Difference between revisions of "Nerra FAD"
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'''Skills''' <br> | '''Skills''' <br> | ||
* Career Skills | * Career Skills | ||
− | ** Charm (Pr) | + | ** Charm (Pr) 1 |
− | ** Discipline (Will) | + | ** Discipline (Will) 2 |
− | ** Perception (Cun) | + | ** Perception (Cun) 3 |
** Vigilance (Will) 3 | ** Vigilance (Will) 3 | ||
** Knowledge (Lore) 2 | ** Knowledge (Lore) 2 | ||
Line 26: | Line 26: | ||
** Negotiation (Pr) 1 | ** Negotiation (Pr) 1 | ||
** Lightsaber (Br) 1 | ** Lightsaber (Br) 1 | ||
+ | ** Stealth (Agi) 3 | ||
'''Talents''' <br> | '''Talents''' <br> |
Revision as of 18:36, 20 July 2015
Race: Selonian
Career: Mystic
Specializations: Seer
Morality: 57
Emotional Strength: Compassion
Emotional Weakness: Obession
Characteristics
- Brawn: 2
- Agility: 3
- Intellect: 2
- Cunning: 2
- Willpower: 3
- Presence: 2
- Force Rating: 3
Skills
- Career Skills
- Charm (Pr) 1
- Discipline (Will) 2
- Perception (Cun) 3
- Vigilance (Will) 3
- Knowledge (Lore) 2
- Non-Career Skills
- Coordination (Agi) 1
- Negotiation (Pr) 1
- Lightsaber (Br) 1
- Stealth (Agi) 3
Talents
- Dark Vision (Racial) - You remove all Setback Dice due to Darkness.
- Keen Eyed (Seer) - You remove 1 Setback Die from Perception and Vigilance Tests and reduce search times by half.
Force Talents
- Uncanny Reactions (Rank 2) - Add 2 Boost Dice to all Vigilance Checks.
- Forwarning - You may perform the Forwarning Action. All Allies within Medium Range increase their Defense by your Force Rating until they act in this Encounter.
- Force is my Ally - Once per game session, you may suffer 2 Strain to make any Force Test a Maneuver instead of an Action.
- Sense Advantage - Once per game session, you may inflict 2 Drawback Dice to any NPC's Test.
- Natural Mystic - Once per game session, you may reroll any Force or Combined Force Power Check.
- Force Rating - Increase your Force Rating by 1.
Force Powers
- Battle Meditation:
- Make a Force Power Check. You may spend a Force Result to add one free Success to all tests for a number of Engaged Friendly Characters equal to your Presence. NOTE: If any Dark Side Results are used with this power, you reduce your affected Target's Willpower by 1.
- Magnitude Upgrade (x2): You may spend Force Result to affect Presence additional targets, this may be done twice.
- Range Upgrade: You may spend a Force Result to increase the Range of this power to Short
- Control Upgrade: You may now make a Combined Force Power Test, using Leadership (Easy). If successful you may issue simply mental orders and rally allies (per the Leadership Skill) in the same test.
- Strength - You may 1 Force Result to increase the Advantages gained to 2.
- Sense:
- Make a Force Power Test. You may spend 1 Force Result to automatically detect all living things within Short Range. You may spend 1 Force Result to detect the current emotional state of one target.
- Control Upgrade: -Ongoing Effect- Commit 1 Force Die; Once per round when you are attacked you may Upgrade the Difficulty of the attack by one.
- Duration Upgrade: The ongoing effects of this power may be used 1 additional time per round.
- Influence:
- Make a Force Power Test. You may spend 1 Force Result to change a targets mental state. Dark Force Results may be used on Negative emotions, Light Force Results on Positive. Neutral effects, such as confusion may be used with either. In addition, you may spend 1 Force Result to inflict 1 Strain on your target.
- Magnitude Upgrade (x1): You may spend 1 Force Result to affect 1 additional Target with the use of this power.
- Control Upgrade: When making Charm, Coercion, Deception, Leadership or Negotiation Tests, you may now use Influence as a Combined Force Power Test and spend Force Results to gain Successes or Advantages.
- Misdirect
- Make a Force Power Test. You may spend 1 Force Result to make 1 Target up to Short Range (up to Silhouette 1) undetectable to 1 Enemy until your next turn.
- Range: Spend 1 Force Result to increase the Range of this Power to Medium.
- Duration: Commit 2 Force Dice to sustain this power.
- 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.
Combat
- Soak 2(3)
- Armor Concealing Robes - Gain 1 Boost to an Conceal check for item Silhouette 0. 0 Defense, 1 Soak.
- Armor Personal Shield Generator - Defense 2, Soak 0.
- Ranged Defense 2
- Melee Defense 2
- Wound Threshold 13
- Strain Threshold 13
- Weapons
- Tail-Attack: Brawl (Agi) | Damage: 3 | Critical: 5 | Disorient 2, Knockdown (1 Boost)
- Lightsaber: Lightsaber (Br) | Damage: 6 | Critical: 2 | Breach 1, Sunder
- Ilum Crystal
- Equipment
- Jedi Utility Belt
- Commlink, Rebreather, Climbing Gear, Imager, Glowrod, Toolkit
- Stimpack x3 - Single Use, Heal 5 Wounds (Subsequent uses reduce Wounds regained by 1)
XP
- Earned: 460
- Racial: 80
- Bonus: 10
- Knight Level Campaign: 150
- Previous Games: 220
- Spent: 460
- Characteristics: 40
- Skills 135
- Talents 125
- Force Powers 160