Tehlvin FAD
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Revision as of 17:54, 16 July 2015 by Jackofhearts1216 (talk | contribs)
Race: Human
Career: Seeker
Specializations: Ataru Striker | Artisan
Morality: 50
Emotional Strength: Curiosity / Compassion
Emotional Weakness: Recklessness / Obstinatness
Characteristics
- Brawn: 2
- Agility: 4
- Intellect: 2
- Cunning: 2
- Willpower: 3
- Presence: 2
- Force Rating: 2
Skills
- Career Skills
- Athletics (Br) 2
- Computers (Int) 1
- Coordination (Agi) 2
- Mechanics (Int) 2
- Perception (Cun) 2
- Survival (Cun) 1
- Vigilance (Will) 2
- Lightsabers (Agi) 3
- Knowledge (Xenology) 1
Talents
- Jump Up - Once per Round, you may stand from Seated or Prone as an incidental action
- Quick Draw - Once per Round, you may draw or holster a weapon or item as an incidental action
- Fine Tuning (Rank 1) - When reducing the amount of strain a starship or vehicle has suffered, you increase the strain reduced by 1 (Rank)
- Solid Repairs (Rank 2) - When repairing Hull trauma, you increase the amount of Hull Trauma recovered by 2 (Rank)
- Inventor - When Constructing or repairing an item you may add one Boost Die or Remove one setback Die.
Force Talents
- Ataru Technique - You may now use Agility instead of Brawn for the Lightsaber Skill
- Reflect (Rank 2) - When Hit by a Ranged attack you may suffer 3 Strain to reduce Wound Damage by 4 (2+Ranks)
- Hawkbat Swoop - When making a Lightsaber (Agi) Attack against an Enemy within Short Range, you may add Force Dice up to your Force Rating to your Attack, you may Spend a Force Result to immediately move to Engaged and/or Force Results to add Advantages (one for one)
- Mental Tools - You always count as having tools for any Mechanical Action
- Imbue Item - You may now take the Imbue Item Manuever. To do so, Commit 1 Force Die, and you may grant one weapon, armor or item an improvement so long as the Force Die remains committed. However, you suffer 1 Strain each round you choose to do so.
- Force Rating - You increase your Force Rating by 1.
Force Powers
- Enhance
- When making an Athletics Check, you may now make a Combined Force Power (Athletics) Check. Each Force Result may be used to gain a Success or Advantage.
- Control (Coordination) - You may now apply the above effect to Coordination Checks
- Control (Resilience) - You may now apply the above effect to Resilience Checks
- Control (Force Leap) - You may now make the Force Leap Action. To do so, make a Force Power Check. You may spend a Force Result to horizontally move to any location within Short Range.
- 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 until your next turn.
- Range (Rank 1) - You may spend a Force Result to increase the range of Misdirect to Long.
- Duration - Once active, you may Commit two Force Dice to sustain this power so long as the target of your misdirection remains in range.
- Seek
- Make a Force Power Check. You may spend two Force Results to gain insight to the general direction of a person or object you have knowledge of. In addition you may make a Combined Force Power (Vigilance) Check (Average Difficulty). If the Vigilance Check is successful, you may spend a Force Result to immediately see through an illusion.
- Control (Ongoing Effect) - You may Commit 1 Force Die to upgrade one die in any Vigilance or Perception Check.
Combat
- Soak
- Ranged Defense
- Melee Defense
- Wound Threshold
- Strain Threshold
- Weapons
XP
- Earned: 450
- Racial: 110
- Bonus: 10
- Knight Level Campaign: 150
- Previous Games: 180
- Spent:
- Characteristics: 100
- Skills 90
- Talents 185
- Ataru Striker
- Quick Draw (5)
- Jump Up (5)
- Ataru Technique (10)
- Reflect (10)
- Reflect (15)
- Hawkbat Swoop (20)
- Artisan (30)
- Mental Tools (5)
- Fine Tuning (5)
- Solid Repairs (10)
- Imbue Item (15)
- Inventor (15)
- Solid Repairs (20)
- Force Rating (20)
- Force Powers 75