Roman Vechtor

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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 (Acrobatics 3B)
Athletics: 3
Awareness: 3 (Sense 1B)
Cunning: 2
Deception: 2
Endurance: 3
Fighting: 5 (Lightsaber 3B)
Healing: 2
Knowledge: 2
Languages: 3 (Basic), 1 (Binary)
Marksmanship: 2
Mechanics: 4 (Repair 1B)
Persuasion: 2
Presence: 2 (Alter 1B)
Stealth: 3
Survival: 3
Thievery: 2
Warfare: 1
Will: 4 (Control 4B)
Intrigue
Intrigue Defense: 7 • Composure: 12
Combat
Combat Defense: 10 • Stamina: 9 • Fatigue: x
Movement: 4• Sprint: 16
Armor Type: none • Armor Rating: N/A • Armor Penalty: N/A
Weapons:
Lightsaber (green Dathomiri mist): 5D+2B • Damage 5 (AGI+1) • Training 3B (reduced to 1B), Dangerous, Defensive +1, Energy, Piercing, Versatile • RANGE 0
Qualities
Destiny Points: 2
Benefits
Force Sensitive*: Gain Force abilities, plus 2 Force Points

Force Training (x2): Gain Force Defense, Force Stealth, Heal Self, and Self Augmentation powers, plus 2 Force Points
Obscure Power: Gain the Techno-Sorcery power, plus 1 Force Point
Acrobatic Defense: Lesser Action to add double Acrobatics specialty to Combat Defense if in armor of Bulk 1 or less
Form I: Student of Shii-Cho*: Stances + Maneuvers + reduce Training Requirements of lightsabers by half Will ranks.
Form I: Master of Shii-Cho: Stances + Maneuvers + ignore up to half Will in -1 or -1D penalties from Fatigue, Injuries or Wounds
Form IV: Student of Ataru: Stances + Maneuvers + gain Higher Ground benefit (+1B) when attacking after movement.
Form IV: Master of Ataru: Stances + Maneuvers + When Charging, increase Base Damage by ranks in Acrobatics (+3)

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.