Difference between revisions of "Qi'vrex"
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***''Adegan Focus'': Damage +1 • Concussive 1 [1/1] • Damage +1 [0/1 | ***''Adegan Focus'': Damage +1 • Concussive 1 [1/1] • Damage +1 [0/1 | ||
− | *'''Standard Robes:''' | + | *'''Standard Robes:''' Def 0 • Soak 1 • Enc 1 • HP 0 |
*'''Armored Robes:''' 2/2 HP • Def 1 • Soak 3 • Enc 4 | *'''Armored Robes:''' 2/2 HP • Def 1 • Soak 3 • Enc 4 |
Revision as of 14:16, 23 April 2017
Qi'vrex
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Species: Gand • Career: Consular • Specializations: Niman Disciple, Mystic (Seer) Motivations: Enlightenment Morality: 55 • Emotional Strength: Compassion • Emotional Weaknesses: Obsession |
Characteristics
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Brawn | 2 | Agility | 3 | Intellect | 2 |
Cunning | 2 | Willpower | 5 | Presence | 1 |
Skills
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Talents
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Niman Disciple: Center of Being, Dedication, Draw Closer, Force Assault, Force Rating, Improved Center of Being, Niman Technique, Nobody's Fool, Reflect I, Sense Emotions Seer: Force Rating I, Grit I, Keen Eyed, Sense Advantage, Uncanny Reactions |
The Force
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Force Rating: 3 |
Force Powers: Primary: Sense Foresee: Basic, Control 1 & 2, Magnitude II Sense: Basic Seek: Basic Secondary: Alter Move: Basic, Range II, Strength I, Control I Tertiary: Control Enhance: Basic, Control I (Force Leap) |
Combat
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Soak: 0 • Armor: 0 Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 12 • Strain Threshold: 16 |
Weapons
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Lightsaber |
Experience Points
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Earned: 0 (Racial 0• PreGame 0 • Current Game 0) |
Spent Experience
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0 (Unspent: 0) |
Background
Weapons & Gear
- Double-bladed Lightsaber: 4/4 HP • Dam 9 • Crit 1 • Breach 1, Sunder, Force Detection, Concussive 1, Linked 1, Unwieldy 3
- Attachments:
- Mephite Crystal: Breach 1 • Sunder • Force Detection • Crit -1 [1/1] • Damage +1 [0/3] • Vicious +1 [0/1]
- Adegan Focus: Damage +1 • Concussive 1 [1/1] • Damage +1 [0/1
- Attachments:
- Standard Robes: Def 0 • Soak 1 • Enc 1 • HP 0
- Armored Robes: 2/2 HP • Def 1 • Soak 3 • Enc 4
- Attachments:
- Superior': -1 Enc, +1 Soak
- Energy Dispersion System': When reducing damage dealt to wearer, count soak value as 2 higher.
- Attachments:
Talents
- Center of Being: Ranks 1 • Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of being.
- Dedication: Ranks 1 • Increase Characteristic by 1 per Rank. Willpower (x1)
- Draw Closer: Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding no greater than Force rating to check. Spend to move target one range band closer or to add to check.
- Force Assault: Spend or on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver.
- Force Rating: Ranks 2 • Increase Force Rating by 1 per Rank.
- Grit: Ranks 1 • Increase Strain Threshold by 1 per Rank.
- Improved Center of Being: Suffer 1 strain to perform Center of Being maneuver as an incidental.
- Keen Eyed: Ranks 1 • Remove per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
- Niman Technique: When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
- Nobody's Fool: Ranks 1 • May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.
- Reflect: Ranks 1 • When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
- Sense Advantage: Once per session, may add to 1 NPC's skill check.
- Sense Emotions: Add to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
- Uncanny Reactions: Ranks 1 • Add per rank of Uncanny Reactions to all Vigilance checks.
Force Powers
Sense Group Powers
Foresee
- Basic: See vague hints of future • Spend to gain vague hint of events to come up to a day in future.
- Control (Initiative): Add to initiative checks • Spend to gain on check.
- Control (Defense): Targets benefitting from Initiative boost increase ranged and melee defense by 2 for first round of encounter.
- Magnitude: Ranks 2 • Spend to increase targets affected equal to Magnitude upgrades purchased.
Sense
- Basic: Sense the Force interacting with the world • Spend to sense all living things within short range (including sentient and non-sentient beings) • Spend to sense the current emotional state of one living target with whom he is engaged.
Seek
- Basic: Allow the will of the Force to lead the way to something lost or forgotten • Spend to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance • Spend and succeed at an Average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Alter Group Powers
Move
- Basic: Move small objects via the power of the Force • 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.
- Control (Attack): Hurl objects to damage targets by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
- Range: Ranks 2 • Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
- Strength: Ranks 1 • Spend to increase silhouette able to be targeted equal to Strength upgrades purchased.
Control Group Powers
Enhance
- Basic: When making an Athletics check, roll an Enhance power check as part of the pool • Spend to gain or (user’s choice) on the check.
- Control (Leap): Take a Force leap action; make an Enhance power check and spend to jump horizontally to any location in short range.
Experience Expenditures
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):