Reffex Jagrulo

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Reffex Jagrulo
Reffex.jpg
Species: Hutt • Career: Guardian • Specializations: Armorer/Protector
Motivations: The Balance of the Force • Morality: 66
Emotional Strength: Dedication / Consistency
Emotional Weaknesses: Dogmatic

Conflict:0

Characteristics
Brawn 5 Agility 1 Intellect 2
Cunning 2 Willpower 5 Presence 2
Skills
General Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Astrogation (Int) - Spacer2.jpg Athletics (Brn) 2
Charm (Prs) - Spacer2.jpg Coercion (Will) -
Computers (Int) - Spacer2.jpg Cool (Prs) 1
Coordination (Agl) - Spacer2.jpg Deception (Cun) 2
Discipline (Will) - Spacer2.jpg Leadership (Prs) -
Mechanics (Int) 1 Spacer2.jpg Medicine (Int) -
Negotiation (Prs) - Spacer2.jpg Perception (Cun) -
Pilot:Planetary (Agl) - Spacer2.jpg Pilot:Space (Agl) -
Resilience (Brn) 3 Spacer2.jpg Skullduggery (Cun) -
Stealth (Agl) - Spacer2.jpg Streetwise (Cun) -
Survival (Cun) - Spacer2.jpg Vigilance (Will) 1
Combat Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Brawl (Brn) - Spacer2.jpg Gunnery (Agl) -
Lightsaber (Brn) 3 Spacer2.jpg Melee (Brn) -
Ranged:Light (Agl) - Spacer2.jpg Ranged:Heavy (Agl) -
Knowledge Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Core Worlds (Int) - Spacer2.jpg Education (Int) -
Lore (Int) - Spacer2.jpg Outer Rim (Int) 1
Underworld (Int) - Spacer2.jpg Warfare (Int) -
Xenology (Int) - Spacer2.jpg
Talents
See List
The Force
Force Rating: 3
Force Powers: See List
Combat
Soak: 10 • Armor:
Ranged Defense: 2 • Melee Defense: 6
Wound Threshold: 20 • Strain Threshold: 17
Weapons
Lightsaber
Experience Points
Earned: 62 (Racial - • PreGame - • Current Game 0)
Spent Experience
60 (Unspent: 2)

Background

Words

Weapons & Gear

  • Cross-guard Lightsaber: 5/5 HP¹ • Dam 8 • Crit 2 • Breach 1, Defensive 4, Sunder, Disarming, Superior, Accurate +1
    • Attachments:
      • Lorrdian Gen²: Defensive +1 [1/1] • Deflection +1 [0/2]
      • Refocusing Lens: Accurate +1 • Accurate +1 [0/1]
      • Curved Hilt: Add Advantage-result.png to successful attack against a single opponent. • Defensive [1/1]
      • Superior Hilt: Add Advantage-result.png to all checks made with it • Damage +1
¹Used Tinkerer Talent
²Used Mod point to replace
  • Armored Robes/Hutt Armor 2/2 HP • Def 1(2)¹ • Soak 3(4)² • Enc 4
    • Attachments:
      • Superior: -1 Enc, +1 Soak
      • Energy Dispersion System: When reducing damage dealt to wearer, count soak value as 2 higher.
¹Improved Armor Master Talent
²Armor Master Talent

Talents

Racial

Nobody's Fool
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool.
Enduring
The character gains + 1 soak value per rank of Enduring.
Special Abilities
Hutts gain one level of Coercion or Discipline
Ponderous
Can never spend more than one maneuver moving per turn

Languages

Languages
Huttese
Basic

Guardian/Armorer

Gear Head (3,1)
Remove Setback-die.png per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Grit (3,2)
Gain +1 strain threshold.
Armor Master (2,2)
When wearing armor, inc-rease total soak value by 1.
Improved Armor Master (2,3)
When wearing armor with a soak value of 2 or higher, increase defense by 1.
Tinkerer (2,4)
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Falling Avalanche (3,4)
Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn.
Supreme Armor Master (4,4)
Once per round, may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10 per
Imbue Item (2,5)
As a maneuver, suffer 1 strain and commit Force-die.png to grant one weapon, piece of armor, or item an improve-

ment while committed. Suffer 1 strain every round Force-die.png remains committed.

Force Rating (1,5)
Gain +1 Force rating.
Dedication (4,5)
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Guardian/Protector

Body Guard (2,1)
Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn.
Physician (2,2)
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Stimpack Specialization (2,3)
Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Force Protection (2,4)
As a maneuver, suffer 1 strain and commit Force-die.png up to ranks in Force Protection. Increase soak by amount committed until start of next turn. Suffer 1 strain each turn Force-die.png are committed.
Force Rating (2,5)
Gain +1 Force rating.
Dedication (3,5)
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Toughened (4,1)
Gain +2 to wound threshold.

Guardian Career

Unmatched Heroism
Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points. For the next 2 rounds, whenever an ally within short range is targeted by a successful combat check, the character may suffer 2 strain to move to engaged range of that ally and become the target of the combat check instead.
Destiny (3,1)
Unmatched Heroism costs 1 Destiny Point instead of 2.

Ranked Talents total

  • Force Rating: 2
  • Dedication: 2

Force Powers

Control Group Powers

50 XP

Enhance

Basic
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend EitherForce-result.png to gain Success-result.png or Advantage-result.png (user’s choice) on the check.
Control
Take a Force Leap action: Make an Enhance power check. The user may spend EitherForce-result.png to jump horizontally or vertically to any location in short range.

Protect/Unleash

Basic Power 20xp
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls a Difficulty-die.pngDifficulty-die.png Discipline check as part of the pool. Spend EitherForce-result.pngEitherForce-result.png to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per Success-result.png. Dark side Force users may only protect themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls a Difficulty-die.pngDifficulty-die.png Discipline check. If check succeeds and spends EitherForce-result.pngEitherForce-result.png, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Control 10xp
Protect: Spend Advantage-result.png to gain defense equal to Advantage-result.png spent.
Unleash: Spend Advantage-result.png to inflict 1 strain on target.
Strength 5xp
Spend EitherForce-result.png to decrease damage or add damage equal to ranks of Strength upgrades purchased.
Control 15xp
Protect: Spend EitherForce-result.png to allow power to protect against all types of attacks.
Unleash: Spend EitherForce-result.png to give the attack Ensnare 2.
Duration 15xp
Protect: If no DarkForce-result.png were used to generate EitherForce-result.png, the Force barrier protecting the user's target shields against all energy attacks the target would otherwise suffer before the beginning of the user's next turn (Instead of just the next energy attack).
Unleash: The user may spend EitherForce-result.png to give the attack the Burn 2 quality. The user may not activate this multiple times.

Sense Group Powers

30 XP

Sense

Basic Power
The Force User can sense the Force interacting with the world around him.
The user may spend EitherForce-result.png to sense all living things within short range (including sentient and non-sentient beings).
The user may spend EitherForce-result.png to sense the current emotional state of one living target with whom he is engaged.
Control 10xp
Ongoing effect: Commit Force-die.png. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Duration 10xp
Sense’s ongoing effects may be triggered one additional time per round.
Strength 10xp
When using Sense’s ongoing effects, upgrade the pool twice, instead of once.

Alter Group Powers

10 XP

Move

Basic Power
The Force user can move small objects via the power of the Force.
The user may spend EitherForce-result.png to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Range 5XP
Spend EitherForce-result.png to increase power’s range by a number of range bands equal to Range upgrades purchased.
Range 5XP
Spend EitherForce-result.png to increase power’s range by a number of range bands equal to Range upgrades purchased.

Experience Expenditures

30xp - Unmatched Heroism
10xp - Destiny (Unmatched Heroism)
5xp - Toughened (4,1)(Guardian/Protector)
15xp - Duration (Protect/Unleash)
10xp - Force Jump (Enhance)

System Symbols

Dice

Setback: Setback-die.png Difficulty: Difficulty-die.png Challenge: Challenge-die.png

Boost: Boost-die.png Ability: Ability-die.png Proficiency: Proficiency-die.png

Force: Force-die.png

Results

Success: Success-result.png Advantage: Advantage-result.png Triumph: Triumph-result.png

Failure: Failure-result.png Threat: Threat-result.png Despair: Despair-result.png

Light Side Point: LightForce-result.png Dark Side Point: DarkForce-result.png Force Point (Either): EitherForce-result.png

Other

Conflict Conflict.png