Difference between revisions of "Reffex Jagrulo"
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|Survival= - | |Survival= - | ||
|Vigilance= 1 | |Vigilance= 1 | ||
− | |Talents= | + | |Talents=See List |
− | |ForcePowers= | + | |ForcePowers=See List |
|Soak=10 | |Soak=10 | ||
|Armor= | |Armor= |
Revision as of 13:26, 21 April 2017
Reffex Jagrulo
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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
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Brawn | 5 | Agility | 1 | Intellect | 2 |
Cunning | 2 | Willpower | 5 | Presence | 2 |
Skills
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Talents
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See List |
The Force
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Force Rating: 3 |
Force Powers: See List |
Combat
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Soak: 10 • Armor: Ranged Defense: 2 • Melee Defense: 6 Wound Threshold: 18 • Strain Threshold: 17 |
Weapons
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Lightsaber |
Experience Points
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Earned: 0 (Racial - • PreGame - • Current Game 0) |
Spent Experience
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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
Experience Expenditures
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):