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Alias: Tilly Look: Woman wearing leathers / spacesuit Heritage: Imperial Background: Noble Vice: Obligation | Mechanic Tinker Bailing Wire and Mech-Tape |
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Stress | Trauma | |
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0 (of 9) | 0 (of 4) | |
Harm | ||
none |
Attribute | Insight 3 | Prowess 1 | Resolve 2 |
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Actions | Doctor 0 | Helm 0 | Attune 1 |
Hack 1 | Scramble 0 | Command 0 |
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Rig 2 | Scrap 0 | Consort 1 |
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Study 1 | Skulk 1 | Sway 0 |
Deadly Friends | |
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Allies | Enemies |
Slice, a junkyard owner. What parts do they save for you? Or did you boost something of theirs? | Kenn, a family member3). Are they also a mechanic? Were you both vying for a parent’s attentions? |
Attributes | Playbook | End of Session | ||||||||
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Gained from making a Desperate action, Downtime training or end of session. 6 to get a new action point | Gained at end of session or Downtime training. 8 to get a new special ability | You get one XP (or two if it occurred multiple times) for: | ||||||||
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| 1) Addressing a tough challenge with technical skill or ingenuity 2) Expressing your beliefs, drives, heritage or background 3) Struggling with issue from your vice or traumas |