Castor: Difference between revisions

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'''GENERAL SKILLS'''
'''GENERAL SKILLS'''
* ''Athletics (BR)'' 1
* ''Athletics (BR)'' 1
* ''Computers (INT)''
* ''Computers (INT)'' 1
* ''Cool (PR)'' 1
* ''Cool (PR)'' 1
* ''Coordination (AGI)'' 1
* ''Coordination (AGI)'' 1
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* ''Brawl (BR)''  
* ''Brawl (BR)''  
* ''Melee (BR)'' 1
* ''Melee (BR)'' 1
* ''Ranged (Light) (AGI)''
* ''Ranged (Light) (AGI)'' 1
* ''Ranged (Heavy) (AGI)'' 1
'''KNOWLEDGE SKILLS'''
'''KNOWLEDGE SKILLS'''
* ''Warfare (INT)''  
* ''Warfare (INT)''


==TALENTS==
==TALENTS==
* Basic Combat Training - Brawl and Ranged (Light) become career skills. (Recruit Pg. 143)
* Basic Combat Training - Brawl and Ranged (Light) become career skills. (Recruit)
* Dodge (1) - When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. (Infiltrator Pg. 146)  
* Tactical Combat Training - Melee and Ranged (Heavy) become career skills. (Recruit)
* Frenzied Attack (1) - When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount. (Infiltrator Pg. )
* Dodge (2) - When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. (Infiltrator Pg. 146)  
* Grit (2) - Gain +1 Strain Threshold (Infiltrator Pg. )
* Frenzied Attack (2) - When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount. (Infiltrator Pg. 147)
* Second Wind (1) - Once per encounter, use Second Wind as an incidental to regain strain equal to ranks in Second Wind. (Pg. 155 - Zabrak)
* Grit (3) - Gain +1 Strain Threshold (Infiltrator)
* Soft Spot - After making a successfull attack, may spend 1 destiny point to add damage equal to Cunning to one hit.
* Toughened (2) - Gain +2 Wound Threshold (Infiltrator & Recruit)
* Defensive Stance (1) - Once per round, as a maneuver, suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee and brawl attacks by an equal number for the next round.
* Second Wind (2) - Once per encounter, use Second Wind as an incidental to regain strain equal to ranks in Second Wind. (Zabrak, Recruit Pg. 155)
* Stunning Blow - When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
* Soft Spot - After making a successful attack, may spend 1 destiny point to add damage equal to Cunning to one hit. (Infiltrator Pg. 156)
* Knockdown - After hitting with a melee attack, may spend triumph to knock the target prone.
* Defensive Stance (1) - Once per round, as a maneuver, suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee and brawl attacks by an equal number for the next round. (Infiltrator Pg. 156)
* Jump Up - Once per round, may stand from seated or prone as an incidental.  
* Stunning Blow (Improved) - When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. When dealing strain with Melee, may spend triumph to stagger target for 1 round per triumph. (Infiltrator Pg. 157)
* Knockdown - After hitting with a melee attack, may spend triumph to knock the target prone. (Infiltrator Pg. 150)
* Jump Up - Once per round, may stand from seated or prone as an incidental. (Infiltrator Pg. 150)
* Outdoorsman - Remove 1 setback die per rank from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. (Recruit Pg. 154)


==DUTY==
==DUTY==
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==GEAR==
==GEAR==
'''Credits:''' 1176
'''Credits:''' 1275
===WEAPONS & ARMOR===
===WEAPONS & ARMOR===
'''TYPICAL INVENTORY 4/13'''
'''TYPICAL INVENTORY 3/13'''
* Vibroknife - Melee, Dam +1, Crit 2, Engaged, Encum 1, HP 2, Pierce 2, Vicious 1
* Vibroknife - Melee, Dam +1, Crit 2, Engaged, Encum 1, HP 2, Pierce 2, Vicious 1
* Hold-Out Blaster - Ranged (Light), Dam 5, Crit 4, Short, Encum 1, HP 1, Stun Setting
* Hold-Out Blaster - Ranged (Light), Dam 5, Crit 4, Short, Encum 1, HP 1, Stun Setting
** Extra Reload  
** Extra Reload  
* Heavy Clothing - Soak 1, Defense 0, Encum 1, HP 0
* Armored Clothing - Soak 1, Defense 1, Encum 3, HP 1


'''EXTRA GEAR'''
'''EXTRA GEAR'''
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* Heavy Blaster Pistol - Ranged (Light), Dam 7, Crit 3, Medium, Encum 2, HP 3, Stun Setting
* Heavy Blaster Pistol - Ranged (Light), Dam 7, Crit 3, Medium, Encum 2, HP 3, Stun Setting
* Blaster Rifle - Ranged (Heavy), Dam 9, Crit 3, Long, Encum 4, HP 4, Stun Setting
* Blaster Rifle - Ranged (Heavy), Dam 9, Crit 3, Long, Encum 4, HP 4, Stun Setting
* Heavy Clothing - Soak 1, Defense 0, Encum 1, HP 0
* Padded Armor - Soak 2, Defense 0, Encum 2, HP 0
* Padded Armor - Soak 2, Defense 0, Encum 2, HP 0


===OTHER GEAR===
===OTHER GEAR===
'''TYPICAL INVENTORY 4/13'''
'''TYPICAL INVENTORY 3/13'''
* Hand Held Comlink
* Hand Held Comlink
* Data Pad (Encum 1)
* Data Pad (Encum 1)
* Scanner Goggles
* Scanner Goggles
* Glow Rod (Encum 1) (1)
* Stim Packs (10)
* Stim Packs (5)
* Utility Belt (+1 Encum)
* Utility Belt (+1 Encum)
* Backpack (+4 Encum)
* Backpack (+4 Encum)
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* Breath Mask (Encum 1)
* Breath Mask (Encum 1)
* Improved Climbing Gear (+2 On Checks) (Encum 1)
* Improved Climbing Gear (+2 On Checks) (Encum 1)
* Glow Rod (Encum 1) (1)
* Field Rations (2)
* Field Rations (2)


==CONDITION MODIFIERS==
==CONDITION MODIFIERS==
* Soak 3 (+1 Heavy Clothes/+2 Padded Armor)
* Soak 3/4/5 (+1 Armored Clothes/+2 Padded Armor)
* Wounds 13
* Wounds 17
* Strain 14
* Strain 15
* Defense 0
* Defense 0/1 (+1 Armored Clothing)


==EXPERIENCE==
==EXPERIENCE==
* Current Experience: 0
* Current Experience: 5
* Total Experience: 210
* Total Experience: 340
** Starting Experience: 110
** Starting Experience: 110
** Background: 5
** Background: 5
** Sessions: 95
** Sessions: 225
* Spent Experience: 210
* Spent Experience: 335
** Character Creation (110)
** Character Creation (110)
** Athletics 1 (5)
** Athletics 1 (5)
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** Jump Up - Infiltrator (10)
** Jump Up - Infiltrator (10)
** Vigilance 1 (5)
** Vigilance 1 (5)
** Dodge - Infiltrator (15)
** Computers 1 (5)
** Ranged (Light) 1 (5)
** Second Wind - Recruit (5)
** Tactical Combat Training - Recruit (5)
** Ranged (Heavy) 1 (5)
** Frenzied Attack - Infiltrator (15)
** Grit - Infiltrator (15)
** Outdoorsman - Recruit (5)
** Improved Stunning Blow - Infiltrator (20)
** Toughened - Infiltrator (20)
** Toughened - Recruit (10)

Latest revision as of 21:47, 28 February 2015

File:.jpg

RECRUITMENT PROFILE

Name: Castor
Race: Zabrak
Sex: Male
Height: 6'0"
Weight: 185 lbs
Age: 20
Eyes: Purple
Hair: Black
Skin: Chalk White, Black Full Body Tattoos
Motivation: Quest: Freedom
Career: Spy
Specializations: Infiltrator, Recruit
Castor: Background

CHARACTERISTICS

  • Brawn 3
  • Agility 3
  • Intellect 2
  • Cunning 3
  • Willpower 2
  • Presence 2

SKILLS

GENERAL SKILLS

  • Athletics (BR) 1
  • Computers (INT) 1
  • Cool (PR) 1
  • Coordination (AGI) 1
  • Deception (CUN) 1
  • Discipline (WILL)
  • Perception (CUN) 1
  • Skulduggery (CUN) 1
  • Stealth (AGI) 1
  • Streetwise (CUN) 1
  • Survival (CUN) 1
  • Vigilance (WILL) 1

COMBAT SKILLS

  • Brawl (BR)
  • Melee (BR) 1
  • Ranged (Light) (AGI) 1
  • Ranged (Heavy) (AGI) 1

KNOWLEDGE SKILLS

  • Warfare (INT)

TALENTS

  • Basic Combat Training - Brawl and Ranged (Light) become career skills. (Recruit)
  • Tactical Combat Training - Melee and Ranged (Heavy) become career skills. (Recruit)
  • Dodge (2) - When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. (Infiltrator Pg. 146)
  • Frenzied Attack (2) - When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount. (Infiltrator Pg. 147)
  • Grit (3) - Gain +1 Strain Threshold (Infiltrator)
  • Toughened (2) - Gain +2 Wound Threshold (Infiltrator & Recruit)
  • Second Wind (2) - Once per encounter, use Second Wind as an incidental to regain strain equal to ranks in Second Wind. (Zabrak, Recruit Pg. 155)
  • Soft Spot - After making a successful attack, may spend 1 destiny point to add damage equal to Cunning to one hit. (Infiltrator Pg. 156)
  • Defensive Stance (1) - Once per round, as a maneuver, suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee and brawl attacks by an equal number for the next round. (Infiltrator Pg. 156)
  • Stunning Blow (Improved) - When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. When dealing strain with Melee, may spend triumph to stagger target for 1 round per triumph. (Infiltrator Pg. 157)
  • Knockdown - After hitting with a melee attack, may spend triumph to knock the target prone. (Infiltrator Pg. 150)
  • Jump Up - Once per round, may stand from seated or prone as an incidental. (Infiltrator Pg. 150)
  • Outdoorsman - Remove 1 setback die per rank from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. (Recruit Pg. 154)

DUTY

  • Contribution Rank: 1
  • Sabotage: Castor survived the gladiator pits of Rakakatta, not through sheer force, but the unique combination of cunning, adaptability, and a bit of properly applied force when the time was right. He takes the same approach in his personal battle against The Empire, believing that he is best suited to striking devastating blows against the right target at the right time rather than battling day in and day out on the front lines of combat.

GEAR

Credits: 1275

WEAPONS & ARMOR

TYPICAL INVENTORY 3/13

  • Vibroknife - Melee, Dam +1, Crit 2, Engaged, Encum 1, HP 2, Pierce 2, Vicious 1
  • Hold-Out Blaster - Ranged (Light), Dam 5, Crit 4, Short, Encum 1, HP 1, Stun Setting
    • Extra Reload
  • Armored Clothing - Soak 1, Defense 1, Encum 3, HP 1

EXTRA GEAR

  • Combatknife - Melee, Dam +1, Crit 3, Engaged, Encum 1, HP 0
  • Force Pike - Melee, Dam +3, Crit 2, Engaged, Encum 3, HP 3, Pierce 2, Stun Setting
  • Blaster Pistol - Ranged (Light), Dam 6, Crit 3, Medium, Encum 1, HP 3, Stun Setting
  • Heavy Blaster Pistol - Ranged (Light), Dam 7, Crit 3, Medium, Encum 2, HP 3, Stun Setting
  • Blaster Rifle - Ranged (Heavy), Dam 9, Crit 3, Long, Encum 4, HP 4, Stun Setting
  • Heavy Clothing - Soak 1, Defense 0, Encum 1, HP 0
  • Padded Armor - Soak 2, Defense 0, Encum 2, HP 0

OTHER GEAR

TYPICAL INVENTORY 3/13

  • Hand Held Comlink
  • Data Pad (Encum 1)
  • Scanner Goggles
  • Stim Packs (10)
  • Utility Belt (+1 Encum)
  • Backpack (+4 Encum)

EXTRA GEAR

  • Disguise Kit (Encum 2)
  • Breath Mask (Encum 1)
  • Improved Climbing Gear (+2 On Checks) (Encum 1)
  • Glow Rod (Encum 1) (1)
  • Field Rations (2)

CONDITION MODIFIERS

  • Soak 3/4/5 (+1 Armored Clothes/+2 Padded Armor)
  • Wounds 17
  • Strain 15
  • Defense 0/1 (+1 Armored Clothing)

EXPERIENCE

  • Current Experience: 5
  • Total Experience: 340
    • Starting Experience: 110
    • Background: 5
    • Sessions: 225
  • Spent Experience: 335
    • Character Creation (110)
    • Athletics 1 (5)
    • Dodge - Infiltrator (5)
    • Basic Combat Training - Recruit (5)
    • Frenzied Attack - Infiltrator (5)
    • Grit - Infiltrator (5)
    • Coordination 1 (5)
    • Grit - Infiltrator (10)
    • Soft Spot - Infiltrator (10)
    • Defensive Stance - Infiltrator (5)
    • Stunning Blow - Infiltrator (10)
    • Survival 1 (5)
    • Knockdown - Infiltrator (15)
    • Jump Up - Infiltrator (10)
    • Vigilance 1 (5)
    • Dodge - Infiltrator (15)
    • Computers 1 (5)
    • Ranged (Light) 1 (5)
    • Second Wind - Recruit (5)
    • Tactical Combat Training - Recruit (5)
    • Ranged (Heavy) 1 (5)
    • Frenzied Attack - Infiltrator (15)
    • Grit - Infiltrator (15)
    • Outdoorsman - Recruit (5)
    • Improved Stunning Blow - Infiltrator (20)
    • Toughened - Infiltrator (20)
    • Toughened - Recruit (10)