Difference between revisions of "Tehlvin FAD"

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Race:
+
'''Race:''' Human
 +
'''Career:''' Seeker
 +
'''Specializations:''' Ataru Striker | Artisan
 +
'''Morality:''' 50
 +
'''Emotional Strength:''' Curiosity / Compassion
 +
'''Emotional Weakness:''' Recklessness / Obstinatness
  
 
'''Characteristics''' <br>
 
'''Characteristics''' <br>
Line 8: Line 13:
 
* '''Willpower:''' 3
 
* '''Willpower:''' 3
 
* '''Presence:''' 2
 
* '''Presence:''' 2
 +
* '''Force Rating:''' 2
  
 
'''Skills''' <br>
 
'''Skills''' <br>
*
+
* Career Skills
*
+
** Athletics (Br) 2
*
+
** Computers (Int) 1
 +
** Coordination (Agi) 2
 +
** Mechanics (Int) 2
 +
** Perception (Cun) 2
 +
** Survival (Cun) 1
 +
** Vigilance (Will) 2
 +
** Lightsabers (Agi) 3
 +
** Knowledge (Xenology) 1
  
 
'''Talents''' <br>
 
'''Talents''' <br>
*
+
* Jump Up - Once per Round, you may stand from Seated or Prone as an incidental action
*
+
* Quick Draw - Once per Round, you may draw or holster a weapon or item as an incidental action
*
+
* Fine Tuning (Rank 1) - When reducing the amount of strain a starship or vehicle has suffered, you increase the strain reduced by 1 (Rank)
 +
* Solid Repairs (Rank 2) - When repairing Hull trauma, you increase the amount of Hull Trauma recovered by 2 (Rank)
 +
* Inventor - When Constructing or repairing an item you may add one Boost Die or Remove one setback Die.
  
 
'''Force Talents''' <br>
 
'''Force Talents''' <br>
*
+
* Ataru Technique - You may now use Agility instead of Brawn for the Lightsaber Skill
*
+
* Reflect (Rank 2) - When Hit by a Ranged attack you may suffer 3 Strain to reduce Wound Damage by 4 (2+Ranks)
*
+
* Hawkbat Swoop - When making a Lightsaber (Agi) Attack against an Enemy within Short Range, you may add Force Dice up to your Force Rating to your Attack, you may Spend a Force Result to immediately move to Engaged and/or Force Results to add Advantages (one for one)
 +
* Mental Tools - You always count as having tools for any Mechanical Action
 +
* Imbue Item - You may now take the Imbue Item Manuever. To do so, Commit 1 Force Die, and you may grant one weapon, armor or item an improvement so long as the Force Die remains committed. However, you suffer 1 Strain each round you choose to do so.
 +
* Force Rating - You increase your Force Rating by 1.
  
 
'''Force Powers''' <br>
 
'''Force Powers''' <br>
*
+
* ''Enhance''
*
+
** When making an Athletics Check, you may now make a Combined Force Power (Athletics) Check.  Each Force Result may be used to gain a Success or Advantage.
*
+
** Control (Coordination) - You may now apply the above effect to Coordination Checks
 +
** Control (Resilience) - You may now apply the above effect to Resilience Checks
 +
** Control (Force Leap) - You may now make the Force Leap Action. To do so, make a Force Power Check. You may spend a Force Result to horizontally move to any location within Short Range.
 +
* ''Misdirect''
 +
** Make a Force Power Test. You may spend 1 Force Result to make 1 Target up to Short Range (up to Silhouette 1) undetectable until your next turn.
 +
** Range (Rank 1) - You may spend a Force Result to increase the range of Misdirect to Long.
 +
** Duration - Once active, you may Commit two Force Dice to sustain this power so long as the target of your misdirection remains in range.
 +
* ''Seek''
 +
** Make a Force Power Check.  You may spend two Force Results to gain insight to the general direction of a person or object you have knowledge of.  In addition you may make a Combined Force Power (Vigilance) Check (Average Difficulty). If the Vigilance Check is successful, you may spend a Force Result to immediately see through an illusion.
 +
** Control (Ongoing Effect) - You may Commit 1 Force Die to upgrade one die in any Vigilance or Perception Check.
  
 
'''Combat''' <br>
 
'''Combat''' <br>
Line 49: Line 76:
 
* '''Spent:'''  
 
* '''Spent:'''  
 
** '''Characteristics:''' 100  
 
** '''Characteristics:''' 100  
** '''Skills'''  
+
** '''Skills''' 90
 
** '''Talents''' 185
 
** '''Talents''' 185
 
** Ataru Striker
 
** Ataru Striker

Revision as of 18:53, 16 July 2015

Race: Human Career: Seeker Specializations: Ataru Striker | Artisan Morality: 50 Emotional Strength: Curiosity / Compassion Emotional Weakness: Recklessness / Obstinatness

Characteristics

  • Brawn: 2
  • Agility: 4
  • Intellect: 2
  • Cunning: 2
  • Willpower: 3
  • Presence: 2
  • Force Rating: 2

Skills

  • Career Skills
    • Athletics (Br) 2
    • Computers (Int) 1
    • Coordination (Agi) 2
    • Mechanics (Int) 2
    • Perception (Cun) 2
    • Survival (Cun) 1
    • Vigilance (Will) 2
    • Lightsabers (Agi) 3
    • Knowledge (Xenology) 1

Talents

  • Jump Up - Once per Round, you may stand from Seated or Prone as an incidental action
  • Quick Draw - Once per Round, you may draw or holster a weapon or item as an incidental action
  • Fine Tuning (Rank 1) - When reducing the amount of strain a starship or vehicle has suffered, you increase the strain reduced by 1 (Rank)
  • Solid Repairs (Rank 2) - When repairing Hull trauma, you increase the amount of Hull Trauma recovered by 2 (Rank)
  • Inventor - When Constructing or repairing an item you may add one Boost Die or Remove one setback Die.

Force Talents

  • Ataru Technique - You may now use Agility instead of Brawn for the Lightsaber Skill
  • Reflect (Rank 2) - When Hit by a Ranged attack you may suffer 3 Strain to reduce Wound Damage by 4 (2+Ranks)
  • Hawkbat Swoop - When making a Lightsaber (Agi) Attack against an Enemy within Short Range, you may add Force Dice up to your Force Rating to your Attack, you may Spend a Force Result to immediately move to Engaged and/or Force Results to add Advantages (one for one)
  • Mental Tools - You always count as having tools for any Mechanical Action
  • Imbue Item - You may now take the Imbue Item Manuever. To do so, Commit 1 Force Die, and you may grant one weapon, armor or item an improvement so long as the Force Die remains committed. However, you suffer 1 Strain each round you choose to do so.
  • Force Rating - You increase your Force Rating by 1.

Force Powers

  • Enhance
    • When making an Athletics Check, you may now make a Combined Force Power (Athletics) Check. Each Force Result may be used to gain a Success or Advantage.
    • Control (Coordination) - You may now apply the above effect to Coordination Checks
    • Control (Resilience) - You may now apply the above effect to Resilience Checks
    • Control (Force Leap) - You may now make the Force Leap Action. To do so, make a Force Power Check. You may spend a Force Result to horizontally move to any location within Short Range.
  • Misdirect
    • Make a Force Power Test. You may spend 1 Force Result to make 1 Target up to Short Range (up to Silhouette 1) undetectable until your next turn.
    • Range (Rank 1) - You may spend a Force Result to increase the range of Misdirect to Long.
    • Duration - Once active, you may Commit two Force Dice to sustain this power so long as the target of your misdirection remains in range.
  • Seek
    • Make a Force Power Check. You may spend two Force Results to gain insight to the general direction of a person or object you have knowledge of. In addition you may make a Combined Force Power (Vigilance) Check (Average Difficulty). If the Vigilance Check is successful, you may spend a Force Result to immediately see through an illusion.
    • Control (Ongoing Effect) - You may Commit 1 Force Die to upgrade one die in any Vigilance or Perception Check.

Combat

  • Soak
  • Ranged Defense
  • Melee Defense
  • Wound Threshold
  • Strain Threshold
  • Weapons

XP

  • Earned: 450
    • Racial: 110
    • Bonus: 10
    • Knight Level Campaign: 150
    • Previous Games: 180
  • Spent:
    • Characteristics: 100
    • Skills 90
    • Talents 185
    • Ataru Striker
      • Quick Draw (5)
      • Jump Up (5)
      • Ataru Technique (10)
      • Reflect (10)
      • Reflect (15)
      • Hawkbat Swoop (20)
    • Artisan (30)
      • Mental Tools (5)
      • Fine Tuning (5)
      • Solid Repairs (10)
      • Imbue Item (15)
      • Inventor (15)
      • Solid Repairs (20)
      • Force Rating (20)
    • Force Powers 75