Pierce 8, Vicious 2, Defensive 1, add force dice (Ebb/flow) and Martial Grace
Damage
8
Critical
1
Far Strike
Range
Long
Skill
Brawl
Pierce 8, Vicious 2, Defensive 1, must spend force pips equal to range to hit - no ebb/flow
Damage
8
Critical
1
0
745
Weapons & Armor
Timber cuirass
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Iron Body
2
Remove black die from Resilience and Coordination checks. Reduce critical rating by 1 for unarmed attacks (min 1).
Grit
5
+1 strain threshold
Martial Grace
1
Once per round, take 2 strain to gain bonus damage equal to ranks in coordination.
Swift
1
Does not suffer penalties from moving through difficult terrain.
Toughened
2
+2 wound threshold
Far Strike
1
Make a Brawl check and add your force rating. Spend force pips to increase range up to long.
Force Rating
4
+1 Force Rating
Dedication
2
+1 to an attribute (max 6).
Acklay's Scything Strike
1
Brawl attacks gain pierce equal to force rating.
Uncanny Reaction
1
Add boost die to all vigilance checks.
Keen eyed
1
Remove black die from vigilance and perception checks. Decrease time it takes to clear an area by half.
Rapid Reaction
1
Spend a strain to get a success on initiative.
Sense advantage
1
Once per session, add two black to any NPC's check.
The force is my ally
1
Once per session, suffer 2 strain to perform a force roll as a maneuver.
Natural Mystic
1
Once per session, reroll a force power.
Shortcut
1
During a chase, character adds a boost die to any checks made to catch or escape an opponent.
Uncanny Senses
1
Add a boost die per rank to all perception checks.
Master Starhopper
1
Once per round, the character may suffer 2 strain to decrease difficulty of his next astrogation check by 1, to a minimum of easy.
Force Powers
Force Rating
5
Power
Enhance
Description
When making an athletics check, use force dice in check. May spend light pips to gain success or advantage to the check.
Upgrade
Effect
Control
Force Leap is now a maneuver.
Control
Make a force jump, moving short range horizontally.
Range
Spend additional pips to gain one range band.
Control
Force jump can go vertical.
Power
Seek
Description
Spend two pips to gain information about a person or object the force user knows about, regardless of range.
Spend one pip and succeed at a vigilance check to see through illusions.
Upgrade
Effect
Power
Ebb/Flow
Description
The basic power can be used either to empower the user or to sap strength from the user's foes. The basic power has two ways to spend Force Points.
Ebb: When the Force user makes a skill check, [they] may roll an Ebb power check as part of the roll. The user may spend a Force point to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, [they] may roll a Flow power check as part of the roll. The user may spend a Force point to heal 1 strain. The Force user may not activate this multiple times.
Upgrade
Effect
Range
The Force user may spend two Force points to affect all other characters at short range with this power, instead of affecting all other engaged characters.
Strength
The Force user may spend a Force point to increase the strain healed or inflicted by this power by 1. The Force user may activate this multiple times.
Control
Ebb: When making a combined Ebb power check, the Force user may spend a Force point to add a failure result to all checks made by engaged opponents until the end of the Force user's next turn. The Force user may not activate this multiple times.
Flow: When making a combined Flow power check, the Force user may spend a Force point to add a success to any checks the Force user makes that use the same skill before the end of the user's next turn. The Force user may not activate this multiple times.
Control
Ebb: When making a combined Ebb power check, the Force user may spend a Force point to add a threat result to all checks made by engaged opponents until the end of the Force user's next turn. The Force user may not activate this multiple times.
Flow: When making a combined Flow power check, the Force user may spend a Force point to add an advantage result to any checks the Force user makes that use the same skill before the end of [their] next turn. The Force user may not activate this multiple times.
Strength
The Force user may spend a Force point to increase the advantage result added to [their] checks before the end of [their] next turn by 1, or increase the threat result added to engaged characters before the end of [their] next turn by 1. The Force user may activate this multiple times.
Strength
The Force user may spend a Force point to increase the success result added to [their] checks before the end of [their] next turn by 1, or increase the failure result added to engaged characters before the end of [their] next turn by 1. The Force user may activate this multiple times.
Power
Far Sight
Description
The user may spend a Force point to see out to medium range for the remainder of the round (or one minute in narrative time), and can see everything most sentients can see on a well-lit day. This functions even if the user normally can't see due to darkness or blindness.
Upgrade
Effect
Control
The user may spend two Force points to see in every direction simultaneously, noticing and observing things in a full 360-degree arc. The user may not activate this multiple times.
Duration
The user may spend a Force point to increase the duration by a number of rounds (or minutes in narrative time) equal to Duration upgrades purchased.
Mastery
The user may spend two Force points. The user now can see as though from a spot within close range (planetary scale) of the user's body. If the user is on the surface of a world, this distance can be a vertical altitude in the air as well as along the surface; if in space this can be in any direction. This effectively moves the character's personal point of view far away from the location of the user's body, allowing a viewpoint as if controlling a remote viewing mechanism.
Control
The user may spend a Force point to see through one object at medium range as though it were transparent. The user may activate this multiple times, increasing the number of objects by one each time.
Control
Spend a Force point to make out fine details on one object within medium range. The user may activate this multiple times, increasing the number of objects by one each time.