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Aoshtai Cogent 0.9 Wormwood

Aok Sovann
STR ☐-▣▣▣▣
For every point in STRENGTH

gain a minor, medium, or serious injury slot
REF -☐☐☐☐
For every point in REFLEX

turn priority is higher when taking actions
INT ☐-☐☐☐☐
For every point in INTELLECT

+1 Energy, +3 additional skill points
1 Adrenaline
Spend 2 energy to make an enhanced melee attack against a target with +2, to make a strength-based skill roll with +2, or to block an attack using a shield or a weapon with +2.
2 Tough

+1 to Athletics
+1 to Grapple
+1 to Throw
+1 to Intimidation
+1 to Negotiation

3 Hysterical Strength
Once per day, ignore all injury and encumbrance penalties until the beginning of your next turn.
4 Iron Grasp
When holding two-handed melee weapons two-handed, you make weapon attacks with 1 more die. You may also use two-handed melee weapons as if they were one-handed weapons. You can fire machine gun weapons without needing to deploy them or needing another crewmember.
1 Mad Dash
Spend 2 energy to make an extra movement during your turn. All ranged attacks made against you have disadvantage until your next turn. You defend with Athletics. Costs 1 more energy for every level of encumbrance.
2 Agile

+2 to Athletics
+1 to Sleight of Hand
+1 to Stealth
+1 to Intrigue
+1 to Lockpicking

3 Dodge
At the cost of 2 energy, your next action, and your next movement, dodge an attack. An attack which would otherwise hit you misses. You may jump to a source of cover within 2 squares of you.
4 Quick Draw
The first attack made after clearing leather, with a weapon that requires no action to draw, is made with +2. Alternatively, you may attack twice if you would otherwise have attacked once. This must be the first attack of the combat, happen on the same round as the weapon being drawn, and the weapon must begin the combat sheathed.
1 Keen-minded

+1 to Perception
+1 to Intrigue
+1 to Piloting
+1 to Social Skills
+1 to Navigation
+1 to Computers
+1 to Medicine
+1 to Linguistics
+1 to Learning
+1 to Investigation

2 Galvanize
Use your action and 1 energy to grant one of your allies an extra action.
3 Commanding Shout
At the cost of 4 energy and an action, everyone on your team gains an extra movement and all ranged attacks made against them have disadvantage until their next turn. If they charge an opponent while this effect is active, they gain +1 to their dice bonus.
4 Tactical Insight
Your grasp of tactics, combined with your quick mind, allows you to predict tactical outcomes and leverage the result to your advantage. Once per day, you can take back your action and your movement and try again immediately after having gone. Your first attempt was a mental simulation of what could happen.
STRENGTH-BASED SKILLS REFLEX-BASED SKILLS INTELLECT-BASED SKILLS
(6543210-1-2-3-4-5-66)  Survival  -
(43210-1-2-3-4-5-6-7-84)  Athletics  -
(109876543210-1-210)  Grapple  -
(-3-4-5-6-7-8-9-10-11-12-13-14-15-3)  Swim  -
(3210-1-2-3-4-5-6-7-8-93)  Throw  -
(9876543210-1-2-39)  Will  -
(210-1-2-3-4-5-6-7-8-9-102)  Construction  -
(9876543210-1-2-39)  Intimidation  -
(876543210-1-2-3-48)  Tracking  -
(3210-1-2-3-4-5-6-7-8-93)  Leadership  -
(876543210-1-2-3-48)  Perception  -
(-1-2-3-4-5-6-7-8-9-10-11-12-13-1)  Sleight of Hand  -
(210-1-2-3-4-5-6-7-8-9-102)  Riding  -
(210-1-2-3-4-5-6-7-8-9-102)  Intrigue  -
(210-1-2-3-4-5-6-7-8-9-102)  Piloting  -
(-2-3-4-5-6-7-8-9-10-11-12-13-14-2)  Stealth  -
(210-1-2-3-4-5-6-7-8-9-102)  Performance  -
(210-1-2-3-4-5-6-7-8-9-102)  Business  -
(210-1-2-3-4-5-6-7-8-9-102)  Lockpicking  -
(43210-1-2-3-4-5-6-7-84)  Negotiation  -
(210-1-2-3-4-5-6-7-8-9-102)  Social Skills  -
(210-1-2-3-4-5-6-7-8-9-102)  Navigation  -
(210-1-2-3-4-5-6-7-8-9-102)  Computers  -
(210-1-2-3-4-5-6-7-8-9-102)  Engineering  -
(210-1-2-3-4-5-6-7-8-9-102)  Animal Handling  -
(210-1-2-3-4-5-6-7-8-9-102)  Medicine  -
(210-1-2-3-4-5-6-7-8-9-102)  Linguistics  -
(3210-1-2-3-4-5-6-7-8-93)  Learning  -
(876543210-1-2-3-48)  Investigation  -
(3210-1-2-3-4-5-6-7-8-93)  Concentration  -
STATUSES PROFICIENCIES AMMUNITION
Energy
Armor   
Minor 🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴
Medium 🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴
Serious 🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴
Fatal 🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴🔴 -1 dice-2 dice-3 dice-4 dice-5 dice-6 dice-7 dice-8 dice-9 dice-10 dice-11 dice-12 dice
Painkillers?
WEAPONS
(109876543210-1-210)   Flag of Brasaeat Dot Spear of Divine Flame (2H)
(109876543210-1-210)   Flag of Brasaeat Dot Spear of Divine Flame (1H)
(876543210-1-2-3-48)   Flag of Brasaeat Dot Brasaeat Dhas (Melee)
(109876543210-1-210)   Flag of Brasaeat Dot Brasaeat Dhas (Grapple)
(876543210-1-2-3-48)   Flag of Brasaeat Dot Brasaeat Submachine Guns
LANGUAGES
(543210-1-2-3-4-5-6-75)   Brasaeat
(3210-1-2-3-4-5-6-7-8-93)   Khimyati


INVENTORY
Lance
The Spear of Divine Flame
Reach Weapon
One Handed or Two Handed
Primary
+ ▢ 10 (two-handed) when fully proficient
+ ▢ 8 (one-handed) when fully proficient
▢  Empty Socket
▢  Empty Socket
  • Two-handed use: Up to +10 dice bonus when fully proficient.
  • One-handed use: Up to +8 dice bonus when fully proficient.
  • Reach combatants may outrange their opponents if they do not have reach or ranged weapons.
  • Characters without reach weapons must enter melee range before being able to harm someone keeping them at bay with a reach weapon. This requires getting 2 victories over the defender.
  • When characters succeed in overcoming the reach weapon in this way, they get one free attack on the reach weapon user before the latter's next action.
  • Characters with reach weapons equipped caught in melee range must attack and defend with half their reach weapon proficiency until they switch to another weapon.
  • Reach weapons cannot be used in grappling range.
    A formidable spear consisting of a solid golden composite shaft and a shined silver blade, symbolic etchings run up and down the shaft, telling the tales of past monastical honor guard and their service to the divine phoenix over the centuries. Despite it's regal form, it bears the marks of war all across it, from scratches to discreet burn marks-- The hand of the divine phoenix is a calloused one, for anything else would be torn to shreds by their enemies.
Helmet
Aok's Helmet
Head
+ 1
▢  Empty Socket
A faceplate and helmet the shape of a ferocious animal, with a long plume going down to the wearer's back
Armor
Flame's Embrace
Grade 1 Powered Armor  (0.7 only)
+ 3
Equip: Roll with disadvantage on Stealth, Perception, and Acrobatics checks.
Powered armor consisting of shining golden composite armor plates, with a faceplate the shape of a ferocious animal and a long plume going down to the wearer's back, the exoskeleton and mechanics are neatly tucked away under the plates. Only the most prestigious, and the most trusted, of the divine phoenix's guard has the privilege to be clad in the embrace of the divine flame.
Plastron
Aok's Chest Armor
Chest
+ 2
▢  Empty Socket
Powered armor consisting of shining golden composite armor plates, the exoskeleton and mechanics are neatly tucked away under said plates.
Shield300
Aok's Tower Shield
Shield
One Handed
▢  Empty Socket
+1 Encumbrance
Equip: Allows the user to roll with their armor even against armor-piercing weapons and to provide cover to allies immediately adjacent and behind the user.
A large, towering, golden shield with intricate designs leading into the face of a ferocious wyvern at the front. It is incredibly heavy.


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