Difference between revisions of "Spark"
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* '''Fine Tuning:''' ''Rank 1''. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank. | * '''Fine Tuning:''' ''Rank 1''. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank. | ||
* '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|18px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments. | * '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|18px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments. | ||
− | * '''Redundant Systems:''' Make a | + | * '''Redundant Systems:''' Make a Mechanics ([[Image:Difficulty-die.png|18px]]) check to harvest components from a functioning device, without breaking it, to repair a broken one. |
* '''Solid Repairs:''' ''Rank 2''. Repair 1 additional hull trauma per rank when repairing vehicles. | * '''Solid Repairs:''' ''Rank 2''. Repair 1 additional hull trauma per rank when repairing vehicles. | ||
Revision as of 20:26, 31 May 2017
Spark
|
Species: Human • Career: Technician • Specializations: Mechanic Motivations: xx |
Characteristics
|
Brawn | 2 | Agility | 2 | Intellect | 4 |
Cunning | 2 | Willpower | 2 | Presence | 2 |
Skills
|
Talents
|
Mechanic: Fine Tuning, Gearhead (x2), Redundant Systems, Solid Repairs (x2) |
The Force
|
Force Rating: - |
Force Powers: {{{ForcePowers}}} |
Combat
|
Soak: 3 • Armor: Heavy Clothing Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 12 • Strain Threshold: 12 |
Weapons
|
Cyberarm |
Experience Points
|
Earned: 0 (Current Game 0) |
Spent Experience
|
0 (Unspent: 0) |
Background
- ???
Weapons & Gear
- Cyberarm (PUNCHING): Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown
- Heavy Clothing: Def 0, Soak 1
- Utility Belt:
Talents
Knowledge
- Fine Tuning: Rank 1. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank.
- Gearhead: Rank 2. Remove per rank from Mechanics checks. Halve credit cost to add mods to attachments.
- Redundant Systems: Make a Mechanics () check to harvest components from a functioning device, without breaking it, to repair a broken one.
- Solid Repairs: Rank 2. Repair 1 additional hull trauma per rank when repairing vehicles.
Social
x
Traits
x
Trees
Experience Expenditures
- ???
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):