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CHARACTER NAME GENDER AGE

RACE HOMEWORLD SIZE WEIGHT

ORIGIN HAIR EYES

CAREERS / LEVELS

SCORE MODIFIER ADJ SCORE POOL

STR DEFENSES HEALTH


3 2d6
(End+Wil+Hardy)

MELEE RANGED MENTAL VITAL DEFLECT TOTAL CURRENT TEMPORARY


STRENGTH

COMBAT
AGI 3 2d6 -
AGILITY

END SOAK
ENDURANCE
3 2d6 ARMOR ARMOR MISC SOAK

INT 3 2d6
INTUITION

LOG 3 2d6
DEF RANKS POOL ABILITY MISC EQUIP TOTAL

LOGIC

WIL 3 2d6
WILLPOWER

CHA 3 2d6
CHARISMA

LUC 3 2d6
LUCK

REP 0
REPUTATION

CHI 0
CHI

PSI 0
SKILLS

PSIONICS

MAG 0
MAGIC

SPEED
(STR+AGI POOL) + RUN
RUNNING CLIMBING SWIMMING ZERO G

JUMP
DERIVED

HORIZ 2xAGI / Vert STR


HORIZONTAL STANDING VERTICLE STANDING

INIT LUCK
INITIATIVE LUCK
POOL CURRENT

PER CHI
PERCEPTION CHI POINTS
POOL CURRENT

CARRY PSI
CARRY PSI POINTS
POOL CURRENT

WEAPON TO HIT DAMAGE TYPE SIZE SPECIAL


AGE

WEIGHT

EYES

EALTH (End+Wil+Hardy)
TEMPORARY

SOAK

TOTAL
EXPLOITS
Career

Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
Career
CHI Stances
Weifeng Wind Stance You may use your CHI attribute in place of your AGI attribute for the purpose of attribute
You double your SPEED.
You can walk across the surface of any liquid.
You can ignore a number of attacks equal to your CHI dice pool until the beginning of your next turn as long as you take your full movement during
choose to ignore an attack before the attack roll is made.

Yueliang Moon Stance You can double your jump distances.


You can wrap your fists in mystical energy to punch your target's very soul. When you make a melee attack, you target your foe’s MENT

You can make melee attacks against targets up to 30’ away.


You can levitate to a height in feet up to your Chi attribute.

Umfula River Stance You may use your CHI attribute in place of your AGI attribute for the purpose of attribute
Focus your CHI against your attacker. When a melee attack misses the attacker causes its melee dama
If you are knocked prone, you automatically stand again for free.
You are immune to Mental Attacks.
Spend one action to step through space. You briefly cross the backdoors of existence, teleporting up to 30’ to a location you c

Phanyu Lightning Stance You may use your CHI attribute in place of your AGI attribute for the purpose of attribute
You gain an additional action which can be used to make a melee attack
Charge your body and wait to dodge an attack, moving so fast you seem not to move at all. You negate the next attack against you that you are a

You turn into a veritable whirlwind of deadly fists and feet. You can spend all your actions to make one melee attack against every adjac

Surya Sun Stance You glow with inner light; the area 30’ around you is as bright as daylight
You can heal another creature by touch, restoring HEALTH equal to your CHI attribute w
You can use all your actions to spread a warmth of energy that mends wounds and heals injuries. You restore HEALTH equal to your CHI to all all

All allies within the light of your glow (30’) gain +4 MENTAL DEFENSE.
You gain +1d6 HEALTH at the end of your turn.

Daichin Warrior Stance You can bring your mind and body into perfect alignment. Increase all three of your DEFENSEs to the highest of these three v

You gain +1d6 to all damage rolls.


You cannot heal or be healed.
te for the purpose of attribute checks.

rn as long as you take your full movement during your turn. You must

ke a melee attack, you target your foe’s MENTAL DEFENSE instead.

y.

ute for the purpose of attribute checks.


the attacker causes its melee damage to itself.
r free.

nce, teleporting up to 30’ to a location you can see.

te for the purpose of attribute checks.


a melee attack
negate the next attack against you that you are aware of.

to make one melee attack against every adjacent opponent.

ght as daylight
H equal to your CHI attribute with one action.
s. You restore HEALTH equal to your CHI to all allies within 30’.

L DEFENSE.

DEFENSEs to the highest of these three values.


PSI Talents
Teleportation Phasing Slide (Psi: 8) You teleport up to 10’ per 4 PP to a location within sight.
Phasing Blink (Psi: 10) +10 to Defense as reaction and move 10'.
Warp (Psi: 16) Teleport any distance up to 1AU to a location you have physically seen. Doesn't include locations seen by remo

Ergokinesis Phase Blast (PSI 6). Blast with a range increment of 10’ with a cascade of phase energy. Make a PSI vs. DEFENSE attack, you do 1d6 per 2 PP phase damag

Phase Burst (PSI 12). Loose a burst of phase energy in all directions. Any creature or object w/i 5’ per 4 PP of you takes 1d6 phase damage per 6 PP
sight.

n. Doesn't include locations seen by remote viewing.

FENSE attack, you do 1d6 per 2 PP phase damage.

4 PP of you takes 1d6 phase damage per 6 PP.


Experience Earned 0 Experience Spent 0 Credits
Weapon/Armor
Artisinal Orichalcum Fighting Ring (5 Chi) (-1 Chi Step Beyond) (Accelerated, Advanced Transporting)
Ring Communicator (Extreme Range)
Artisinal Extendible Quarterstaff (5 Chi) (-1 Chi Zephyr Dance) (High Damage, Accelerated, ID Match/Trapped)

Hover Vehicles Cost (cr) Weight (lb) Occupants SPEED ACCEL HEALTH SOAK DEFENSE
Bike, swoop 8,000 1,000 1 28 8 31 0 10

Miscelaneous
Tent (2 Man)
Lightstick Chemical (10)
Spray Dressing (20 Uses)

Potion of Greater Healing

Species: Chix3, Wilx2, Log, Psi Grade 11: Agi, Int, Luc, Repx2, Log, Wil, Chix2, Psi
Grade 1: Agi, End, Wil, Chi, Psi Grade 12: Agi, Int, Luc, Repx2, Str, Wil, Psi, Chi
Grade 2: Agi, End, Wil, Chi, Psi Grade 13: Agi, Int,, Luc, Repx2, Log, Chi, Psi
Grade 3: Agi, End, Wil, Chi, Psi Grade 14: Agi, Int, Luc, Repx2, Log, Chi, Psi
Grade 4: Agi, End, Wil, Chi, Psi Grade 15: Agi, Int, Luc, Repx2, Log, Chix2,Psi
Grade 5: Agi, End, Wil, Chi, Psi Grade 16: Agi, Int, Luc, Repx2, Log, Chi, Psix2
Grade 6: Str, Agi, Wil, Chi, Psi Grade 17: Agi, End, Log, Wil, Chi, Psi
Grade 7: Str, Agi, Wil, Chi, Psi Grade 18: Agi, End, Log, Wil, Chi, Psi
Grade 8: Agi, End, Wil, Chi Grade 19:
Grade 9: End, Wil, Psix2 Grade 20:
Grade 10: End, Wil, Psix2, Log, Chix2
Incremental Experience Spent 147 Credits

Light Armor 1, 2, 3 (18 xp)


Tactics 2, 3 (15 xp)
Hardy 2, 3 (15)
Luc 2, 3, 4, 5, 6 (60 xp)
Telekinesis 1 (3 xp)
Rep 1, 2, 3, (18 xp)

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