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PreGen Tinker

The document provides a character description for an industrial engineer known as 'The Tinker'. It details their skills, assets, and special moves related to technology, engineering, and repairing machinery. The character focuses on inventing tools and weapons from scrap materials using their technical expertise.

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George Adcock
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0% found this document useful (0 votes)
9 views2 pages

PreGen Tinker

The document provides a character description for an industrial engineer known as 'The Tinker'. It details their skills, assets, and special moves related to technology, engineering, and repairing machinery. The character focuses on inventing tools and weapons from scrap materials using their technical expertise.

Uploaded by

George Adcock
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Character Description/Portrait

The Tinker
Advanced Industrial Kinetic

+1 -1 +0 +2 +1

SKILLS

 Advanced (choose 1)
Born to a life of progress and scientific marvels.
 Artificial Intelligence: You have an AI NPC that can be Commanded Advancement Trigger
to enter and inhabit machinery. All characters mark XP the first time…

 Cutting Edge: Adopting new technology comes naturally to you. …a piece of junk proves pivotal (Industrial career)
Increase your Interface stat by +1.

 Animate Faction
Choose a collection of objects. Those object become a Class 1 Artificial Crew DEBT FAVOR
Faction keywords/description.
with an upgrade that matches the materials used. You can only have one
Animated Crew at a time. Nakamoto Horizons
Trade Consortium. Expansionist, Rapacious
 Kinetic Manipulation (Choose 1)
 Telekinesis Ironclad
Galactic Navy. Regimented, Authoritarian
You can project physical actions over a short distance (interact, carry,
punch, etc), using the appropriate +Stats as if you were physically there.
 Barrier Shards of Xa
Space Pirates. Smugglers, Freedom Fighters
You can project a flat or hemispherical barrier of forcethat deflects or resists
impacts, leveraging your +Mettle as a manifestation of solid willpower.This
is extremely encumbering; you will be Clumsy while maintaining it. Epoch Trust
Scientific Cabal. Advanced, Elitist
 Tinker
You can assemble the following from scrap metal and spare parts:
 Shoddy Class 0 melee weapon
 Makeshift Class 0 explosive
 Crude Engineering Kit

ASSETS – Workspaces – Data Points

 Impact Gloves  Professional Kit (choose 1)


Class 2 Melee Weapon  Computer Kit
Glove – A heavy, weaponized glove. Can still manipulate objects. Tools to access, program, diagnose and repair computer systems. Laptops,
Impact – Heavy kinetic force that breaks bones and knocks people over. diagnostic tools, wires, handheld power sources, portable data drives, etc.
Defensive – Can parry, deflect and disarm.
 Engineering Kit
Tools to repair and dismantle machinery. Hammers, drills, cutters,
 DDoS Grenades wrenches, welders, grips, cables, diagnostic tools, cage lamps,
Class 1 Explosive miscellaneous spare parts, etc.
Haywire – Non-lethal. Disrupts electronic systems, scanners and advanced  VR Kit
weaponry. Tools to connect to local cyberscapes. Virtual reality headset, vital-sign
monitors, glove-based interface, universal jacks, external storage drives, etc.

 Grey Jumpsuit
Class 0 Uniform Attire
FACE ADVERSITY (+Stat) Campaign notes
When you overcome opposition or danger, Roll+[Stat]
On a 10+ you overcome the opposition or danger, just as you
described.
On a 7-9, the danger is overcome, but at a price; the GM will offer
you a cost or a hard choice.

ASSESSMENT (+Stat)
When you collect critical information about an important,
dangerous or mysterious subject Roll+[Stat]
On a 10+, you gain significant information about the subject, and
earn a Data Point about it as well.
On a 7-9, the GM will reveal interesting, potentially useful
information about the subject. Or they might ask you.
On a 6-, the GM will reveal facts about the subject you probably wish
were not true

GET INVOLVED (+Stat)


When an ally makes a Move and you affect the result, Roll+[Stat]
On a 10+ Increase or decrease the level of success by one step.
On a 7-9, as above, but you incur a cost, complication or hard choice
in order to get involved.

OPEN FIRE (+Mettle)


When you engage enemy forces in long ranged, cover-tocover
firefights, describe your tactics, primary targets and Roll+Mettle.
On a 10+, you win this engagement. Your targets are dead, injured,
incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the
following consequences:
• You suffer harm during the exchange.
• The exchange causes undesirable collateral damage.
• The battle shifts, changing threats or adding new ones.
• The targets actually suffer a lesser fate (GM chooses).

LAUNCH ASSAULT (+Physique) Injuries – debilities – scars


When you engage enemy forces in chaotic close-quarters Minor – Major – Severe – Critical – Fatal
combat, describe your tactics and primary targets, then
Roll+Physique
On a 10+, you win this engagement. Your targets are dead, injured,
incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the
following consequences:
• You suffer harm during the exchange.
• The exchange causes undesirable collateral damage.
• The battle shifts, changing threats or adding new ones.
• The targets actually suffer a lesser fate (GM chooses).

PATCH UP (+Expertise)
When using appropriate medical supplies/tools to repair harm to
people or machinery, Roll+Expertise.
On a 10+, choose 1 from the list below.
On a 7-9, choose 1, but you’ve reached the limit of what you can do;
you cannot re-attempt to Patch Up the subject for now.
• Treat a single minor, major or severe injury/damage
• Treat a malfunction or minor debility
• Stabilize a major debility
• Perform a medical/technical procedure

COMMAND (+Influence)
When you issue a command to a group that is inclined to follow your
orders, Roll+Influence.
On a 10+, they follow those orders to the best of their ability, though
there may be costs in time, resources or personnel.
On a 7-9, as above, but their disposition or effectiveness has been
significantly impacted in some way. This crew will not accept a new
Command until those issues have been dealt with.

ACCESS (+Interface)
+0
BRACE FOR IMPACT (+Armor)
When you spend several minutes accessing a locked, protected When you would suffer harm, the GM will tell you the Severity. Roll+Armor
system or network with the appropriate tools, Roll+Interface. On a 13+, the severity is reduced by two levels.
On a 10+, credentials verified, access granted. The system is now On a 10-12, the severity is reduced by one level.
open to Interface-based Moves. On a 7-9, you suffer an injury of that severity.
On a 7-9, as above, but your breach is detected. The owners of the On a 6-, you also suffer debilities, incur costs/troubles, or suffer an injury of a greater
system will likely retaliate soon, either electronically, legally or severity, at the GM’s discretion.
physically.

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