Paired, Stun Setting, Accurate 1, Aim as incidental
Damage
7
Critical
4
SE-14C Holdout Pistol
Range
Short
Skill
Ranged: Light
Auto-Fire, Stun Setting, 2 Setbacks to detect
Damage
5
Critical
4
Ferrum's Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, Accurate 1
Damage
+1
Critical
2
2500
3/8
Weapons & Armor
Ferrum's Pistols- A pear of modified Heavy Blaster Pistols, these blasters each have Electronic Sighting Systems which allow aiming as an incidental, as well as including the Accurate mod; They come as a pair, and only require one advantage to land a hit with the second blaster.
He also has an SE-14C Holdout Pistol with the sight filed off tucked somewhere on his person: This weapon is hard to detect, and hits just as heavy as any full-grade pistol, thanks to it's fully automatic battery pack.
Personal Gear
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Rapid Reaction
84 EotE
Suffer 1 strain to add one success to initiative rolls
Quick Strike 2
84 EotE
Add 2 boost to attacks against foes who haven't acted yet
Side Step
84 EotE
Suffer 1 strain to upgrade difficulty of incoming ranged by 1
Dodge
87 FaD
Suffer 1 strain to increase difficulty of incoming combat checks by 1
Conditioned
87 FaD
Remove 1 setback from athletics/coordination checks, reduce fall damage by 1
Master of Shadows
103 DoR
Once per round, suffer 2 strain to decrease diff of stealth/skulduggery by 1
Sleight of Mind
103 DoR
Add a boost to stealth checks unless the observer is immune to the Force
Improved Quick Draw
31 FC
May draw/holster up to 2 weapons or items as an incidental per round
Spitfire
31 FC
After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon
Guns Blazing
31 FC
As an incidental, suffer 2 Strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons
Jump Up
87 FaD
Jump from prone as an incidental
Force Powers
Force Rating
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend F to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum
range is short range.
Upgrade
Effect
Strength
Spend F to increase silhouette of target by 1
Control
The Force user can pull
objects out of secure
mountings or out of an
opponent’s grasp.
Range
Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control
Spend F to increase power’s range by a number of range bands equal to Range upgrades purchased.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend F to gain s or a (user’s choice) on the check.
Upgrade
Effect
Control
Can be combined with resilience checks
Force leap
up to medium, as an action.
Power
Sense
Description
The Force User can sense the Force interacting with the world around him.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
Upgrade
Effect
Duration
Sense's ongoing effects are triggered one additional time per round
Control
Commit a Force Die, once per round when an attack targets Ferrum, the pool is upgraded once.