Power generator*2, hangar, shield generator, Gunner Droid Brain,
High-Output Ion Turbine
5000c of materials
Critical Injuries & Conditions
Discouraging wound
Talents
Name
Rank
Book & Page
Description
Natural Weapons :
tUSM 6
Attack deals +1 point of damage on a brawn check and has a Crit Rating of 3.
Radiation Resistance :
tUSM 6
Barabels add /b/ to Resilience checks made to resist the effects of radiation.
Stun Resistance :
tUSM 6
Barabels reduce the Strain damage suffered from Stun attacks by two.
Dedication (2)
FaD 99
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (will)
Fearsome (3)
FaD 99
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.
Terrify
FaD 99
Take the Terrify action; make a Hard (/p//p//p/) Coercion check, adding /f/ no greater than Force rating. Disorient one target within medium range per /suc/ Spend /adv/ /adv/ to extend duration and spend /pip/ to immobilize affected target.
Intimidating (1)
FaD 99
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.
Grit (2)
FaD 99
Gain +1 strain threshold.
Improved Terrify
FaD 99
Reduce the difficulty of Terrify's check to Average (/p//p/) and may spend /tri/ to stagger an affected target
Force rating (5)
FaD 99
Gain +1 Force rating.
Uncanny reactions (1)
FaD 83
Add /b/ per rank of Uncanny Reactions to all Vigilance checks.
Keen eyed (1)
FaD 83
Remove /s/ per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Sense advantage
FaD 83
Once per session, may add /s//s/ to 1 NPC’s skill check.
Toughened (1)
FaD 83
Gain +2 wound threshold
Force is my Ally
FaD 83
Once per session, may suffer 2 strain to perform Force power action as maneuver.
Natural Mystic
FaD 83
Once per session, may reroll any 1 Force power check
Quick draw
RotS 27
Once per round, draw or holster a weapon or accessible item as an incidental.
Well rounded
RotS 27
The character chooses any two skills. They permanently become career skills.
Valuable facts
RotS 27
Once per encounter, perform Valuable Facts action; make an Average Knowledge check. If successful, add /T/ to one ally's skill check during the encounter.
Adaptable
RotS 27
When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove /D/ or to remove /T/ equal to their ranks in Cool.
Durable (2)
reduce crit by 10 per each rank
Force Powers
Force Rating
8
Power
Move //FoD 298
Description
The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Upgrade
Effect
Range 3
Spend /pip/ to increase power's range by a number of range bands equal to Range upgrades purchased.
Magnitude 3
Spend /pip/ to increase targets affected equal to Magnitude upgrades purchased.
Control 3
- The Force user can move small objects via the power of the Force. The default maximum range is short range.
- The Force user can pull objects out of secure mountings or out of an opponent's grasp.
- The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power’s range.
Strength 3
Spend /pip/ to increase silhouette able to be targeted equal to Strength upgrades purchased.
Power
Farsight
Description
The Force user expands normal visual sense through a connection to the Force. The Force user may spend /pip/ to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade
Effect
Duration (2)
Spend /pip/ to increase duration by number of rounds or minutes equal to Duration upgrades purchased.
Control
Spend /pip/ to see microscopic details of a single object within engaged range
Control
When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend /pip/ to gain /s/ or /a/ on the check.
Control
Spend /pip/ to see through a single object at medium range as through it were transparent.
Control
Spend /pip/ to make out fine details on a single object within medium range.
Master
Spend 2/pip/. The user can now see as thought from a spot within close range (planetary scale) of the user’s body.
Control
Spend 2/pip/ to see in every direction simultaneously, noticing and observings things in a full 360 arc.
Power
Ebb / Flow
Description
The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend /pip/ to suffer 1 strain, then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend /pip/ to heal 1 strain. The user may not activate this multiple times.
Upgrade
Effect
Magnitude
Spend /pip/ to exclude number of targets equal to Magni-tude upgrades purchased from being affected.
Control
Spend 3/pip/ once per encounter to ask the GM a single “yes or no” question.
Control
Commit /w/ until the end of the current encounter.
For the remainder of the current encounter, add /w/ to all skill checks. Each /L/ and /D/ adds either /S/ or /A/ to the check; each /D/ (/W/) causes the user to suffer 1 strain and gain 1 Conflict.
Magnitude
Spend /pip/ to exclude number of targets equal to Magnitude upgrades purchased from being affected.