Difference between revisions of "Spark"

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|Career=Technician
 
|Career=Technician
 
|Specializations=Mechanic
 
|Specializations=Mechanic
|OtherTraits='''Motivations:''' xx
+
|OtherTraits='''Motivations:''' xx<br>'''Obligations:''' Black Sun Bounty
 
|Brawn=2
 
|Brawn=2
 
|Agility=2
 
|Agility=2
|Intellect=4
+
|Intellect=5
 
|Cunning=2
 
|Cunning=2
 
|Willpower=2
 
|Willpower=2
 
|Presence=2
 
|Presence=2
 
|Force=-
 
|Force=-
|Astrogation= 1*
+
|Astrogation= 2*
|Athletics= -
+
|Athletics= 1*
 
|Brawl= 2*
 
|Brawl= 2*
 
|Charm= -
 
|Charm= -
 
|Coercion= -
 
|Coercion= -
|Computers= 2*
+
|Computers= 3*
 
|Cool= -
 
|Cool= -
 
|Coordination= -*
 
|Coordination= -*
 
|Deception= -
 
|Deception= -
|Discipline= -*
+
|Discipline= 1*
 
|Gunnery= -
 
|Gunnery= -
 
|Kn-Core-Worlds= -
 
|Kn-Core-Worlds= -
Line 34: Line 34:
 
|Leadership= -
 
|Leadership= -
 
|Lightsaber= -
 
|Lightsaber= -
|Mechanics= 2*
+
|Mechanics= 4*
|Medicine= -
+
|Medicine= 3*
 
|Melee= -
 
|Melee= -
 
|Negotiation= -
 
|Negotiation= -
Line 44: Line 44:
 
|Ranged-Heavy= -
 
|Ranged-Heavy= -
 
|Resilience= -
 
|Resilience= -
|Skullduggery= -*
+
|Skullduggery= 1*
|Stealth= -
+
|Stealth= 1
 
|Streetwise= 1
 
|Streetwise= 1
 
|Survival= -
 
|Survival= -
|Vigilance= -
+
|Vigilance= 2*
|Talents='''Mechanic:''' Bad Motivator, Fine Tuning, Gearhead (x2), Redundant Systems, Solid Repairs (x2)
+
|Talents='''Mechanic:''' Bad Motivator, Fine Tuning (5pt, 20pt), Gearhead (5pt, 10pt), Hold Together, Redundant Systems, Solid Repairs (5pt, 10pt, 15pt, 20pt), Toughened (5pt), Dedication (Intellect)<br>'''Cyber Tech:''' Cyberneticist (5pt, 10pt), Energy Transfer, Engineered Redundancies, Eye for Detail (10pt), More Machine Than Man (5pt, 15pt), Overcharge, Surgeon (15pt), Toughened (5pt)<br>'''Slicer:''' Bypass Security (5pt), Codebreaker (5pt), Technical Aptitude (5pt)<br>'''Technician Signature:''' Inventive Creation (Basic 30pt), Increase Rarity (10xp), Increase Rarity (10xp)
|Soak=3
+
|Soak=3 (clothes), 4 (charge suit)
 
|ForcePowers=None
 
|ForcePowers=None
|Armor=Heavy Clothing
+
|Armor=Heavy Clothing or Merr-Sonn N-57 Armor
 
|RangedDefense=0
 
|RangedDefense=0
 
|MeleeDefense=0
 
|MeleeDefense=0
|WoundThreshold=12
+
|WoundThreshold=18
 
|StrainThreshold=12
 
|StrainThreshold=12
|Weapons=Cyberarm
+
|Weapons=Cyberarm (+1 Brawn, included Repulsor Fist)
 
|EarnedXP=0 (Current Game 0)
 
|EarnedXP=0 (Current Game 0)
 
|SpentXP=0 (Unspent: 0)<br>[[Image:Spark2.jpg|center|345px]]
 
|SpentXP=0 (Unspent: 0)<br>[[Image:Spark2.jpg|center|345px]]
 
|}}
 
|}}
==Background==
 
* ???
 
 
 
==Weapons & Gear==
 
==Weapons & Gear==
*'''Cyberarm (PUNCHING):''' Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown
+
===Weapons===
 +
*'''Cyberarm:'''
 +
** ''Punching:'' Brawl • Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown
 +
** ''Repulsorfist:'' Brawl • Engaged • Dam 8 • Crit 3 • Concussive 1, Slow Firing 2
 +
* '''Shock Boots:''' Brawl • Engaged • Dam +0 • Crit 5 • Disorient 3, Stun 3 • Concealed [[Image:Setback-die.png|18px]]
 +
* '''Electromag-Pulse Disruptor:''' Melee • Engaged • Dam 5 • Crit 4 • Disorient 1, Ion • Concealed [[Image:Setback-die.png|18px]] • Sabotage [[Image:Boost-die.png|18px]][[Image:Boost-die.png|18px]] to disrupt electronics
 +
* '''Shock Gloves (in Storm Charge Suit):''' Brawl • Engaged • Dam +0 • Crit 5 • Stun 3
 +
===Armor===
 
* '''Heavy Clothing:''' Def 0, Soak 1
 
* '''Heavy Clothing:''' Def 0, Soak 1
* '''Utility Belt:'''
+
* '''Corellian Arms "Storm" Charge Suit:''' Def 0 • Soak 2 • Enc 3 • Hard 0
 +
** ''Inbuilt Shock Gloves:'' Brawl • Engaged • Dam +0 • Crit 5 • Stun 3
 +
** ''Physical Contact:'' Those make melee attacks: [[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] to inflict Disoriented (one round) • [[Image:Despair-result.png|18px]] to inflict 8 damage
 +
* '''Merr-Sonn N-57 Armor:''' Def 0 • Soak 2 • Enc 5 • HP 5 • Recharge items
 +
===Gear===
 +
* '''Utility Belt:''' electronics toolkit, slicing gear, commlink
 +
* '''Bird Mask:''' ''Scanner Goggles'' to see in darkness
 +
===Cybernetics===
 +
''Implant Cap:'' 3/6
 +
* '''Cyberarm:''' Brawn +1
 +
* '''Neural Recorder:''' Can record events and replay or even download memories.
 +
* '''Gank Comm Implant:''' Silent radio communication
 +
* '''Biofeedback Regulator:''' Increases Cybernetics cap by 2; does not count against CCap
  
 
==Talents==
 
==Talents==
===Knowledge===
+
===Computers===
* '''Bad Motivator:''' Make a Mechanics ([[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]]) check to cause one targeted device to spontaneously fail.  
+
* '''Bypass Security:''' ''Rank 1''. Remove [[Image:Setback-die.png|15px]] per rank from checks to disable a security device or open a locked door.
* '''Fine Tuning:''' ''Rank 1''. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank.
+
* '''Codebreaker:''' ''Rank 1''. Remove [[Image:Setback-die.png|15px]] per rank from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
* '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|18px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments.
+
* '''Defensive Slicing:''' ''Rank 1''. Add [[Image:Setback-die.png|15px]] per rank to opponents checks against systems I control.
* '''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.
+
* '''Technical Aptitude:''' ''Rank 1''. Reduce time needed to complete Computer-related tasks by 25% per rank in Technical Aptitude.
* '''Solid Repairs:''' ''Rank 2''. Repair 1 additional hull trauma per rank when repairing vehicles.
 
  
===Social===
+
===Mechanics===
x
+
* '''Bad Motivator:''' Make a Mechanics ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]]) check to cause one targeted device to spontaneously fail.
 +
* '''Cyberneticist:''' ''Rank 2''. Remove [[Image:Setback-die.png|15px]] per rank from checks to build, repair, and install cybernetics. Cybernetics cost 50% less.
 +
* '''Energy Transfer:''' Suffer 1 Strain to use Energy Transfer Maneuver to power up an unpowered device or replenish exhausted ammo from an energy weapon.
 +
* '''Eye for Detail:''' ''Rank 1''. After making a Mechanics or Computers check, may suffer Strain up to ranks to convert that many [[Image:Success-result.png|15px]] to [[Image:Advantage-result.png|15px]]
 +
* '''Fine Tuning:''' ''Rank 2''. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank.
 +
* '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|15px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments.
 +
* '''Hold Together:''' Spend 1 Destiny Point to perform Hold Together incidental immediately after vehicle or starship takes damage to turn it to system strain.
 +
* '''Inventive Creation:''' 1/session. Mechanics ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]]) and spend 2 Destiny. If successful, may use available parts to build a device that functions as an item of up to Rarity 7 for one scene.
 +
* '''Overcharge:''' 1/encounter. Mechanics ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]]) to cause one installed cybernetics system to provide additional benefit. On [[Image:Despair-result.png|15px]], overcharged cybernetic system shorts out.
 +
** ''Possible Effects:'' +1 to a characteristic • +1 rank to a skill • +1 to a ranked talent
 +
* '''Redundant Systems:''' Make a Mechanics ([[Image:Difficulty-die.png|15px]]) check to harvest components from a functioning device, without breaking it, to repair a broken one.
 +
* '''Solid Repairs:''' ''Rank 4''. Repair 1 additional hull trauma per rank when repairing vehicles.
 +
 
 +
===Medicine===
 +
* '''Surgeon:''' ''Rank 1''. When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank.
 
===Traits===
 
===Traits===
x
+
* '''Dedication:''' ''Rank 1''. Increase Characteristic rating. ''Used:'' Intellect (x1)
 +
* '''Engineered Redundancies:''' Gain ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics.
 +
* '''More Machine than Man:''' ''Rank 2''. Increase cybernetic implant cap by 1 per rank.
 +
* '''Toughened:''' ''Rank 3''. Gain +2 wound threshold.
  
==Trees==
+
==Experience Expenditures==
 +
* Cyber Tech specialty: 20 xp
 +
** Toughness
 +
** Medicine 1
 +
* Vigilance 1: 5 xp
 +
* Medicine 2: 10 xp
 +
* More Machine than Man: 5xp
 +
* Cyberneticist: 10 xp
 +
* Discipline 1: 5xp
 +
* Athletics 1: 5xp
 +
* Dedication (Intellect 5): 25xp
 +
* Engineered Redundancies: 5xp
 +
* Cyberneticist: 5xp
 +
* Surgeon: 15xp
 +
* Slicer specialty: 30xp
 +
** Technical Aptitude
 +
** Stealth 1
 +
* Medicine 3: 15xp
 +
* Mechanics 3: 15xp
 +
* Bypass Security: 5xp
 +
* Energy Transfer: 10xp
 +
* Codebreaker: 5xp
 +
* Eye for Detail: 10xp
 +
* Hold Together: 25xp
 +
* Inventive Device: 30xp
 +
* Astrogation 2: 10xp
 +
* Vigilance 2: 10xp
 +
* Overcharge: 15xp
 +
* More Machine than Man: 15xp
 +
* Increase Rarity: 10xp
 +
* Increase Rarity: 10xp
 +
* Mechanics 4: 20xp
 +
* Toughened: 10xp
 +
* Defensive Slicing: 10xp
  
{| align="center" border="0" style="background: white"
 
|[[Image:Spark-mechanic.jpg|thumb|Sage Tree]]
 
|-
 
|}
 
 
==Experience Expenditures==
 
* ???
 
 
==System Symbols==
 
==System Symbols==
 
===Dice===
 
===Dice===
Line 117: Line 175:
 
'''Conflict''' [[Image:Conflict.png|24px]]
 
'''Conflict''' [[Image:Conflict.png|24px]]
 
==The Acklay==
 
==The Acklay==
 +
[[Image:VT-49-Decimator.jpg|center|thumb]]
 
[[Image:Spark-ship.jpg|center|thumb]]
 
[[Image:Spark-ship.jpg|center|thumb]]
 
[[Image:Spark-ship2.jpg|center|thumb]]
 
[[Image:Spark-ship2.jpg|center|thumb]]

Latest revision as of 19:38, 13 June 2018

Spark
Spark.jpg
Species: Human • Career: Technician • Specializations: Mechanic
Motivations: xx
Obligations: Black Sun Bounty
Characteristics
Brawn 2 Agility 2 Intellect 5
Cunning 2 Willpower 2 Presence 2
Skills
General Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Astrogation (Int) 2* Spacer2.jpg Athletics (Brn) 1*
Charm (Prs) - Spacer2.jpg Coercion (Will) -
Computers (Int) 3* Spacer2.jpg Cool (Prs) -
Coordination (Agl) -* Spacer2.jpg Deception (Cun) -
Discipline (Will) 1* Spacer2.jpg Leadership (Prs) -
Mechanics (Int) 4* Spacer2.jpg Medicine (Int) 3*
Negotiation (Prs) - Spacer2.jpg Perception (Cun) 1*
Pilot:Planetary (Agl) -* Spacer2.jpg Pilot:Space (Agl) 1*
Resilience (Brn) - Spacer2.jpg Skullduggery (Cun) 1*
Stealth (Agl) 1 Spacer2.jpg Streetwise (Cun) 1
Survival (Cun) - Spacer2.jpg Vigilance (Will) 2*
Combat Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Brawl (Brn) 2* Spacer2.jpg Gunnery (Agl) -
Lightsaber (Brn) - Spacer2.jpg Melee (Brn) -
Ranged:Light (Agl) - Spacer2.jpg Ranged:Heavy (Agl) -
Knowledge Skills
Skill (Char) Rating Spacer2.jpg Skill (Char) Rating
Core Worlds (Int) - Spacer2.jpg Education (Int) -
Lore (Int) - Spacer2.jpg Outer Rim (Int) 1*
Underworld (Int) - Spacer2.jpg Warfare (Int) -
Xenology (Int) - Spacer2.jpg
Talents
Mechanic: Bad Motivator, Fine Tuning (5pt, 20pt), Gearhead (5pt, 10pt), Hold Together, Redundant Systems, Solid Repairs (5pt, 10pt, 15pt, 20pt), Toughened (5pt), Dedication (Intellect)
Cyber Tech: Cyberneticist (5pt, 10pt), Energy Transfer, Engineered Redundancies, Eye for Detail (10pt), More Machine Than Man (5pt, 15pt), Overcharge, Surgeon (15pt), Toughened (5pt)
Slicer: Bypass Security (5pt), Codebreaker (5pt), Technical Aptitude (5pt)
Technician Signature: Inventive Creation (Basic 30pt), Increase Rarity (10xp), Increase Rarity (10xp)
The Force
Force Rating: -
Force Powers: None
Combat
Soak: 3 (clothes), 4 (charge suit) • Armor: Heavy Clothing or Merr-Sonn N-57 Armor
Ranged Defense: 0 • Melee Defense: 0
Wound Threshold: 18 • Strain Threshold: 12
Weapons
Cyberarm (+1 Brawn, included Repulsor Fist)
Experience Points
Earned: 0 (Current Game 0)
Spent Experience
0 (Unspent: 0)
Spark2.jpg

Weapons & Gear

Weapons

  • Cyberarm:
    • Punching: Brawl • Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown
    • Repulsorfist: Brawl • Engaged • Dam 8 • Crit 3 • Concussive 1, Slow Firing 2
  • Shock Boots: Brawl • Engaged • Dam +0 • Crit 5 • Disorient 3, Stun 3 • Concealed Setback-die.png
  • Electromag-Pulse Disruptor: Melee • Engaged • Dam 5 • Crit 4 • Disorient 1, Ion • Concealed Setback-die.png • Sabotage Boost-die.pngBoost-die.png to disrupt electronics
  • Shock Gloves (in Storm Charge Suit): Brawl • Engaged • Dam +0 • Crit 5 • Stun 3

Armor

  • Heavy Clothing: Def 0, Soak 1
  • Corellian Arms "Storm" Charge Suit: Def 0 • Soak 2 • Enc 3 • Hard 0
    • Inbuilt Shock Gloves: Brawl • Engaged • Dam +0 • Crit 5 • Stun 3
    • Physical Contact: Those make melee attacks: Threat-result.pngThreat-result.png to inflict Disoriented (one round) • Despair-result.png to inflict 8 damage
  • Merr-Sonn N-57 Armor: Def 0 • Soak 2 • Enc 5 • HP 5 • Recharge items

Gear

  • Utility Belt: electronics toolkit, slicing gear, commlink
  • Bird Mask: Scanner Goggles to see in darkness

Cybernetics

Implant Cap: 3/6

  • Cyberarm: Brawn +1
  • Neural Recorder: Can record events and replay or even download memories.
  • Gank Comm Implant: Silent radio communication
  • Biofeedback Regulator: Increases Cybernetics cap by 2; does not count against CCap

Talents

Computers

  • Bypass Security: Rank 1. Remove Setback-die.png per rank from checks to disable a security device or open a locked door.
  • Codebreaker: Rank 1. Remove Setback-die.png per rank from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
  • Defensive Slicing: Rank 1. Add Setback-die.png per rank to opponents checks against systems I control.
  • Technical Aptitude: Rank 1. Reduce time needed to complete Computer-related tasks by 25% per rank in Technical Aptitude.

Mechanics

  • Bad Motivator: Make a Mechanics (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) check to cause one targeted device to spontaneously fail.
  • Cyberneticist: Rank 2. Remove Setback-die.png per rank from checks to build, repair, and install cybernetics. Cybernetics cost 50% less.
  • Energy Transfer: Suffer 1 Strain to use Energy Transfer Maneuver to power up an unpowered device or replenish exhausted ammo from an energy weapon.
  • Eye for Detail: Rank 1. After making a Mechanics or Computers check, may suffer Strain up to ranks to convert that many Success-result.png to Advantage-result.png
  • Fine Tuning: Rank 2. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank.
  • Gearhead: Rank 2. Remove Setback-die.png per rank from Mechanics checks. Halve credit cost to add mods to attachments.
  • Hold Together: Spend 1 Destiny Point to perform Hold Together incidental immediately after vehicle or starship takes damage to turn it to system strain.
  • Inventive Creation: 1/session. Mechanics (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) and spend 2 Destiny. If successful, may use available parts to build a device that functions as an item of up to Rarity 7 for one scene.
  • Overcharge: 1/encounter. Mechanics (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) to cause one installed cybernetics system to provide additional benefit. On Despair-result.png, overcharged cybernetic system shorts out.
    • Possible Effects: +1 to a characteristic • +1 rank to a skill • +1 to a ranked talent
  • Redundant Systems: Make a Mechanics (Difficulty-die.png) check to harvest components from a functioning device, without breaking it, to repair a broken one.
  • Solid Repairs: Rank 4. Repair 1 additional hull trauma per rank when repairing vehicles.

Medicine

  • Surgeon: Rank 1. When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank.

Traits

  • Dedication: Rank 1. Increase Characteristic rating. Used: Intellect (x1)
  • Engineered Redundancies: Gain ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics.
  • More Machine than Man: Rank 2. Increase cybernetic implant cap by 1 per rank.
  • Toughened: Rank 3. Gain +2 wound threshold.

Experience Expenditures

  • Cyber Tech specialty: 20 xp
    • Toughness
    • Medicine 1
  • Vigilance 1: 5 xp
  • Medicine 2: 10 xp
  • More Machine than Man: 5xp
  • Cyberneticist: 10 xp
  • Discipline 1: 5xp
  • Athletics 1: 5xp
  • Dedication (Intellect 5): 25xp
  • Engineered Redundancies: 5xp
  • Cyberneticist: 5xp
  • Surgeon: 15xp
  • Slicer specialty: 30xp
    • Technical Aptitude
    • Stealth 1
  • Medicine 3: 15xp
  • Mechanics 3: 15xp
  • Bypass Security: 5xp
  • Energy Transfer: 10xp
  • Codebreaker: 5xp
  • Eye for Detail: 10xp
  • Hold Together: 25xp
  • Inventive Device: 30xp
  • Astrogation 2: 10xp
  • Vigilance 2: 10xp
  • Overcharge: 15xp
  • More Machine than Man: 15xp
  • Increase Rarity: 10xp
  • Increase Rarity: 10xp
  • Mechanics 4: 20xp
  • Toughened: 10xp
  • Defensive Slicing: 10xp

System Symbols

Dice

Setback: Setback-die.png Difficulty: Difficulty-die.png Challenge: Challenge-die.png

Boost: Boost-die.png Ability: Ability-die.png Proficiency: Proficiency-die.png

Force: Force-die.png

Results

Success: Success-result.png Advantage: Advantage-result.png Triumph: Triumph-result.png

Failure: Failure-result.png Threat: Threat-result.png Despair: Despair-result.png

Light Side Point: LightForce-result.png Dark Side Point: DarkForce-result.png Force Point (Either): EitherForce-result.png

Other

Conflict Conflict.png

The Acklay

VT-49-Decimator.jpg
Spark-ship.jpg
Spark-ship2.jpg