Difference between revisions of "Bhalixa Onda"
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Jump to navigationJump to searchLine 16: | Line 16: | ||
|Presence=3 | |Presence=3 | ||
|Force=3 | |Force=3 | ||
− | |Astrogation= | + | |Astrogation= -* |
|Athletics= - | |Athletics= - | ||
|Brawl= - | |Brawl= - | ||
Line 24: | Line 24: | ||
|Cool= 1* | |Cool= 1* | ||
|Coordination= - | |Coordination= - | ||
− | |Deception= | + | |Deception= -* |
− | |Discipline= | + | |Discipline= 2 |
|Gunnery= - | |Gunnery= - | ||
|Kn-Core-Worlds= - | |Kn-Core-Worlds= - | ||
|Kn-Education= - | |Kn-Education= - | ||
|Kn-Lore= 3* | |Kn-Lore= 3* | ||
− | |Kn-Outer-Rim= | + | |Kn-Outer-Rim= 1* |
|Kn-Underworld= - | |Kn-Underworld= - | ||
|Kn-Warfare= - | |Kn-Warfare= - | ||
Line 48: | Line 48: | ||
|Skullduggery= - | |Skullduggery= - | ||
|Stealth= - | |Stealth= - | ||
− | |Streetwise= | + | |Streetwise= -* |
|Survival= - | |Survival= - | ||
|Vigilance= 1* | |Vigilance= 1* | ||
Line 63: | Line 63: | ||
|SpentXP=0 (Unspent: 0) | |SpentXP=0 (Unspent: 0) | ||
|}} | |}} | ||
− | |||
==Background== | ==Background== | ||
− | + | * Born on Mandalore, to a patrician family. | |
+ | * Spirited away by the Jedi Order quite early in her life - she remembers almost nothing about her home world. | ||
+ | * Took to the disciplined ways of the Order quite quickly, with a single exception: lightsaber training. | ||
==Personality== | ==Personality== | ||
x | x |
Revision as of 11:46, 9 April 2017
Bhalixa Onda
|
Species: Human (Mandalorian) • Career: Mystic • Specializations: Advisor • Sage Motivations: Cause - Peace Morality: 60 • Emotional Strength: Discipline • Emotional Weaknesses: Coldness |
Characteristics
|
Brawn | 2 | Agility | 2 | Intellect | 2 |
Cunning | 3 | Willpower | 2 | Presence | 3 |
Skills
|
Talents
|
Advisor: Plausible Deniability > Toughened > Grit > Nobody's Fool > Dedication (Presence) > Steely Nerves > Force Rating • Kill with Kindness > Nobody's Fool > Plausible Deniability Sage: Kill with Kindness > Researcher > Smooth Talker > Grit > Force Rating |
The Force
|
Force Rating: 3 |
Force Powers: Primary: Alter • Influence: Basic, Range, Magnitude (x2), Control (skill booster), Control (Discipline contest) • Move: Basic Secondary: Sense • Foresee Basic, Control (Initiative), Control (Defense) • Sense: Basic Tertiary: Control • Enhance: Basic • Suppress: Basic |
Combat
|
Soak: 3 • Armor: Diplomat's Robes Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 15 • Strain Threshold: 14 |
Weapons
|
Lightsaber |
Experience Points
|
Earned: 0 (Current Game 0) |
Spent Experience
|
0 (Unspent: 0) |
Background
- Born on Mandalore, to a patrician family.
- Spirited away by the Jedi Order quite early in her life - she remembers almost nothing about her home world.
- Took to the disciplined ways of the Order quite quickly, with a single exception: lightsaber training.
Personality
x
Weapons & Gear
- Standard Lightsaber (Ilum Crystal): 2/5 HP • Dam 6 • Crit 2 • Breach 1, Sunder
- Resplendent Robes: Def 0, Soak 1 • + to perform diplomatic social and bureaucratic functions
Talents
- Dedication: Ranks 1 • Increase Characteristic by 1 per Rank. Presence (x1)
- Force Rating: Ranks 2 • Increase Force Rating by 1 per Rank.
- Grit: Ranks 2 • Increase Strain Threshold by 1 per Rank.
- Kill with Kindness: Ranks 2 • Remove per rank from all Charm and Leadership checks.
- Nobody's Fool: Ranks 2 • Upgrade difficulty of incoming Charm, Coercion, or Deception once per Rank.
- Plausible Deniability: Ranks 2 • Remove per Rank from all Coercion and Deception checks.
- Researcher: Ranks 1 • Remove per rank from all Knowledge checks; research takes half time.
- Sense Emotions: Add to all Charm, Coercion, and Deception checks unless target is immune to Force powers.
- Smooth Talker: Ranks 1 • When making Charm checks, spend to gain equal to Ranks.
- Steely Nerves: Spend 1 Destiny to ignore effects of Critical Injuries on Willpower or Presence checks until end of encounter.
- Toughened: Ranks 1 • Increase Wounds Threshold by 2 per Rank.
Force Powers
Enhance
Foresee
- Basic: See vague hints of future • Spend to gain vague hint of events to come up to a day in future.
- Control (Initiative): Add x to initiative checks • Spend to gain on check.
- Control (Defense): Targets benefitting from Initiative boost increase ranged and melee defense by 2 for first round of encounter.
Influence
- Basic: Spend to stress mind of one target, inflicting 1 Strain.
- Range: Spend to increase power's Range by a number of Range bands equal to Range upgrades purchased.
- Magnitude (x2): Spend to increase targets affected equal to Magnitude upgrades purchased.
- Control: When making a Coercion, Charm, Deception, Leadership, or Negotition check, add . Spend to add or .
- Control: May make a Discipline vs Discipline test, adding . Spend and succeed on check to force target to adopt an emotional state or believe something untrue for 1 round or 5 minutes.
Move
- Basic: Spend to move one object of Silhouette 0 within short range up to maximum range (Short by default).
Sense
- Basic: Spend to sense all living things within short range, or spend to sense the current emotional state of one living target with whom he is engaged.
Suppress
- Basic: Spend to add automatic to Force power checks made against him or any ally within short range until end of next turn.
Experience Expenditures
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):