Difference between revisions of "Roman Vechtor"

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|Goals=xxx
 
|Goals=xxx
 
|Motivation=xxx
 
|Motivation=xxx
|Agility=4 (Acrobatics 3B)
+
|Agility=4  
|Athletics=3
+
|Athletics=4
 
|Awareness=3 (Sense 1B)
 
|Awareness=3 (Sense 1B)
 
|Cunning=2
 
|Cunning=2
 
|Deception=2
 
|Deception=2
 
|Endurance=3
 
|Endurance=3
|Fighting=5 (Lightsaber 3B)
+
|Fighting=4 (Lightsaber 3B)
 
|Healing=2
 
|Healing=2
 
|Knowledge=2
 
|Knowledge=2
|Languages=3 (Basic), 1 (Binary)
+
|Languages=3 (Basic)
 
|Marksmanship=2
 
|Marksmanship=2
|Mechanics=4 (Repair 1B)
+
|Mechanics=2
|Persuasion=2
+
|Persuasion=3
|Presence=2 (Alter 1B)
+
|Presence=5 (Alter 3B)
|Stealth=3
+
|Stealth=2
|Survival=3
+
|Survival=1
 
|Thievery=2
 
|Thievery=2
|Warfare=1
+
|Warfare=2
|Will=4 (Control 4B)
+
|Will=3 (Control 2B)
|IntrigueDefense=7
+
|IntrigueDefense=10
|Composure=12
+
|Composure=9
|CombatDefense=10
+
|CombatDefense=13(11 + Defensive 2)
 
|Stamina=9
 
|Stamina=9
 
|Fatigue=x
 
|Fatigue=x
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|ArmorRating=N/A
 
|ArmorRating=N/A
 
|ArmorPenalty=N/A
 
|ArmorPenalty=N/A
|Weapons=<br>• ''Lightsaber (green Dathomiri mist):'' 5D+2B • Damage 5 (AGI+1) • Training 3B (reduced to 1B), Dangerous, Defensive +1, Energy, Piercing, Versatile • RANGE 0<br>
+
|Weapons=<br>• ''Saber Staff:'' 4D+1B • Damage 6 (ATH+2) • Training 3B (reduced to 1B), Two-Handed, Dangerous, Defensive +2, Energy, Piercing, Slow • RANGE 0<br>
 
|DestinyPoints=2
 
|DestinyPoints=2
 
|Benefits=
 
|Benefits=
 
• '''Force Sensitive*:''' Gain Force abilities, plus 2 Force Points<br>
 
• '''Force Sensitive*:''' Gain Force abilities, plus 2 Force Points<br>
• '''Force Training (x2):''' Gain ''Force Defense'', ''Force Stealth'', ''Heal Self'', and ''Self Augmentation'' powers, plus 2 Force Points<br>
+
• '''Strong in the Force:''' Gain Telekinetics and 2 Force Points<br>
• '''Obscure Power:''' Gain the ''Techno-Sorcery'' power, plus 1 Force Point<br>
+
'''Force Training:''' Gain Affect Mind and XXX, plus 2 Force Points<br>
• '''Acrobatic Defense:''' Lesser Action to add double Acrobatics specialty to Combat Defense if in armor of Bulk 1 or less<br>
+
• '''Obscure Power:''' Gain the ''Calm the Mind'' power, plus 1 Force Point<br>
 
• '''Form I: Student of Shii-Cho*:''' Stances + Maneuvers + reduce Training Requirements of lightsabers by half Will ranks.<br>
 
• '''Form I: Student of Shii-Cho*:''' Stances + Maneuvers + reduce Training Requirements of lightsabers by half Will ranks.<br>
• '''Form I: Master of Shii-Cho:''' Stances + Maneuvers + ignore up to half Will in -1 or -1D penalties from Fatigue, Injuries or Wounds<br>
+
• '''Form VI: Master of Shii-Cho:''' Stances + Maneuvers + ignore up to half Will in -1 or -1D penalties from Fatigue, Injuries or Wounds<br>
• '''Form IV: Student of Ataru:''' Stances + Maneuvers + gain Higher Ground benefit (+1B) when attacking after movement.<br>
+
• '''Form VI: Student of Ataru:''' Stances + Maneuvers + gain Higher Ground benefit (+1B) when attacking after movement.<br>
• '''Form IV: Master of Ataru:''' Stances + Maneuvers + When Charging, increase Base Damage by ranks in Acrobatics (+3)
 
 
|Drawbacks=
 
|Drawbacks=
 
• '''Thrillseeker:''' Whenever encountering a situation that offers danger or excitement, must make Formidable (12) Will test to avoid leaping into action<br>
 
• '''Thrillseeker:''' Whenever encountering a situation that offers danger or excitement, must make Formidable (12) Will test to avoid leaping into action<br>

Revision as of 01:21, 11 May 2015

Roman Vechtor
Jedi Knight
[[]]
Species: Human • Gender: Male • Homeworld: Taris
Height: xxx • Weight: xxx • Age: xxx • Skin: xxx • Hair/Fur: xxx • Eyes: xxx
Personality
Virtue: xxx
Vice: xxx
Goals: xxx
Motivation: xxx
Abilities
Agility: 4
Athletics: 4
Awareness: 3 (Sense 1B)
Cunning: 2
Deception: 2
Endurance: 3
Fighting: 4 (Lightsaber 3B)
Healing: 2
Knowledge: 2
Languages: 3 (Basic)
Marksmanship: 2
Mechanics: 2
Persuasion: 3
Presence: 5 (Alter 3B)
Stealth: 2
Survival: 1
Thievery: 2
Warfare: 2
Will: 3 (Control 2B)
Intrigue
Intrigue Defense: 10 • Composure: 9
Combat
Combat Defense: 13(11 + Defensive 2) • Stamina: 9 • Fatigue: x
Movement: 4• Sprint: 16
Armor Type: none • Armor Rating: N/A • Armor Penalty: N/A
Weapons:
Saber Staff: 4D+1B • Damage 6 (ATH+2) • Training 3B (reduced to 1B), Two-Handed, Dangerous, Defensive +2, Energy, Piercing, Slow • RANGE 0
Qualities
Destiny Points: 2
Benefits
Force Sensitive*: Gain Force abilities, plus 2 Force Points

Strong in the Force: Gain Telekinetics and 2 Force Points
Force Training: Gain Affect Mind and XXX, plus 2 Force Points
Obscure Power: Gain the Calm the Mind power, plus 1 Force Point
Form I: Student of Shii-Cho*: Stances + Maneuvers + reduce Training Requirements of lightsabers by half Will ranks.
Form VI: Master of Shii-Cho: Stances + Maneuvers + ignore up to half Will in -1 or -1D penalties from Fatigue, Injuries or Wounds
Form VI: Student of Ataru: Stances + Maneuvers + gain Higher Ground benefit (+1B) when attacking after movement.

Drawbacks
Thrillseeker: Whenever encountering a situation that offers danger or excitement, must make Formidable (12) Will test to avoid leaping into action

Naive: Intrigue opponents using Deception may add Cunning to their results
Awkward (Fear: Social Situations): -1D to all tests in large social situations, until roll a 6 on a d6 at beginning of each turn
Unsteady Hand: Flaw (Marksmanship), -1D
Stigma: Terrible negotiator; -1 Disposition and Presence for those who know and care about our reputation.

The Force
Force Points: 5 • Corruption: 0
Force Powers
Force Defense, Force Stealth, Heighten Senses, Self-Augmentation, Techno-Sorcery
Stances
Defensive Neutral + Flowing River (Shii-Cho): +1 Combat Defense per opponent weapon faced (max lower of Sense or Control); move up to [Lightsabers] yds maximum.

Offensive Neutral + Flowing River (Shii-Cho): Add Control to Aim Action bonus; move up to [Lightsabers] yds maximum.
The Hurricane + Gale Force (Ataru): Add Acrobatics (max Control) to all Fighting tests; each Degree increases target's Diff for next action by one step; increase Combat Defense penalties from multiple attacks by 1.
The Hurricane + Thundering Advance (Ataru): Add Acrobatics (max Control) to all Fighting tests; making Off-Hand-augmented attacks does not upgrade action to Greater; increase Combat Defense penalties from multiple attacks by 1.

Maneuvers
Center of Being: Catch Your Breath uses Will.

Disarming Slash (1S): Disarm Supplemental: Add Alter to Fighting test.
Sarlacc Sweep (1F): Divided Attack: Add Control dice to distribute among attacks.
Crashing Wave (1S): Disarm Supplemental: Lesser action.
Flash Flood (1F): Divided Attack: Add Maneuver effects to attacks; reduce opponent passive Fighting by Sense.
Hawk-Bat Swoop (2S): Charge: Move, attack, and must move full distance (minus Sense) again; add Control bonus dice.
Saber Swarm (1F): Standard Attack: Add Maneuver; add Alter bonus dice.
Endless Assault (2S): Reckless Attack: Add Move; for each turn another Reckless Attack is made, cumulative, convert 1 bonus die to a test die, up to lesser of Acrobatics or Control.
Falling Leaf (1F): Divided Attack: May direct attacks at a single target.