Difference between revisions of "Spark"
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|Coordination= -* | |Coordination= -* | ||
|Deception= - | |Deception= - | ||
− | |Discipline= | + | |Discipline= 1* |
|Gunnery= - | |Gunnery= - | ||
|Kn-Core-Worlds= - | |Kn-Core-Worlds= - | ||
Line 102: | Line 102: | ||
* More Machine than Man: 5xp | * More Machine than Man: 5xp | ||
* Cyberneticist: 10 xp | * Cyberneticist: 10 xp | ||
+ | * Discipline 1: 5xp | ||
==System Symbols== | ==System Symbols== | ||
===Dice=== | ===Dice=== |
Revision as of 22:03, 12 July 2017
Spark
|
Species: Human • Career: Technician • Specializations: Mechanic Motivations: xx Obligations: Black Sun Bounty |
Characteristics
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Brawn | 2 | Agility | 2 | Intellect | 4 |
Cunning | 2 | Willpower | 2 | Presence | 2 |
Skills
|
Talents
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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
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Force Rating: - |
Force Powers: None |
Combat
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Soak: 3 (clothes), 4 (charge suit) • Armor: Heavy Clothing Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 16 • Strain Threshold: 12 |
Weapons
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Cyberarm (+1 Brawn, included Repulsor Fist) |
Experience Points
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Earned: 0 (Current Game 0) |
Spent Experience
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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
- Discipline 1: 5xp
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):