Difference between revisions of "Anzo"
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|Weapons= | |Weapons= | ||
|EarnedXP=493 (Racial 110 • Current Game 383) | |EarnedXP=493 (Racial 110 • Current Game 383) | ||
− | |SpentXP= | + | |SpentXP=480 (Remaining 13) |
|}} | |}} | ||
==Background== | ==Background== | ||
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* ''' Surgeon ''' - When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon. | * ''' Surgeon ''' - When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon. | ||
* ''' Bacta Speicalist '''- Patients under the character's supervision heal one additional wound per rank of Bacta Specialist each time they heal a wound while recovering in a bacta tank or under supervised medical conditions or long-term care. | * ''' Bacta Speicalist '''- Patients under the character's supervision heal one additional wound per rank of Bacta Specialist each time they heal a wound while recovering in a bacta tank or under supervised medical conditions or long-term care. | ||
− | * ''' Stimpack Specialist ( | + | * ''' Stimpack Specialist (2 Ranks)'''- Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect. |
* ''' Stim Application ''' - When performing the Stim Application action, you may make a Average (2) Medicine Check to increase an ally's Characteristic by 1 but suffers 4 Strain. | * ''' Stim Application ''' - When performing the Stim Application action, you may make a Average (2) Medicine Check to increase an ally's Characteristic by 1 but suffers 4 Strain. | ||
* '''Improved Stim Application''' - Increase the Difficulty of Stim Application by 1 but reduce Strain inflicted to 1. | * '''Improved Stim Application''' - Increase the Difficulty of Stim Application by 1 but reduce Strain inflicted to 1. | ||
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=== Deadly Shot === | === Deadly Shot === | ||
− | '''Maneuver 1:''' Use True Aim Maneuver, Upgrades Ranged Heavy Check, adds 1 Bonus die <br> | + | '''Maneuver 1:''' Use True Aim Maneuver, Upgrades Ranged Heavy Check twice, adds 1 Bonus die <br> |
'''Maneuver 2:''' Optional <br> | '''Maneuver 2:''' Optional <br> | ||
'''Attack:''' 5 Yellow, 1 Bonus die <br> | '''Attack:''' 5 Yellow, 1 Bonus die <br> | ||
* -2 Setback DIce due to visibility. | * -2 Setback DIce due to visibility. | ||
'''Damage:''' 14 Damage, Crit 3 (+ 10 to Crits) <br> | '''Damage:''' 14 Damage, Crit 3 (+ 10 to Crits) <br> | ||
− | '''Optional Damage Boost:''' Spend 1 Destiny to use Anatomy Lessons to add | + | '''Optional Damage Boost:''' Spend 1 Destiny to use Anatomy Lessons to add 3 Damage in combat. <br> |
=== Sniper Shot === | === Sniper Shot === | ||
− | '''Maneuver 1:''' Use True Aim Maneuver, Upgrades Ranged Heavy Check, adds 1 Bonus die <br> | + | '''Maneuver 1:''' Use True Aim Maneuver, Upgrades Ranged Heavy Check twice, adds 1 Bonus die <br> |
'''Maneuver 2:''' Sniper Shot, Increase Range by 1 (up to 2), Upgrade difficulty of shot per Range Increased <br> | '''Maneuver 2:''' Sniper Shot, Increase Range by 1 (up to 2), Upgrade difficulty of shot per Range Increased <br> | ||
'''Attack:''' 5 Yellow, 1 Bonus die <br> | '''Attack:''' 5 Yellow, 1 Bonus die <br> | ||
* -2 Setback Dice due to visibility. | * -2 Setback Dice due to visibility. | ||
'''Damage:''' 14 Damage, Crit 3 (+ 10 to Crits) <br> | '''Damage:''' 14 Damage, Crit 3 (+ 10 to Crits) <br> | ||
− | '''Optional Damage Boost:''' Spend 1 Destiny to use Anatomy Lessons to add | + | '''Optional Damage Boost:''' Spend 1 Destiny to use Anatomy Lessons to add 3 Damage in combat. <br> |
==Weapons & Gear== | ==Weapons & Gear== | ||
− | '''Encumbrance:''' | + | '''Encumbrance:''' 7/11 |
* Blaster Rifle (Dam 9, Crit 3, Long Range, Encum 4, Stun Setting, 4 Hard Points) | * Blaster Rifle (Dam 9, Crit 3, Long Range, Encum 4, Stun Setting, 4 Hard Points) | ||
* E-11 Blaster Rifle (Dam 9(11), Crit 3, Long Range, Encum 4, Stun Setting, 4 Hard Points) - Stolen from Listening Post | * E-11 Blaster Rifle (Dam 9(11), Crit 3, Long Range, Encum 4, Stun Setting, 4 Hard Points) - Stolen from Listening Post | ||
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=== Cybernetics === | === Cybernetics === | ||
− | * | + | * Cybernetic Arms (Agility) |
+ | * Cybernetic Eyes | ||
==Experience Expenditures== | ==Experience Expenditures== | ||
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* True Aim(C4, R3)- 15 | * True Aim(C4, R3)- 15 | ||
* Deadly Accuracy (C3, R2)- 10 | * Deadly Accuracy (C3, R2)- 10 | ||
+ | * Stimpack Specialist (C2, R1) - 5 |
Latest revision as of 20:06, 18 July 2016
Anzo
|
Species: Human • Career: Soldier • Specializations: Medic Motivation: Wanderlust • Obligations: Deserter: 10 Credits: 20317 |
Characteristics
|
Brawn | 2 | Agility | 4(5) | Intellect | 3 |
Cunning | 2 | Willpower | 2 | Presence | 2 |
Skills
|
Talents
|
xxx: Talents Go Here |
The Force
|
Force Rating: - |
Force Powers: None |
Combat
|
Soak: 2 • Armor: Laminate 2 Defense/ 2 Soak Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 14 • Strain Threshold: 12 |
Weapons
|
Experience Points
|
Earned: 493 (Racial 110 • Current Game 383) |
Spent Experience
|
480 (Remaining 13) |
Background
Talents
- Surgeon - When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
- Bacta Speicalist - Patients under the character's supervision heal one additional wound per rank of Bacta Specialist each time they heal a wound while recovering in a bacta tank or under supervised medical conditions or long-term care.
- Stimpack Specialist (2 Ranks)- Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect.
- Stim Application - When performing the Stim Application action, you may make a Average (2) Medicine Check to increase an ally's Characteristic by 1 but suffers 4 Strain.
- Improved Stim Application - Increase the Difficulty of Stim Application by 1 but reduce Strain inflicted to 1.
- Master Doctor - Once per Round, you may suffer 2 Strain to decrease Medicine Difficulties by 1.
- It's not that bad - Once per game session, you may take an out of turn Medicine Action - Difficulty Hard (3) to prevent an ally from suffering 1 Critical Injury.
- Dedication- +1 Agility
- Forager - Remove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time
- Toughened - Gain +2 Wound Threshold
- Well Rounded - Gunner and Stealth are now Career Skills
- Dodge (1 Rank) - When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
- Anatomy Lessons -After a Successful Attack, Spend 1 detiny to add Intellect to Damage
- Natural Doctor - Once per game session, you may reroll one Medicine check.
- Sniper Shot(2 ranks) - Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.
- True Aim (2 Ranks) - Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
- Lethal Blows (1 Ranks) - Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents
- Brace - Perform the Brace maneuver to remove 1 setback die per rank of Brace from your next Action. This may only remove 1 setback die added by environmental circumstances.
- Deadly Accuracy (Heavy Weapons) -When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
Combat Guide
Deadly Shot
Maneuver 1: Use True Aim Maneuver, Upgrades Ranged Heavy Check twice, adds 1 Bonus die
Maneuver 2: Optional
Attack: 5 Yellow, 1 Bonus die
- -2 Setback DIce due to visibility.
Damage: 14 Damage, Crit 3 (+ 10 to Crits)
Optional Damage Boost: Spend 1 Destiny to use Anatomy Lessons to add 3 Damage in combat.
Sniper Shot
Maneuver 1: Use True Aim Maneuver, Upgrades Ranged Heavy Check twice, adds 1 Bonus die
Maneuver 2: Sniper Shot, Increase Range by 1 (up to 2), Upgrade difficulty of shot per Range Increased
Attack: 5 Yellow, 1 Bonus die
- -2 Setback Dice due to visibility.
Damage: 14 Damage, Crit 3 (+ 10 to Crits)
Optional Damage Boost: Spend 1 Destiny to use Anatomy Lessons to add 3 Damage in combat.
Weapons & Gear
Encumbrance: 7/11
- Blaster Rifle (Dam 9, Crit 3, Long Range, Encum 4, Stun Setting, 4 Hard Points)
- E-11 Blaster Rifle (Dam 9(11), Crit 3, Long Range, Encum 4, Stun Setting, 4 Hard Points) - Stolen from Listening Post
- Augmented Spin Barrel (+1 Damage, 2 HP) (+1 Damage Mod)
- Multi Optic Sight (1 HP) - 2 Setback dice due to visibility
- Heavy Clothing - (Def 0, Soak 1, Encum 1/0)
- Medpack
- Stimpack x54
- Backpack - +4 Encumbrance Capacity
- Commlink (Handheld)
Cybernetics
- Cybernetic Arms (Agility)
- Cybernetic Eyes
Experience Expenditures
- Master Doctor (15xp)
- Improved Stim App (20xp)
- It's Not the Bad (25xp)
- Ranged (Heavy) -> 2 (10xp)
- Vigilence -> 2 (10xp)
- Gunnery -> 1 (10XP)
- Dedication (Agility) - (25 XP)
- Forager - (5 XP)
- Toughened - (10 XP)
- Well Rounded - (15 XP)
- Gunnery ->2 - 10
- Stealth -> 1 5 XP
- Ranged(Heavy) -> 3 15 XP
- Dodge - 20 XP
- Anatomy Lesson - 25 XP
- Natural Doctor- 20 XP
- Xeonology -> 1 - 5 XP
- Medicine -> 3- 15 XP
- Athletics -> 2- 10 XP
- Stealth -> 2- 10 XP
- Sharpshooter talent tree- 20
- Sniper Shot (C2, R1)- 5
- True Aim (C2, R2) - 10
- Lethal Blows (C2, R3) - 15
- Brace (C3, R1) - 5
- Sniper Shot (C3, R3)- 15
- True Aim(C4, R3)- 15
- Deadly Accuracy (C3, R2)- 10
- Stimpack Specialist (C2, R1) - 5