Difference between revisions of "Spark"
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==Weapons & Gear== | ==Weapons & Gear== | ||
− | *'''Cyberarm | + | *'''Cyberarm:''' |
− | * | + | ** ''Punching:'' Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown |
+ | ** ''Repulsorfist:'' Engaged • Dam 8 • Crit 3 • Concussive 1, Slow Firing 2 | ||
* '''Heavy Clothing:''' Def 0, Soak 1 | * '''Heavy Clothing:''' Def 0, Soak 1 | ||
* '''Utility Belt:''' electronics toolkit, slicing gear, commlink | * '''Utility Belt:''' electronics toolkit, slicing gear, commlink |
Revision as of 20:52, 12 July 2017
Spark
|
Species: Human • Career: Technician • Specializations: Mechanic Motivations: xx Obligations: Black Sun Bounty |
Characteristics
|
Brawn | 2 | Agility | 2 | Intellect | 4 |
Cunning | 2 | Willpower | 2 | Presence | 2 |
Skills
|
Talents
|
Mechanic: Bad Motivator, Fine Tuning (5pt, 20pt), Gearhead (5pt, 10p5), Redundant Systems, Solid Repairs (5pt, 10pt), Toughness Cyber Tech: Cyberneticist (10pt), More Machine Than Man (5pt), Toughened (5pt) |
The Force
|
Force Rating: - |
Force Powers: None |
Combat
|
Soak: 3 (clothes), 4 (charge suit) • Armor: Heavy Clothing Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 16 • Strain Threshold: 12 |
Weapons
|
Cyberarm (+1 Brawn, included Repulsor Fist) |
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
- Repulsorfist: Engaged • Dam 8 • Crit 3 • Concussive 1, Slow Firing 2
- Heavy Clothing: Def 0, Soak 1
- Utility Belt: electronics toolkit, slicing gear, commlink
- Corellian Arms "Storm" Charge Suit: Def 0 • Soak 2 • Enc 3 • Hard 0
- Bird Mask: Scanner Goggles to see in darkness
Cybernetics
Implant Cap: 3
- Cyberarm: Brawn +1
- Neural Recorder: Can record events and replay or even download memories.
Talents
Knowledge
- Bad Motivator: Make a Mechanics () check to cause one targeted device to spontaneously fail.
- Cyberneticist: Rank 1. Remove per rank from checks to build, repair, and install cybernetics. Cybernetics cost 50% less.
- 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.
- 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
- More Machine than Man: Rank 1. Increase cybernetic implant cap by 1 per rank.
- Toughened: Rank 2. 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
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):