*includes +4 from talent
!! Alternate Abilities (cost is 1/5)
! Alternate Abilities (cost is normal)
Attributes: (105)
ST 10 [0]
DX 13 [60]
IQ 10 [0]
HT 11 [10]
HP 10 [0]
Will 16 [30]
Per 11 [5]
FP 11 [0]
Basic Speed 6 [0]
Basic Move 6 [0]
Air Move 34 [0]
Dmg 1d-2/1d
BL 20 lbs
Advantages: (20)
Fit ------------------------ [5]
Combat Reflexes ------------ [15]
Power Advantages: (324)
Force Construct Talent 4 --- [20]#
Force Blast 40 ------------- [120!]#
Force Shield 60 ------------ [120!]#
Force Grab 40 -------------- [24!!]#
Force Flight 53 ------------ [24!!]#
Power Of Will (11, 1) ----- [16!!]#
Disadvantages: (-30)
Impulsiveness (12 or less) ---- [-10]
Overconfidence (12 or less) --- [-5]
Selfless (12 or less) --------- [-5]
Wealth (struggling) ----------- [-10]
Ordinary Skills: (37)
Pirimary skills
Acrobatics (H) DX+2 [8]-15
Breath Control (H) HT+1 [8]-12
Wrestling (A) DX+1 [4]-14
Boxing (A) DX+1 [4]-14
Secondary skills
Area Knowledge (City) (E) IQ+0 [1]-10
Computer Operations (E) IQ+0 [1]-10
Diplomacy (H) IQ-1 [2]-9
First Aid / TL 8 (E) IQ+0 [1]-10
Housekeeping (E) IQ+0 [1]-10
Background skills
Climbing (A) DX-1 [1]-12
Gesture (E) IQ+0 [1]-10
Hiking (A) HT-1 [1]-10
Observation (A) Per-1 [1]-10
Search (A) Per-1 [1]-10
Throwing (A) DX-1 [1]-12
Tracking (A) Per-1 [1]-10
Power skills (5)
Force blast (VH) Will+1 [1]-17
Force shield (VH) Will+1 [1]-17
Force grab (VH) Will+1 [1]-17
Force flight (VH) Will+1 [1]-17
Power of will (VH) Will+1 [1]-17
Power techniques:(39)
Rapid launch (default+4) [5]
Expansion (default+5) [6]
Mass grab (default+7) [8]
Condense shield (default+6) [7]
Force Bullet (default+5) [6]
Rapid Fire (default+6) [7]
Power descriptions
Force Constructs Talent*
Adds to all rolls for powers.
Force Blast:
You can channel your force energy into a blast. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack. The attack does not directly wound, but it inflicts crushing damage for the purpose of blunt trauma (p. B379). Other stats are Acc 3, Range 10/50, RoF 1, Rcl 1
Statistics: Crushing Attack 1d (Based on Will, +20%; Increased 1/2D x2, +5%; Reduced Range 1/2, -10%; Supers, -10%; Variable, +5%; no wounding, -50%) [3/level]
Force Shield:
You can resist or deflect incoming attacks. This affects weapons, punches, and objects. Every time you are hit by an attack, roll against your skill. Success provides DR equal to your Force Shield level. In a situation where you’re under constant “attack” (i.e., caught in a vicious hailstorm), roll once per minute. This is a passive ability.
Statistics: DR (force field, +20%; Supers, -10%; requires Will roll, -5%; Nuisance effect: glowing aura, -5%) [2/level]
Force Grab:
You can pick up objects and move them from a distance. This requires constant concentration. You can manipulate anything you can see within 20 yards as if you had a distant pair of hands with ST equal to your Force Grab level. You cannot grab yourself. Once you’ve grabbed something, you can pick it up (see Basic Lift,p. B15) and move it, with Move equal to your Force Grab level, modified by encumbrance. You can also use the object – weapons can be wielded, rocks can be thrown, etc. You cannot hit someone with Force Grab directly, but you can hold onto any light object (between BL/10 and BL lbs.) and use it to “punch” for thrust crushing damage. Roll against skill to use Force Grab, whenever picking something up, moving it, using it, etc. If you know an appropriate skill (e.g., Judo for grabbing someone, Brawling for “punching” someone, Flail for wielding a chain), you may substitute a Will-based roll for that skill, if better. When you Force Grab a foe, he defends as if against an invisible opponent (p. B394). Foes attacked with a Force wielded weapon may defend normally.
Statistics: Telekinesis (Based on Will, +20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Increased Range, x2, +10%; Supers, -10%; Requires Will Roll, -10%; visible, -20%) [3/level].
Weight. time to lift. Move (yd)
125 lbs. 1sec 25
250 lbs. 2sec 20
375 lbs. 4sec 15
500 lbs. 4sec 10
1000 lbs. 4sec 5
Force Flight:
You can pick yourself up and fly! Your air Move is equal to your Force Flight level, further Force Flight levels increase this by 1 per level. Force Flight requires a second of concentration and a skill roll to take off, and another every minute to maintain flight. If you fail a maintenance roll by 5 or more, you drop like a rock. Lesser failures give you 2d seconds to find a safe place to land. When swimming, you may “fly” instead, at half Move.
Statistics: Flight (Supers, -10%; Requires Will Roll,-5%; Slow, -45%) [16].
Further levels add Air Move +1 (Supers, -10%; Stability Rating 4, +10%) [+2/level].
Stability Rating is based on the enhancement from Transhuman Space: Changing Times(p. 34) and the Stability Rating vehicle statistic (p. B466); it costs +5% per +2 SR.
Power Of Will
Through sheer Will you can create any physical effect that you can imagine. Create force constructs to fight for you, attack with force made weapons, move faster with force constructed objects, etc. Improvising a power requires one second to switch.
Statistics: cosmic Modular Ability (Limited, Force Fields, advantages only, -15%; Physical, +50%; Supers, -10%; requires Will roll, -5%) [6/slot 6/point]
+ Cosmic Modular Ability (Limited, Force Fields, Accessory perks only, -55%; Physical, +50%; Supers, -10% requires Will roll, -5% ) [8/point]
Power technique description:
Mass Grab
Default:Force Grab-7; cannot exceed Force Grab.
Hard
You can grab multiple objects at once, as long as they’re all contained within an area with a two-yard radius. For every 5 points by which your (modified) skill roll succeeds, double this radius, cumulatively. The entire weight of what you choose to grab counts against you. If it exceeds your BLx8, you’ll have to leave some of it behind. The objects must all be moved together, thrown together, etc., as if they were a single item, or you can choose to affect one item at a time (while the others hang motionlessly)
Rapid Launch
Default: Force Flight-4; cannot exceed Force Flight.
Hard
You can activate Force Flight as a free action, even on someone else’s turn. Use this technique when you need to fly in response to a surprise threat.
Expansion
Default: Force Shield-5; cannot exceed Force Shield
Hard
You can use your ability to protect others, though this halves your effective level (round down). Success expands your coverage to a two-yard radius for a minute. Double this radius, cumulatively, for every 5 points by which you make your (modified) skill roll.
Condense shield
Default: Force Shield-6; cannot exceed Force Shield
Hard
You can condense your shield in front of you, doubling your effective skill, but this leaves your side and back open.
Force Bullet
Default: Force Blast -5; cannot exceed Force Blast
Hard
You condense your blast into a more compact sphere, reducing your effective level by half rounded down, giving it an armor divisor (2) and causing normal wounding. (Removes no wounding and adds armor divisor)
Rapid Fire
Default: Force Blast-7; cannot exceed Force Blast.
Hard
You can fire off up to 7 blasts at a time. (+1 to effective to skill)