Income | 6 |
Income test | |
0 | |
Welders lab coat, Tinkering tools, Synthtech tools, General synth maintenance tools for small repairs. |
Accuracy | 2 |
Communication | 0 |
Constitution | 0 |
Dexterity | 2 |
Fighting | 0 |
Intelligence | 5 |
Cybernetics Synthlife Tinkering | |
Perception | 2 |
Strength | 1 |
Machining | |
Willpower | 2 |
Melee attack (Fighting) | Ranged attack (Accuracy) | ||
Attack: roll Melee or Ranged and add focus bonus (if any) vs Defense, then roll weapon damage. |
Weapon | Damage |
---|
Initiative | ||
Level | 2 | |
Experience | 0 | |
Fortune | 15 | |
Speed (10+DEX) | 12 | |
Move (Speed) | 12 | |
Run / Charge (Speed x2) | 24 | |
Penalty (to all tests) |
Defense | 12 | |
Toughness | 0 | |
Armor Bonus | 2 | |
Armor Type: Synthweave clothing | ||
Armor Penalty (to DEX based tests and Speed) | 0 | |
Defense: reduce damage by Toughness and Armour, by spending Fortune, after that subtract 1d6 and take 1 wound level until damage is 0. |
Talent Name | Degree |
---|---|
Maker | novice |
Do-it-yourself is your way of life. You can use a manufacturing focus to make any item with the appropriate tools and access to a workshop. Making an item is an advanced test using your manufacturing focus with a TN equal to the item’s cost – 2 (see Chap ter 4: Equipm ent for item costs and Chap ter 8: Mastering the Rules for advanced tests). The GM determines the success threshold of the test based on how complicated the item in question is. An easy item like a table or a LED flashlight can have a success threshold of 5, while a more complex item like a sculpture or a clock can have a success threshold of 10 or 15. Truly complex items like cellphones and computers can have a threshold as high as 25. Each roll for the test represents 6 hours of work, which need not be consecutive, and you can stop making the item for days and resume the advanced test later (just make sure to note how many successes you have achieved toward the threshold). Raw materials can be an award or can be purchased with a Resources test with a TN equal to the item’s cost – 5. | |
Synthtech | novice |
Tactical Awareness | novice |
You can seemingly attack from all directions. On foot, you can take the Melee Attack or Ranged Attack action at any point of your movement. (Normally, you’d have to attack at the beginning or end of your movement.) | |
Wrecker Style | novice |
Sometimes, meat is better than metal. Metal—or composites— have weaknesses born from imperfect creators, design flaws, and quirks of manufacturing. You know how to exploit those in a fraction of a second, because you’ve trained yourself to reflexively wreck technology, from robots to augmentations. Novice: If they bought it, you break it. You inflict +2 damage against machines and individuals with at least 1 Capacity slot’s worth of augmentations. |
You rolled: 3d6+4-2 : [1,6,2]+4 = 13This is the required 3d6 for a roll, with the third d6 (rolled a 2 here) being the drama die. If your total score beat the target number, a 1 on the drama die means: you barely made it, a 6 means: you did it flawlessly. If two or more dice show the same number on successful rolls, you get stunt points (SP) and can pull off special maneuvers, tricks or flourishes.
The statblocks of your ships and vehicles