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roleplaying:scumandvillainy:ace

Kithamora Korkedra

Alias: Ace
Look: Giant scorpian
Heritage: Xeno
Background: Syndicate
Vice: Weird
Pilot

Scorpianoid

Keen Eye
Stress Trauma
0 (of 9) 0 (of 4)
Harm
none
Attribute Insight
1
Prowess
3
Resolve
2
Actions Doctor
0
Helm
2
Attune
0
Hack
0
Scramble
1
Command
1
Rig
1
Scrap
0
Consort
1
Study
0
Skulk
1
Sway
0
Deadly Friends
Allies Enemies
Choss, a professional racer. Do you have hot tips for each other?
Or are you always striving to outdo each other?
Mav, a former mentor. What tricks did they teach you?
Are they now jealous of your skill??

Experience

Attributes Playbook End of Session
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:
0

Insight
0

Prowess
0

Resolve
0

Playbook
1) Addressing a tough challenge with speed or flair
2) Expressing your beliefs, drives, heritage or background
3) Struggling with issue from your vice or traumas

Equipment

Light Load = 3 Normal Load = 5 Heavy Load = 6

Specialist Equipment

Standard Equipment

1)
2 stress
2)
When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
A superhuman feat is one a human could not do unassisted, such as tearing apart metal doors. If you use your stinger, its poison effects creatures based on their biology and has no effect on Urbots.
3)
This can be used as a basis for resistance rolls to act first.
“No, I want to act before him—I would’ve seen him reaching for the gun.” Also, trick shots can be performed with almost any kind of ranged weapon, not just ship weapons.
roleplaying/scumandvillainy/ace.txt · Last modified: 2021/03/17 20:17 by curufea