Rank: 10 Heroic Advances Left: 0
Race: Norro (mechanically human)
Iconic Framework: Psi-Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2), Vigor d8
Pace: 6; Parry: 10*/13 w/Psi-Shield; Toughness: 18 (7)
* = -1 to all attacks against him, -4 to hit with range while Psi-Shield is active
Skills:
- Athletics d10 (core, 3)
- Common Knowledge d4
- Fighting d12 (Iconic, 4)
- Notice d8 (core, +2dt MARS)
- Occult d8 (+2dt MARS, 1)
- Persuasion d4
- Psionics d12 (Iconic, +2dt MARS)
- Shooting d10 (4)
- Stealth d10 (core, 3)
Hindrances
- Code of Honor (Iconic): The character keeps his word and acts like a gentleman.
- Arrogant (Major): Likes to dominate his opponent, challenge the most powerful foe in combat.
- Suspicious (Major): The individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to Support him.
Racial Abilities
Norro (mechanically human per request)
- Racial - Major Psionic: May spend ISP for boosting rolls, doubles base ISP and new power edge
Edges and Iconic Abilities
- MARS - Agile and Dexterous: Your hero adds one die type to Agility and begins with the Ambidextrous Edge.
- MARS - Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
- Iconic - Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers from the following list: arcane protection*, bolt, darksight*, deflection*, detect/conceal arcana*, divination, empathy, environmental protection*, farsight*, havoc, healing, protection*, speed*, and warrior’s gift*.
- Iconic - Adept (May use Arcane Protection, Deflection and Smite as innate abilities)
- Iconic - Block (+1 Parry, ignore 1 point of Gang Up bonus.)
- Iconic - Chi (Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.)
- Iconic - Psi-Shield (Hero can summon a Psi-Shield, granting +3 Parry and a −4 Cover penalty to ranged strikes against her)
- Iconic - Psi-Blade (activating smite summons a blade doing Str+Spirit damage, AP psionics x2, 2d12+2 AP 24)
- Iconic - Psi-Warriors gain +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
- Iconic - The Arts of Offense: The Psi-Warrior's Psi-Blade damage dice count as Claws when applying bonuses from Edges.
- HJ - Martial Arts (Unarmed Fighting +2, increase damage die type a step.)
- HJ - Martial Warrior (Unarmed Fighting +2, increase damage die type a step.)
- HJ - Brawler (Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.)
- Hindrance - Vigor d8
- Hindrance - Agility d10
- Nov 01 - Power Points
- Nov 02 - Two Fisted (Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.)
- Nov 03 - Two Gun Kid (Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.)
- Seas 01 - Acrobat (Free reroll on acrobatic Athletics attempts.)
- Seas 02 - Combat Acrobat (-1 to be hit with melee and ranged attacks)
- Seas 03 - Counter Attack (once per turn make a free attack when an opponent misses in melee)
- Seas 04 - Power Points (ISP increased to 30)
- Vet 01 - Frenzy (imp) Roll a second Fighting die with up to two melee attacks per turn.
- Vet 02 - Rapid Attack (imp) Increase RoF by 1 for up to two Shooting attacks per turn.