Salvage

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Salvage
Archetype: Disciple • Career: Agent • Power Level: 2
Motivations: {{{Motivations}}}
Characteristics
Brawn 2 Agility 3 Intellect 5
Cunning 2 Willpower 2 Presence 2
Skills
General Skills
Skill (Char) Rating Spacer2-grey.jpg Skill (Char) Rating
Arcana (Int) - Spacer2.jpg Athletics (Brn) -
Computers (Int) 3* Spacer2-grey.jpg Cool (Prs) 1
Coordination (Agl) 1 Spacer2.jpg Discipline (Wil) 1
Driving (Agl) 1 Spacer2-grey.jpg Knowledge (Int) 4*
Mechanics (Int) 4* Spacer2.jpg Medicine (Int) 2*
Operating (Int) 1* Spacer2-grey.jpg Perception (Cun) 2
Piloting (Agl) 2* Spacer2.jpg Resilience (Brn)
Skulduggery (Cun) 2* Spacer2-grey.jpg Stealth (Agl) 1
Streetwise (Cun) Spacer2.jpg Survival (Cun)
Vigilance (Wil) 1 Spacer2-grey.jpg
Combat Skills
Skill (Char) Rating Spacer2-grey.jpg Skill (Char) Rating
Brawl (Brn) - Spacer2.jpg Gunnery (Agl)
Melee (Brn) Spacer2-grey.jpg Ranged (Agl) 3*
Social Skills
Skill (Char) Rating Spacer2-grey.jpg Skill (Char) Rating
Charm (Prs) - Spacer2.jpg Coercion (Wil) -
Deception (Cun) Spacer2-grey.jpg Leadership (Prs)
Negotiation (Prs) Spacer2.jpg
Talents
Tier 1: Talk Shop, Prior Service(SHIELD, Piloting), Prior Service(Damage Control, Perception), COver Specialist

Tier 2: Quick Fix, Know it All, Inventor
Tier 3: Applied Research, Dodge
Tier 4: How Convenient, Applied Research 2
Tier 5: Dedication(Intellect)

Powers
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.
Technology:
Modified Chitari Rifle(Attack 3)
Jump Harness(Movement 3)
Field Generator(Resistance 3)
Alien Tech Utillity Belt (Utility 4)
Special Training

Combat
Soak: - • Ranged Defense: - • Melee Defense: 3
Wound Threshold: 10 • Strain Threshold: 14
Attacks

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
Earned: xx
Spent Experience
xx


Talents=====Combat=

  • Cover Specialist Whenever your character is in cover that grants no more than , increase that cover bonus to .
  • Dodge 1 When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.

Social

  • Talk Shop Your character may use this talent when making a Charm check targeting an engineer, mechanic, scientist, or similar individual to count their ranks of Charm as equal to their ranks in Knowledge or Mechanics.
  • X
  • X

Knowledge Enhancement

  • Know it all Before making a Knowledge skill check, your character may use this talent to add a number of no greater than their Intellect. PCs and nemesis-level allies witnessing the check suffer strain equal to the number of added.
  • Applied Research 2 Your character may use this talent before making a check to use the knowledge skill and Intellect instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research. When your character uses this talent, you should explain how their mastery of knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation.

Other

  • Prior Service S.H.I.E.L.D, Piloting - When you take this talent, choose an organization your character was a member of. You may select a single skill as a career skill, appropriate for the organization. In addition, once per Issue, your character may collect a small favor from any other member of the organization, even if they do not currently owe your character any favors.
  • Prior Service Damage Control, Perception - When you take this talent, choose an organization your character was a member of. You may select a single skill as a career skill, appropriate for the organization. In addition, once per Issue, your character may collect a small favor from any other member of the organization, even if they do not currently owe your character any favors.
  • Inventor 1 When your character makes a check to construct new items or modify existing ones, use this talent to add a number of to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
  • Quick Fix You may spend a Story Point to use this talent to have your character temporarily repair one damaged item they are engaged with. For a number of pages equal to your character's ranks in Mechanics, the item may be used without penalty (see page 89 of the Genesys Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.
  • How Convenient Once per Issue, your character may use this talent to make a Hard () Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!
  • Dedication Increase Intellect by 1

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)

AN alien designed FOrce Field generator that creates a protective Bubble. Salvage has modified it to be able to moderatly change shize and shape.

  • Increase your Soak by your Ranks in this power.
  • 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: You may use one of your Panels to apply the Basic Power and any Effects of Resistance to another character that is Engaged with you.
    • Hardened: Your Soak and any Defense Rating gained with this power ignores the effects of the Pierce and Breach Qualities.

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

  • You can perform various, minor, narrative things – up to Short Range, which last for a number of Pages equal to your Ranks in Utility. These can include manipulating objects beyond your reach, summon dim light, creating minor illusions, speaking telepathically, ect. The scope of these minor things is determined by your character concept and power description and can, at most, negate one or provide one during a Test.
  • 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).
  • Pandemonium (Heroic Moment): Until the end of the Page, increase your Ranks in this power by 2 and select two additional Effects.
  • Effects
    • Augment(Stealth, Computers): On your Strip, you may use a Panel to target an ally (or yourself) when they use Stealth or Computers, you apply a number of equal to your Rank to that ally. This Effect lasts until the end of their next Strip.
    • Disruption(Computers, Mechanics): On your Strip, you may use a Panel to target an enemy and when they use Computers or Mechanics, you apply a number of to that opponent. T This Effect lasts until the end of their next Strip.
    • Sensory Relocation: You can cast your perceptions out of your body and perceive as if you were there, but cannot physically interact with anything – though you can move through solid objects. While doing so, your body is incapacitated. If you have the Range Effect, use the Distance Effect from the Movement power to determine how far you can travel instead.
    • Range: You increase the Range of this Power by one Range Band. This Effect may be selected multiple times.

Equipment

Encumbrance: 5/11

  • Body Armor: Riot Armor (Defense 2, Soak +1, Encumbrance 5)
  • Web Belt and Pouches Possibly drawn by Liefeld, (Backpack, + 4 Encumbrance)
  • Painkillers Use one maneuver to consume a Painkiller. The painkiller is consumed in the process, and the character immediately heals 5 wounds. While a character can use multiple painkillers, this provides diminishing returns. Each painkiller after the first heals one wound fewer. A second painkiller heals 4 wounds, a third heals 3, and so on. Using a sixth painkiller in a day has no further effect.

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