PreGen Tinker
PreGen Tinker
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
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
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.