC, but now you’re a monster. Apparently, one of the other researchers somehow figured out how to transform humans into Kaiju. He chose you as his first test subject, and now you have the strange ability to switch between human and Kaiju form at will. You’re able to alter the toxicity of your blood at will. 
    • Djawadi’s Favor: There will always be a well-composed rock/electronic soundtrack for your fights, unless you choose to substitute a specific song during a given battle.
    • Kaiju Behavioral Studies: You have an innate knowledge of how Kaiju act and adapt to situations. You’ll be able to form plans and strategies to combat them. If you decide to move on, this ability will extend to cover all non-sentient aliens and monsters.
  • Tenchi Muyo! Quasi-Import
    • Form ?: ‘Shikari’, a female Paradisan (Bird of Paradise Woman)
  • Firefly Import
    • Alliance Citizen: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
    • Edumacated: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
    • Coin: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
    • Gorram Creepifyin’ Psychic Government Assassin: You have, unfortunately, come to the attention of the Academy or a similar program. You can now read emotions well enough to serve as living lie detector, and even have brief flashes of precognizance. Further, if the right triggers are hit, you can turn into a killing machine, a deadly dervish of blade and gun. However, this isn’t all to your benefit; you can’t necessarily filter out the emotions or precognitive flashes, which might make you a little nuts. Further, your triggers can be manipulated; if you see the wrong image at the wrong time, or someone knows your triggers, you could be forced into a rage, or to drop into a dead sleep. Also, you can threaten to kill people with your brain, and some might just believe it.
  • Star Wars – The Original Trilogy Import
    • ‘Fon Du’, a Dathomiri Bounty Hunter
    • I don’t Come Cheap [Free]
    • Didn’t He Say No Disintegrations [200/600]
    • Nowhere to Hide [300/300]
    • Electrobinoculars [Free]
    • E-11 Sniper Rifle [Free]
    • TIE Interceptor [200/100]
    • Mandalorian Armor [100/0]
    • Signature Outfit [Free]
    • Slave Outfit [Free]

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