Difference between revisions of "Spark"
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|Leadership= - | |Leadership= - | ||
|Lightsaber= - | |Lightsaber= - | ||
− | |Mechanics= | + | |Mechanics= 4* |
− | |Medicine= | + | |Medicine= 3* |
|Melee= - | |Melee= - | ||
|Negotiation= - | |Negotiation= - | ||
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|Survival= - | |Survival= - | ||
|Vigilance= 2* | |Vigilance= 2* | ||
− | |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), Surgeon (15pt), Toughened (5pt)<br>'''Slicer:''' Bypass Security (5pt), Codebreaker (5pt), Technical Aptitude (5pt)<br>'''Technician Signature:''' Inventive Creation (Basic 30pt) | + | |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 (clothes), 4 (charge suit) | |Soak=3 (clothes), 4 (charge suit) | ||
|ForcePowers=None | |ForcePowers=None | ||
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|RangedDefense=0 | |RangedDefense=0 | ||
|MeleeDefense=0 | |MeleeDefense=0 | ||
− | |WoundThreshold= | + | |WoundThreshold=18 |
|StrainThreshold=12 | |StrainThreshold=12 | ||
|Weapons=Cyberarm (+1 Brawn, included Repulsor Fist) | |Weapons=Cyberarm (+1 Brawn, included Repulsor Fist) | ||
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|}} | |}} | ||
==Weapons & Gear== | ==Weapons & Gear== | ||
+ | ===Weapons=== | ||
*'''Cyberarm:''' | *'''Cyberarm:''' | ||
** ''Punching:'' Brawl • Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown | ** ''Punching:'' Brawl • Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown | ||
** ''Repulsorfist:'' Brawl • Engaged • Dam 8 • Crit 3 • Concussive 1, Slow Firing 2 | ** ''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 | ||
− | |||
* '''Corellian Arms "Storm" Charge Suit:''' Def 0 • Soak 2 • Enc 3 • Hard 0 | * '''Corellian Arms "Storm" Charge Suit:''' Def 0 • Soak 2 • Enc 3 • Hard 0 | ||
** ''Inbuilt Shock Gloves:'' Brawl • Engaged • Dam +0 • Crit 5 • Stun 3 | ** ''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 | ** ''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 | * '''Bird Mask:''' ''Scanner Goggles'' to see in darkness | ||
− | |||
− | |||
− | |||
===Cybernetics=== | ===Cybernetics=== | ||
− | ''Implant Cap:'' 3 | + | ''Implant Cap:'' 3/6 |
* '''Cyberarm:''' Brawn +1 | * '''Cyberarm:''' Brawn +1 | ||
* '''Neural Recorder:''' Can record events and replay or even download memories. | * '''Neural Recorder:''' Can record events and replay or even download memories. | ||
* '''Gank Comm Implant:''' Silent radio communication | * '''Gank Comm Implant:''' Silent radio communication | ||
+ | * '''Biofeedback Regulator:''' Increases Cybernetics cap by 2; does not count against CCap | ||
+ | |||
==Talents== | ==Talents== | ||
− | === | + | ===Computers=== |
− | |||
* '''Bypass Security:''' ''Rank 1''. Remove [[Image:Setback-die.png|15px]] per rank from checks to disable a security device or open a locked door. | * '''Bypass Security:''' ''Rank 1''. Remove [[Image:Setback-die.png|15px]] per rank from checks to disable a security device or open a locked door. | ||
* '''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. | * '''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. | ||
+ | * '''Defensive Slicing:''' ''Rank 1''. Add [[Image:Setback-die.png|15px]] 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 ([[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. | * '''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. | * '''Energy Transfer:''' Suffer 1 Strain to use Energy Transfer Maneuver to power up an unpowered device or replenish exhausted ammo from an energy weapon. | ||
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* '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|15px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments. | * '''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. | * '''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 | + | * '''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. | * '''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. | * '''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. | * '''Surgeon:''' ''Rank 1''. When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank. | ||
− | |||
===Traits=== | ===Traits=== | ||
* '''Dedication:''' ''Rank 1''. Increase Characteristic rating. ''Used:'' Intellect (x1) | * '''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. | * '''Engineered Redundancies:''' Gain ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics. | ||
− | * '''More Machine than Man:''' ''Rank | + | * '''More Machine than Man:''' ''Rank 2''. Increase cybernetic implant cap by 1 per rank. |
− | * '''Toughened:''' ''Rank | + | * '''Toughened:''' ''Rank 3''. Gain +2 wound threshold. |
==Experience Expenditures== | ==Experience Expenditures== | ||
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* Mechanics 3: 15xp | * Mechanics 3: 15xp | ||
* Bypass Security: 5xp | * Bypass Security: 5xp | ||
+ | * Energy Transfer: 10xp | ||
* Codebreaker: 5xp | * Codebreaker: 5xp | ||
* Eye for Detail: 10xp | * Eye for Detail: 10xp | ||
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* Astrogation 2: 10xp | * Astrogation 2: 10xp | ||
* Vigilance 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== | ==System Symbols== | ||
===Dice=== | ===Dice=== |
Latest revision as of 19:38, 13 June 2018
Spark
|
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
|
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) |
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
- Electromag-Pulse Disruptor: Melee • Engaged • Dam 5 • Crit 4 • Disorient 1, Ion • Concealed • Sabotage 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
- 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 per rank from checks to disable a security device or open a locked door.
- Codebreaker: Rank 1. Remove 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 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 () check to cause one targeted device to spontaneously fail.
- Cyberneticist: Rank 2. Remove 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 to
- Fine Tuning: Rank 2. 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.
- 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 () 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 () to cause one installed cybernetics system to provide additional benefit. On , 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 () 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: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):