Reffex Jagrulo
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Jump to navigationJump to searchReffex Jagrulo
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Species: Hutt • Career: Guardian • Specializations: Armorer/Protector Motivations: The Balance of the Force • Morality: 66 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: 20 • Strain Threshold: 17 |
Weapons
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Lightsaber |
Experience Points
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Earned: 62 (Racial - • PreGame - • Current Game 0) |
Spent Experience
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60 (Unspent: 2) |
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.
- Toughened (4,1)
- Gain +2 to wound threshold.
Guardian Career
- Unmatched Heroism
- Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points. For the next 2 rounds, whenever an ally within short range is targeted by a successful combat check, the character may suffer 2 strain to move to engaged range of that ally and become the target of the combat check instead.
- Destiny (3,1)
- Unmatched Heroism costs 1 Destiny Point instead of 2.
Ranked Talents total
- Force Rating: 2
- Dedication: 2
Force Powers
Control Group Powers
50 XP
Enhance
- Basic
- When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
- The user may spend to gain or (user’s choice) on the check.
- Control
- Take a Force Leap action: Make an Enhance power check. The user may spend to jump horizontally or vertically to any location in short range.
Protect/Unleash
- Basic Power 20xp
- The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
- Protect: The user makes a Protect power check and rolls a Discipline check as part of the pool. Spend to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per . Dark side Force users may only protect themselves.
- Unleash: The user makes an Unleash power check as ranged attack and rolls a Discipline check. If check succeeds and spends , the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
- Control 10xp
- Protect: Spend to gain defense equal to spent.
- Unleash: Spend to inflict 1 strain on target.
- Strength 5xp
- Spend to decrease damage or add damage equal to ranks of Strength upgrades purchased.
- Control 15xp
- Protect: Spend to allow power to protect against all types of attacks.
- Unleash: Spend to give the attack Ensnare 2.
- Duration 15xp
- Protect: If no were used to generate , the Force barrier protecting the user's target shields against all energy attacks the target would otherwise suffer before the beginning of the user's next turn (Instead of just the next energy attack).
- Unleash: The user may spend to give the attack the Burn 2 quality. The user may not activate this multiple times.
Sense Group Powers
30 XP
Sense
- Basic Power
- The Force User can sense the Force interacting with the world around him.
- The user may spend to sense all living things within short range (including sentient and non-sentient beings).
- The user may spend to sense the current emotional state of one living target with whom he is engaged.
- Control 10xp
- Ongoing effect: Commit . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
- Duration 10xp
- Sense’s ongoing effects may be triggered one additional time per round.
- Strength 10xp
- When using Sense’s ongoing effects, upgrade the pool twice, instead of once.
Alter Group Powers
10 XP
Move
- Basic Power
- The Force user can move small objects via the power of the Force.
- The user may 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.
- Range 5XP
- Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
- Range 5XP
- Spend to increase power’s range by a number of range bands equal to Range upgrades purchased.
Experience Expenditures
30xp - Unmatched Heroism
10xp - Destiny (Unmatched Heroism)
5xp - Toughened (4,1)(Guardian/Protector)
15xp - Duration (Protect/Unleash)
10xp - Force Jump (Enhance)
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):