Difference between revisions of "Reffex Jagrulo"
From OakthorneWiki
Jump to navigationJump to searchSaintpookie (talk | contribs) |
Saintpookie (talk | contribs) |
||
Line 145: | Line 145: | ||
====Protect/Unleash==== | ====Protect/Unleash==== | ||
;Basic Power 20xp | ;Basic Power 20xp | ||
− | + | :The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes. | |
:<b>Protect:</b> The user makes a Protect power check and rolls a [[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]] Discipline check as part of the pool. Spend [[Image:EitherForce-result.png|18px]][[Image:EitherForce-result.png|18px]] to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per [[Image:Success-result.png|18px]]. Dark side Force users may only protect themselves. | :<b>Protect:</b> The user makes a Protect power check and rolls a [[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]] Discipline check as part of the pool. Spend [[Image:EitherForce-result.png|18px]][[Image:EitherForce-result.png|18px]] to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per [[Image:Success-result.png|18px]]. Dark side Force users may only protect themselves. | ||
:<b>Unleash:</b> The user makes an Unleash power check as ranged attack and rolls a [[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]] Discipline check. If check succeeds and spends [[Image:EitherForce-result.png|18px]][[Image:EitherForce-result.png|18px]], 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. | :<b>Unleash:</b> The user makes an Unleash power check as ranged attack and rolls a [[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]] Discipline check. If check succeeds and spends [[Image:EitherForce-result.png|18px]][[Image:EitherForce-result.png|18px]], 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. |
Revision as of 13:42, 21 April 2017
Reffex Jagrulo
|
Species: Hutt • Career: Guardian • Specializations: Armorer/Protector Motivations: The Balance of the Force • Morality: 60 Emotional Strength: Dedication / Consistency Emotional Weaknesses: Dogmatic Conflict:0 |
Characteristics
|
Brawn | 5 | Agility | 1 | Intellect | 2 |
Cunning | 2 | Willpower | 5 | Presence | 2 |
Skills
|
Talents
|
See List |
The Force
|
Force Rating: 3 |
Force Powers: See List |
Combat
|
Soak: 10 • Armor: Ranged Defense: 2 • Melee Defense: 6 Wound Threshold: 18 • Strain Threshold: 17 |
Weapons
|
Lightsaber |
Experience Points
|
Earned: 0 (Racial - • PreGame - • Current Game 0) |
Spent Experience
|
0 (Unspent: 0) |
Background
Words
Weapons & Gear
- Cross-guard Lightsaber: 5/5 HP¹ • Dam 8 • Crit 2 • Breach 1, Defensive 4, Sunder, Disarming, Superior, Accurate +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.
- Attachments:
- 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 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 to grant one weapon, piece of armor, or item an improve-
ment while committed. Suffer 1 strain every round 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 up to ranks in Force Protection. Increase soak by amount committed until start of next turn. Suffer 1 strain each turn 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.
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 to gain or (user’s choice) on the check.
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 Discipline check as part of the pool. Spend to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per . Dark side Force users may only protect themselves.
- Unleash: The user makes an Unleash power check as ranged attack and rolls a Discipline check. If check succeeds and spends , 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 to gain defense equal to spent.
- Unleash: Spend to inflict 1 strain on target.
- Strength 10xp
- Spend to decrease damage or add damage equal to ranks of Strength upgrades purchased.
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 to sense all living things within short range (including sentient and non-sentient beings).
- The user may spend to sense the current emotional state of one living target with whom he is engaged.
- Control 10xp
- Ongoing effect: Commit . 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 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 to increase power’s range by a number of range bands equal to Range upgrades purchased.
- Range 5XP
- Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Experience Expenditures
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):