Tehlvin FAD

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{{FAD-StarWars-CharSheet |CharacterName=Tehlvin Ohmidarr

|Image=

Tehlvin-mistsabre.jpg


Tehlvin.jpg

|Race=Human |Career=Seeker |Specializations=Ataru Striker/Artisan |Morality=50 |EmoStrength=Curiosity/Compassion |EmoWeakness=Recklessness/Obstinacy |Brawn=2 |Agility=4 |Intellect=2 |Cunning=2 |Willpower=3 |Presence=2 |Force=2 |CareerSkills=Athletics (Br) 2, Computers (Int) 1, Coordination (Agi) 2, Mechanics (Int) 2, Perception (Cun) 2, Survival (Cun) 1, Vigilance (Will) 2, Lightsabers (Agi) 4, Pilot (Planetary) (Agi) 1 |NonCareerSkills=Stealth (Agi) 2, Cool (Pr) 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. |ForceTalents=• 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. |ForcePowers=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. |Soak=2 |RangedDefense=0 |MeleeDefense=0 |WoundThreshold=12 |StrainThreshold=13 |Weapons=xxx |EarnedXP=490
Racial: 110
Bonus: 10
Knight Level Campaign: 150
Previous Games: 220 |SpentXP=485

Characteristics: 100
Skills: 125
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 |}

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) 4
    • Pilot (Planetary) (Agi) 1
  • Non Career Skills
    • Stealth (Agi) 2
    • Cool (Pr) 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 2
  • Ranged Defense 0
  • Melee Defense 0
  • Wound Threshold 12
  • Strain Threshold 13
  • Weapons

XP

  • Earned: 490
    • Racial: 110
    • Bonus: 10
    • Knight Level Campaign: 150
    • Previous Games: 220
  • Spent: 485
    • Characteristics: 100
    • Skills 125
    • 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