Hull.pdf

(137 KB) Pobierz
crew
name
look
heritage:
akoros—the dagger isles
iruvia—severos—skovlan—tycheros
background:
academic—labor—law
trade—military—noble—underworld
alias
hull
hull traits
A spirit animating a clockwork frame
spirit playbook
A hull has no
coin
or
stash
of their
own, but might be granted access to
the resources of their
master.
playbook
insight
my functions are:
to guard—to destroy—to discover—to acquire—to labor at
...that which my
master
commands.
Your clockwork body runs on
electroplasm.
Recharge your capacitors by connecting to an
industrial-grade generator (downtime action). When you do this, clear half your
drain
(round down).
drain
harm
3
2
1
wear
c l a n k i n g — l e a k i n g — f i x at e d —
s m o k i n g — s pa r k i n g — u n s ta b l e
healing
need
project clock
help
-1d
less
effect
armor uses
armor
heavy
special
Automaton:
You are a spirit animating a clockwork body. You have
human-like strength and senses, by default. Your hull has natural
armor
(this doesn't count for your
load).
Your former human feelings, interests,
and connections are only dim memories. You now exist to fulfill your
functions.
Choose three (at left). You may be rebuilt if damaged or
destroyed. If your soul vessel is shattered, you are freed from servitude
and become a Ghost.
Whenever you would take stress, take
drain
instead.
Overcharge:
Take
1 drain
to perform a feat of extreme strength
or speed (run faster than a horse, rend metal with bare hands, etc.).
This factors into effect.
Compartments:
Your
items
are built-in to your frame and may
recess beneath panels out of sight. Your frame can now carry +2 load.
Electroplasmic Projectors:
You may release some of your
plasmic energy as an electrical shock around you or as a directed
beam. You may also use this ability to create a lightning barrier to
repel or trap a spirit. Take
1 drain
for each level of
magnitude.
Interface:
You may
attune
to the local electroplasmic power field
to control it or something connected to it (including another hull).
Secondary Hull:
Choose an additional frame and its starting feature.
You may transfer your consciousness between your frames at will.
Frame Upgrade:
Choose an additional frame
feature.
     
   
Small
(cat size,
-1 scale):
A metal orb, a mechanical doll, a clockwork
spider.
Levitation—Reflexes
Medium
(human size): A metal mannequin, a clockwork animal.
Life-Like Appearance—Spider Climb
Heavy
(wagon size,
+1 scale):
A hulking metal giant, a self-driving
vehicle.
Interior Chamber—Plating (special armor)
Feature options for any frame:
Phonograph (Record & Playback)—
Sensors—Smoke Projectors—Spring-Leap Pistons
xp
hunt
study
survey
tinker
finesse
prowl
skirmish
wreck
attune
command
consort
sway
prowess
resolve
bonus die
+
2 drain) -or- accept a
devil's bargain.
push yourself
(take
FRAME & ITEMS
Choose your
frame
& look (or create one). Choose a starting
feature.
load
ghost special abilities
(transferred from original playbook)
frame features
|
Levitation
|
Reflexes
|
Life-like Appearance
|
Spider Climb
|
Interior Chamber
|
Plating
|
Phonograph
|
Sensors
|
Smoke Projectors
|
Spring-Leap Pistons
You may swap out your
features with a downtime
activity.
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or
an attribute) or 2xp if that item occured multiple times.
You fulfilled your functions despite difficulty or danger.
You suppressed or ignored your former human beliefs, drives, heritage, or background.
You struggled with issues from your wear during the session.
3
small
5
medium
7
heavy
Blade or Two
A
Throwing Knives
Pistol
2
nd
Pistol
A
A
A Large Weapon
Unusual Weapon
An
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
teamwork
Assist
a teammate
Lead a
group action
Protect
a teammate
Set up
a teammate
planning
&
load
Choose a plan, provide the
detail.
Choose your
load
limit for the operation.
Occult:
Arcane power
Social:
Connection
Transport:
Route
gather information
What do they intend to do?
How can I get them to [X]?
What are they really feeling?
What should I lookout for?
Where's the weakness here?
How can I find [X]?
What's really going on here?
Assault:
Point of attack
Deception:
Method
Stealth:
Entry point
Zgłoś jeśli naruszono regulamin