Difference between revisions of "Salvage"
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* '''Effects''' | * '''Effects''' | ||
** ''Aerial:'' You may move without touching the ground. This could be a form of levitation, flight, leaping or similar effect. You still cross the distance between points while moving, you just may add any vertical distance into your move. At the end of your move, you return to the ground. If you have at least 3 Ranks in this Power, your vertical movement sustained – at the end of the move you are not forced to return to the ground. | ** ''Aerial:'' You may move without touching the ground. This could be a form of levitation, flight, leaping or similar effect. You still cross the distance between points while moving, you just may add any vertical distance into your move. At the end of your move, you return to the ground. If you have at least 3 Ranks in this Power, your vertical movement sustained – at the end of the move you are not forced to return to the ground. | ||
− | ** ''Distance:'' When you move, you increase the distance you move based on your Ranks in this Power. | + | ** ''Distance:'' When you move, you increase the distance you move based on your Ranks in this Power. '''Rank 1:''' You move twice as far as you normally would – allowing you to move to Medium Range with a single move or to Long Range with two moves '''Rank 2:''' You now move at Planetary Scale Range Bands. Use your characters normal, unmodified Range Band movement, when moving at Planetary Scale. '''Rank 3:''' During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet. (Note: when combined with the Speed Power – this allows you to instantly move at hundreds, if not thousands of miles per hour). |
− | Rank 1: You move twice as far as you normally would – allowing you to move to Medium Range with a single move or to Long Range with two moves Rank 2: You now move at Planetary Scale Range Bands. Use your characters normal, unmodified Range Band movement, when moving at Planetary Scale. Rank 3: During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet. (Note: when combined with the Speed Power – this allows you to instantly move at hundreds, if not thousands of miles per hour). | ||
** ''Passengers:'' You may bring a number of Engaged Characters equal to your Ranks in this power with you when you move. | ** ''Passengers:'' You may bring a number of Engaged Characters equal to your Ranks in this power with you when you move. | ||
Revision as of 22:14, 2 February 2021
Salvage
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Archetype: Disciple • Career: Agent • Power Level: 2 Motivations: {{{Motivations}}} |
Characteristics
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Brawn | 2 | Agility | 3 | Intellect | 5 |
Cunning | 2 | Willpower | 2 | Presence | 2 |
Skills
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Talents
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• Tier 1: Talk Shop, Prior Service(SHIELD, Piloting), Prior Service(Damage Control, Perception), COver Specialist • Tier 2: Quick Fix, Know it All, Inventor |
Powers
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Power Rating: 2 |
• Brilliant Insight: Once per Issue, your character may spend a Story Point when making a check using the skill selected from the Intellectual’s Starting Skills. Double the number of generated by the dice before cancelling results. |
Combat
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Soak: - • Ranged Defense: - • Melee Defense: 3 Wound Threshold: 10 • Strain Threshold: 14 |
Attacks
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• Unarmed Attack: Brawl • Dam Brawn • Crit 5 • Knockdown, Stun damage • MCF: Ranged • Dam 8 (Wounds) Qualities: Knockdown; Move Targets 1 Range Band away on hit; Range: Extreme(+1) |
Experience Points
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Earned: xx |
Spent Experience
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xx |
Talents
Combat
Social
Other
Alien Devices
Alien Technology: 250 xp
- Adabtaptable (Edge): You can alter the function of your powers through adapting and upgrading your Tech. You may swap Effects on powers with this Source by succeeding at an appropriate Test with a Normal (2) Difficulty, whenever the Story allows.
- Tools on Hand (Weakness): Technology is almost always one or more pieces of equipment that can become damaged, destroyed, or otherwise unavailable. You gain the Object Limit to powers with this Source. The Storyteller may spend a Story Point at the start of an Issue to render one power gained from this Source unavailable until you spend a Story Point to allow its use.
Modified Chitari Rifle
- Attack: Rank 3• Cost: 55 (5+ 20 + 30)
Salvage has modified a Chitari staff into a combat rifle.
- Damage 8 (Wounds) Qualities: Knockdown Range: Extreme (-1 Difficulty due to range)
- Limits
- Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
- Charges: You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
- Spectacular Attack (Heroic Moment): You gain 2 Ranks in your Attack for a single Strip, and may select two additional Effects to apply. You may, instead, use these one or more of these Ranks to temporarily remove one or more Limits applied to this power, but may not ignore the Weakness applied by the power’s Source.
- Effects
- Range: You increase the range of Attack by one Range Band per Ranks in Attack. If this would increase the Range of your Attack to beyond Extreme, you instead reduce the Difficulty of your Attack by 1 for each Range Band after Extreme.
- Impact: Your Attack gains the Knockdown Quality and you may move your opponent one Range Band away from you on a successful hit.
- Empowered: All Effects and Damage determined by your Rank are increased by +1.
Field Generator
- Resistance: Rank 3• Cost: 55 (5+ 20 + 30)
Description
- Power Base Ability
- Limits
- Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
- Charges: You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
- Unstoppable (Heroic Moment): For a single Strip, you double your Ranks in this power, or you may ignore all Limits applied to this power instead. You may not ignore the Weakness applied by your power’s Source.
- Effects
- Armored (0 Melee/3 Ranged): For each Rank in this Power you may increase one of your Defense Ratings (either Melee or Ranged) by 1. You may choose which Defense Rating is increased at each Rank.
- Shielding:
- Hardened:
Jump Harness
- Movement: Rank 3• Cost: 55 (5+ 20 + 30)
Description
- You ignore the effects of Difficult Terrain as if you had the Swift Talent and cannot be Immobilized unless the net Success’ on the attack or effects check is greater than your Ranks in Movement.
- Limits
- Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
- Taxing: Using your power is exhausting. You suffer 1 Strain each time you use a power with this limit.
- Fast Track (Heroic Moment): For the rest of the Page, you increase your Ranks in this power by 2 and may select two additional Effects. If this would increase an Effect beyond what is listed, simply describe a reasonable Effect to your Storyteller.
- Effects
- Aerial: You may move without touching the ground. This could be a form of levitation, flight, leaping or similar effect. You still cross the distance between points while moving, you just may add any vertical distance into your move. At the end of your move, you return to the ground. If you have at least 3 Ranks in this Power, your vertical movement sustained – at the end of the move you are not forced to return to the ground.
- Distance: When you move, you increase the distance you move based on your Ranks in this Power. Rank 1: You move twice as far as you normally would – allowing you to move to Medium Range with a single move or to Long Range with two moves Rank 2: You now move at Planetary Scale Range Bands. Use your characters normal, unmodified Range Band movement, when moving at Planetary Scale. Rank 3: During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet. (Note: when combined with the Speed Power – this allows you to instantly move at hundreds, if not thousands of miles per hour).
- Passengers: You may bring a number of Engaged Characters equal to your Ranks in this power with you when you move.
Alien Tech Utility Belt
- Utility: Rank 4• Cost: 85 (5+ 10 + 30 + 40)
Description
- Power Base Ability
- Limits
- Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
- Preparation: You must use a Panel to prepare your power before its use. Once you have prepared the Power for use, you may use it without further preparation, but should you attempt to use a different Power, you must repeat the preparation.
- Charges: You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
- XXX (Heroic Moment):
- Effects
- Augment(Stealth, Computers):
- Disruption(Computers, Mechanics:
- Sensory Relocation:
- Range:
Character Creation
Brawn 2 • Agility 1 • Intellect 3 • Cunning 2 • Willpower 2 • Presence 2
Starting Purchases
- Agility 2 - 20
- Intellect 4 - 40
- Agility 3 - 30
- Mechanics 3 - 15
- Mechanics 4 - 20
- Knowledge 3 - 15
- Knowledge 4 - 20
- Piloting 1 - 5
- Ranged 2 - 10
- Computers 3 - 15
- Ranged 3 - 15
- Skullduggery 2 - 10 XP
- Medicine 2 - 10 XP
- Talk Shop - 5 XP
- Prior Service(SHIELD) - 5 XP
- Prior Service(DAMAGE CONTROL) - 5 XP
- Quick Fix 2 10 XP