Difference between revisions of "Nico FAD"

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'''Race:''' Human <br>
 
'''Race:''' Human <br>
 
'''Career:''' Guardian  <br>
 
'''Career:''' Guardian  <br>
'''Specializations:''' Soresu Defender | Pathfinder <br>
+
'''Specializations:''' Soresu Defender | Niman Disciple <br>
 
'''Morality:'''  50 <br>
 
'''Morality:'''  50 <br>
 
'''Emotional Strength:''' Discipline <br>
 
'''Emotional Strength:''' Discipline <br>
Line 18: Line 18:
 
* Career Skills
 
* Career Skills
 
** Cool (Pr) - 2
 
** Cool (Pr) - 2
** Discipline (Wil) - 1
+
** Discipline (Wil) - 2
** Medicine (Int) - 1
 
 
** Resilience (Br) - 1
 
** Resilience (Br) - 1
** Survival (Cun) - 2
 
 
** Vigilance (Wil) - 2
 
** Vigilance (Wil) - 2
 
** Lightsaber (Int) - 3
 
** Lightsaber (Int) - 3
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** Coordination (Agi) - 1
 
** Coordination (Agi) - 1
 
** Perception (Cun) - 2
 
** Perception (Cun) - 2
 
+
** Survival (Cun) - 2
  
 
'''Talents''' <br>
 
'''Talents''' <br>
* Resist Disarm - You may suffer 2 Strain to avoid being disarmed or having your weapon damaged or destroyed.
+
* Parry - You may suffer 3 Strain to reduce incoming Melee Damage by 5.
 +
* Defensive Training - Your melee weapons gain Defensive 1
 +
* Improved Parry - When you are attacked, if your opponent rolls a Despair or 3 Disadvantages, you immediately inflict your Weapons Base Damage.
  
 
'''Force Talents''' <br>
 
'''Force Talents''' <br>
* Makashi Technique - You may now use Presence instead of Brawn for the Lightsaber Skill
+
* Soresu Technique - You may now use Intellect instead of Brawn for the Lightsaber Skill
 
+
* Center of Being - You may take the Center of Being Maneuver to increase the Critical Rating of your Weapon by 1.
 +
* Improved Center of Being - Center of Being is now an Incidental Action.
 +
* Force Rating - Increase your Force Rating by 1.
 +
* Defensive Circle - You may make a Hard Lightsaber (Int) Action. Gain +1 Defense and +1/Two Advantages. This also applies to additional Allies per Success.
  
 
'''Force Powers''' <br>
 
'''Force Powers''' <br>
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** Make a Force Power Check, you may spend Force Results to gain vague hints for the next 24 hours.
 
** Make a Force Power Check, you may spend Force Results to gain vague hints for the next 24 hours.
 
** Control - Initiative Checks are now Combined Force Power Checks. Force Results count as Successes
 
** Control - Initiative Checks are now Combined Force Power Checks. Force Results count as Successes
** Strength x2 - You may spend up to 2 Force Results to gain specific, detailed information.
 
** Duration x2 - You may spend up to 2 Force Results to increase see out and addition day per Result spent.
 
  
 
* ''Heal/Harm''
 
* ''Heal/Harm''
 
** Heal (Light User Only) - Make a Force Power Check. You may spend 1 Force Result to restore a number of Wounds equal to your Intellect on 1 Engaged Ally.
 
** Heal (Light User Only) - Make a Force Power Check. You may spend 1 Force Result to restore a number of Wounds equal to your Intellect on 1 Engaged Ally.
 
** Harm - Make a Force Power Check. You may spend 1 Force Result to inflict a number of Wounds (ignores soak) equal to your Intellect on 1 Engaged Enemy. In gain 1 additional Conflict.
 
** Harm - Make a Force Power Check. You may spend 1 Force Result to inflict a number of Wounds (ignores soak) equal to your Intellect on 1 Engaged Enemy. In gain 1 additional Conflict.
** Magnitude - You may spend 2 Force Results to effect 1 additional Target.
 
  
 
* ''Move:''
 
* ''Move:''
 
** Make a Force Power Test. You may spend 1 Force Result to move a small object (up to Silhouette 0) up to Short Range.
 
** Make a Force Power Test. You may spend 1 Force Result to move a small object (up to Silhouette 0) up to Short Range.
** Range x2 - You may spend up to 2 Force Results to increase the Range of this power 1 Range Band per Result Spent (Max Long).
+
** Range - You may spend up to 2 Force Results to increase the Range of this power 1 Range Band per Result Spent (Max Medium).
** Magnitude - You may spend 1 Force Result to effect 1 additional Target.
 
 
** Strength - You may spend 1 Force Result to increase the Silhouette of the object to 1.
 
** Strength - You may spend 1 Force Result to increase the Silhouette of the object to 1.
 
** Control - You may now hurl objects as an Action. Make a Combined Power (Discipline) Check. Base Damage is equal to 10 times the Silhouette.
 
** Control - You may now hurl objects as an Action. Make a Combined Power (Discipline) Check. Base Damage is equal to 10 times the Silhouette.
** Control - You may now rip objects out of secured mountings or from another person.
 
  
 
'''Combat''' <br>
 
'''Combat''' <br>
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** '''Previous Games:''' 220
 
** '''Previous Games:''' 220
  
* '''Spent:''' 0
+
* '''Spent:''' 490
 
** '''Characteristics:''' 90
 
** '''Characteristics:''' 90
** '''Skills''' 65
+
** '''Skills''' 85
** '''Talents''' 220
+
** '''Talents''' 200
*** Parry (5)
 
 
 
** Shii-Cho Knight (30)
 
*** Parry (5)
 
 
 
 
** '''Force Powers''' 115
 
** '''Force Powers''' 115
*** Forsee (10) + Control (10) + Strength x2 (10) + Duration x2 (10)
 
*** Move (10) + Range x2 (10) + Magnitude (5) + Strength (10) + Control (10) + Control (5)
 
*** Heal/Harm (20) + Magnitude (5)
 

Revision as of 04:07, 18 July 2015

Race: Human
Career: Guardian
Specializations: Soresu Defender | Niman Disciple
Morality: 50
Emotional Strength: Discipline
Emotional Weakness: Hatred

Characteristics

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

Skills

  • Career Skills
    • Cool (Pr) - 2
    • Discipline (Wil) - 2
    • Resilience (Br) - 1
    • Vigilance (Wil) - 2
    • Lightsaber (Int) - 3
  • Non Career Skills
    • Coordination (Agi) - 1
    • Perception (Cun) - 2
    • Survival (Cun) - 2

Talents

  • Parry - You may suffer 3 Strain to reduce incoming Melee Damage by 5.
  • Defensive Training - Your melee weapons gain Defensive 1
  • Improved Parry - When you are attacked, if your opponent rolls a Despair or 3 Disadvantages, you immediately inflict your Weapons Base Damage.

Force Talents

  • Soresu Technique - You may now use Intellect instead of Brawn for the Lightsaber Skill
  • Center of Being - You may take the Center of Being Maneuver to increase the Critical Rating of your Weapon by 1.
  • Improved Center of Being - Center of Being is now an Incidental Action.
  • Force Rating - Increase your Force Rating by 1.
  • Defensive Circle - You may make a Hard Lightsaber (Int) Action. Gain +1 Defense and +1/Two Advantages. This also applies to additional Allies per Success.

Force Powers

  • Forsee
    • Make a Force Power Check, you may spend Force Results to gain vague hints for the next 24 hours.
    • Control - Initiative Checks are now Combined Force Power Checks. Force Results count as Successes
  • Heal/Harm
    • Heal (Light User Only) - Make a Force Power Check. You may spend 1 Force Result to restore a number of Wounds equal to your Intellect on 1 Engaged Ally.
    • Harm - Make a Force Power Check. You may spend 1 Force Result to inflict a number of Wounds (ignores soak) equal to your Intellect on 1 Engaged Enemy. In gain 1 additional Conflict.
  • Move:
    • Make a Force Power Test. You may spend 1 Force Result to move a small object (up to Silhouette 0) up to Short Range.
    • Range - You may spend up to 2 Force Results to increase the Range of this power 1 Range Band per Result Spent (Max Medium).
    • Strength - You may spend 1 Force Result to increase the Silhouette of the object to 1.
    • Control - You may now hurl objects as an Action. Make a Combined Power (Discipline) Check. Base Damage is equal to 10 times the Silhouette.

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: 490
    • Characteristics: 90
    • Skills 85
    • Talents 200
    • Force Powers 115