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
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.