Robby Blake

From OakthorneWiki
Revision as of 14:44, 11 May 2016 by King00nayr (talk | contribs) (New page: Abilities (Base): Strength: 2 Agility: 3 Fighting: 5 Awareness: 3 Stamina: 4 Dexterity: 2 Intellect: 0 Presence: 0 Defense (Base): Dodge: 3 Parry: 5 Fort: 4 Toughness: 4+2 Will: 3 Initiati...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Abilities (Base): Strength: 2 Agility: 3 Fighting: 5 Awareness: 3 Stamina: 4 Dexterity: 2 Intellect: 0 Presence: 0 Defense (Base): Dodge: 3 Parry: 5 Fort: 4 Toughness: 4+2 Will: 3 Initiative (Base): 3 Speed (Base): 0 (30 ft) Offense (Base): Unarmed Combat: Hit=+9 | Damage=+2 No ranged Advantages: Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses. Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check. Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility. Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level. Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing. Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20 Skills (Base): Ability+Ranks = Total Acrobatics (AGL): 3+2 = 5 Athletics (STR): 2+2 = 4 Close Combat (FGT): -Unarmed: 5+4 = 9 Deception (PRE): 0+0 = 0 Expertise (INT): 0+0 = 0 Insight (AWE): 3+0 = 3 Intimidation (PRE): 0+4 = 4 Investigation (INT): 0+0 = 0 Perception (AWE): 3+2 = 5 Persuasion (PRE): 0+0 = 0 Ranged Combat (DEX): 2+0 = 2 Sleight of Hand (DEX): 2+0 = 2 Stealth (AGL): 3+0 = 3 Technology (INT): 0+0 = 0 Treatment (INT): 0+0 = 0 Vehicles (DEX): 2+0 = 2