Difference between revisions of "Xander Oaks"
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Revision as of 21:24, 26 February 2014
Naïve Young Do-Gooder
Contents
Origin
Appearance
Attributes & Skills
Body 5, Agility 6, Reaction 5(8), Strength 3; Charisma 4, Intuition 3, Logic 3, Will 3; Magic 8; Edge 4, Essence 6, Initiative 9(11)/1(4);
- Condition Monitor Boxes: Physical 11, Stun 11
- Movement: 10m/25m
Skills
- Athletics | Rank 1
- Climbing (Str)
- Gymnastics (Agi)
- Running (Str)
- Swimming (Str)
- Influence | Rank 1
- Con (Cha)
- Etiquette (Cha)
- Leadership (Cha)
- Negotiation (Cha)
- Archery (Agi) | Rank 3
- Artisan (Int) | Rank 2
- Assensing (Int) | Rank 2
- Cybertechnology (Log) | Rank 1
- Escape Artist (Agi) | Rank 1
- First Aid (Log) | Rank 2
- Infiltration (Agi) | Rank 1
- Medicine (Log) | Rank 2
- Perception (Int) | Rank 4
- Pilot Ground Craft (Rea) | Rank 2
- Unarmed Combat (Agi) | Rank 6
- +2 Pugilism
- Arcana (Log) | Rank 3
- Enchanting (Mag) |Rank 2
- Meditation Techniques (Int) | Rank 2
- Martial Arts Styles (Int) | Rank 2
- Philosophy (Log) | Rank 2
- Music Theory (Log) | Rank 3
- Music (Int) | Rank 3
- Physiology (Log) | Rank 2
- History (Log) | Rank 2
- Tactics (Int) | Rank 2
- English | Native
- Sioux | Rank 1
Qualities
Positive Qualities
- Adept
- Way of the Warrior
- Improved Reflexes
- Combat Sense
- Improved Unarmed
- Muay Thai
- +2 DV to Unarmed Attacks
Negative Qualities
- Evil Twin
- Compulsive Truth Teller
- Astral Beacon
- Vendetta
- I must find the Man who killed my Master
Gear
Weaponry & Ammo
Armor
Armor | Ballistic | Impact | Notes |
Form Fitting Body Armor | 6 | 2 | Only half rating to calculate encumberance |
Bike Racing Armor | 4 | 7 | |
Helmet | +1 | +2 | |
Force 4 Armor Spell | 4 | 4 | Quickened on Xander by Ten |
Total | 15 | 15 |
Magical Gear
Vehicles
Technical Gear
Survival Gear
Adept
Warrior adepts are the elite combatants of the Sixth World; accomplishing through will and talent what others do through expensive augmentation. Characters with this Quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Combat Sense, Counterstrike, Critical Strike, Improved Ability (Combat Skills), Improved Physical Attribute (Any), Improved Reflexes, Killing Hands, Missile Mastery, Mystic Armor, Quick Draw. In addition, they receive a +1 to effective Initiate grade for the Adept Centering technique (for Combat Active skills only, not Physical Active Skills), and for the Attunement (Item) Metamagic. Also, subtract one from the Karma cost to Attune to any weapon via the Attunement (Item) Metamagic.
Adept Powers
Power | Rating | Power Points |
Improved Reflexes | 3 | 3 |
Critical Strike | 6 | 1.5 |
Combat Sense | 2 | .75 |
Killing Hands | n/a | .5 |
Missile Parry | 1 | .25 |
Penetrating Strike | 1 | .25 |
Astral Perception | n/a | 1 |
Improved Unarmed | 2 | .75 |
Initiation
- Grade: 3
- Initiate Powers:
- Adept Centering (Martial Arts Stance)
- Sensing (Street Magic pg 58)
- Infusion (Street Magic Pg 61)
- Ordeals Performed:
- Oath
- Deed
Karma
Total Earned: 185 |
Spent: 171; Unspent: 14 |