Connor Roebuck
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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
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Accuracy |
• | 3
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Focuses: Light Blades | ||
Communication |
• | 3
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Focuses: Deception | ||
Constitution |
3
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Focuses: | ||
Dexterity |
• | 4
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Focuses: Riding • Stealth | ||
Fighting |
0
| |
Focuses: | ||
Intelligence |
0
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Focuses: | ||
Perception |
• | 1
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Focuses: | ||
Strength |
0
| |
Focuses: | ||
Willpower |
3
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Focuses: |
Combat Traits
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Health | Speed | Defense | Armor | Penalty |
41 | 14 | 14 | None | 0 |
Move: 14 • Charge: 7 • Run: 28 |
Attacks
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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
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Expert Weapons Group • Pinpoint Attack • Expert's Armor • Talent: Arcane Potential • Stunt Bonus (Pierce Armor, Taunt - 1SP) |
Talents
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Arcane Potential |
Specializations
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None |
Arcana
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Enhancement (Meditative) |
Possessions
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Weasel Bag • Rucksack (2 changes of clothes, candle stubs, matches, coiled thin rope, nubs of charcoal, comb) • Knife x3 |
Companions
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{{{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