Connor Roebuck

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Connor Roebuck
Connor-roebuck.jpg
Race: Human, Class: Expert 2nd
Background: Outcast, Social Class: Roamer (Traveller)
Calling: The Sun (Championing the Everyday)
Destiny: 10 of Pentacles (Open Minded)
Fate: 8 of Pentacles (Mercenary)
Conviction: 2 • Corruption: 0
Abilities
Accuracy
3
Focuses: Light Blades
Communication
3
Focuses: Deception
Constitution
3
Focuses:
Dexterity
4
Focuses: Riding • Stealth
Fighting
0
Focuses:
Intelligence
0
Focuses:
Perception
1
Focuses:
Strength
0
Focuses:
Willpower
3
Focuses:
Combat Traits
Health Speed Defense Armor Penalty
41 14 14 None 0
Move: 14 • Charge: 7 • Run: 28
Attacks
Attack Roll Damage Range Other
Knife, held Accuracy 1d6+1 Melee
Knife, thrown Accuracy 1d6 6y/12y Reload minor
Bow, standard Accuracy 1d6+1 16y/32y Ranged, Reload (minor)
{{{Attack4}}} {{{Roll4}}} {{{Damage4}}} {{{Range4}}} {{{Other4}}}
Class Powers
Expert Weapons Group • Pinpoint Attack • Expert's Armor • Talent: Arcane Potential • Stunt Bonus (Pierce Armor, Taunt - 1SP)
Talents
Arcane Potential
Specializations
None
Arcana
Enhancement (Meditative)
Possessions
Weasel Bag • Rucksack (2 changes of clothes, candle stubs, matches, coiled thin rope, nubs of charcoal, comb) • Knife x3
Companions
{{{Companions}}}

History

  • Father died when he was 13, but he continued to pretend that his father was still around, fooling authorities and village folk.
  • Eventually the authorities caught up with him, and put him in an orphanage.
  • He turned out to be quite the trouble-maker, so much so that he was chosen for a program where orphans (particularly Traveler and other minorities) were sent off to missionary orphanages in the Americas.
  • He escaped before he could be shipped off, but he knows that the next time he is caught, he will be shipped away.

Goals

  • Get a horse
  • Find a place where I belong

Expert Class Powers

  • Weapons Groups: Bows, Brawling, Light Blades, Staves
  • Pinpoint Attack: 1/rnd • Add 1d6 damage with an attack if Dexterity is greater than target's Dexterity.
  • Expert's Armor: Trained in Light armor
  • Starting Talents: Novice in Arcane Potential Talent. (Animal Training, Arcane Potential, Carousing, Contacts, Intrigue, Linguistics, Medicine, Oratory, Performance, Scouting, Thievery)
  • Stunt Bonus: Pierce Armor or Taunt performed for 1 SP.

Talents

  • Arcane Potential: Novice: Enhancement (Meditative)

Specializations

None

Arcana

  • Enhancement: Meditative • Major Action • Willpower (Meditative) TN 13 • Fatigue: Test Result
    • Gain bonus to divide among Strength and Dexterity • TN 13 (+1), TN 15 (+2), TN 17 (+3), TN 19 (+4), TN 21 (+5) • Bonus lasts for 10 rounds, then must make Constitution (Stamina) or Willpower (Self-Discipline) with Fatigue TN or take 1 Fatigue level.

Possessions

  • Weasel Bag
  • Rucksack (sewing kit, candle stubs, matches, coiled thin rope, nubs of charcoal, compass)
  • Knife x3

Relationships

  • Self: 3 • I have never been able to trust or depend on anyone else; if I don't do it for myself, no one will.
  • Greydi: 2 (rhy-bond) • He is my only true and constant friend, and the only one who has ever needed me.

Advancement

  • 2nd Level: +6 Health, +1 Accuracy, Accuracy (Light Blades), Stunt Bonus Class Power

Future Plans

  • 3rd Level: 1d6+Con Health, +1 Strength, Constitution (Running), New Talent (Thrown Weapon Style: Novice)
  • 4th Level: 1d6+Con Health, +1 Perception, [Favored Focus], New Specialization (Sharpshooter), Heroes' Armor
  • 5th Level: 1d6+Con Health, +1 Strength, Willpower (Self Discipline), New Talent (Dual Weapon Style: Novice), Take Aim