Re: Dragon Spine
GM falando, o Emi já está com o Bob. Vou colocar o personagem aqui para vocês darem sugestões, inclusive para equipamento. Emi, você tem weird science, para algumas coisas rola weird science, mas parar outras rola o skill correspondente.
Cada magia tem que ser um equipamento para o qual você te 20 power points, descreva o equipamento e dê um nome original para eles.
Jack of all trades te dá d4 em todos os skills de smarts que você não tem nível algum.
Os poderes que você tem são: Armor e Healing. Tem também deflection, mas é um escudo feito para o navio. Gadgeteer permite que uma vez por "sessão" faça um equipamento improvisado com qualquer magia que desejar. Via de regra, reseta toda vez que resetarem os Bennies.
Know biology te permite ter um bônus para Healing. Role Know Biology, para cada sucesso e raise ganha +1 para o Healing roll.
str d4, agi d6, sm d10, sp d6, vig d6
T5, P4
Weird Science(4) d10
Shooting (2) d6
Repair (3) d8
Know(Chemistry) (1+S2) d6
Know(Biology) (1+S2) d6
Healing (3) d8
Fighting (1) d4
Hind: Clueless(Major), Bad Eyes(minor), Loyal(Minor)
Edge: AB(Weird Science - Armor), Jack of all trades, Power Points
N2: Shooting d8
N3: Power Points
N4: New Power (Deflection SHIP)
S1: New Power (Healing)
S2: Know(Biology) d6, Know(Chemistry) d6
S3: Gadgeteer
S4: Spirit d6
V1: Mr Fix it
Duties: Steampriests and engineers strive
to improve the lives of the peoples of the
Skies in any way they can, using their powers,
weird science gadgets or just their ingenuity.
Sins: (Minor) refusing to aid those in
need; willfully destroying a common techno-
logical device; (Major) willfully destroying a
rare technological device, weird device, or a
new source of knowledge; (Mortal) willfully
destroying a unique technological device or
a store of heretofore unknown knowledge.
Malfunction: Weird science devices are never perfect
technology. They often suffer from spectacular and deadly
malfunctions. If a gadgeteer uses a device and rolls a 1 on
the skill die used to activate the gizmo, it has malfunctioned
in some way and does not work. Draw a card and consult the
Malfunction Table below:
Weird Science Malfunction Table
Clubs—Catastrophic Malfunction: The device
explodes for 2d6 damage in a Large Burst Template.
Hearts—Major Malfunction: The device breaks down.
The gadgeteer may not use it again until it’s repaired,
which requires a Repair roll and 2d6 hours of work.
Diamonds—Minor Malfunction: The device suffers a
minor hang-up. It can be fixed with a Repair roll at –2.
Spades—Glitch: The gizmo activates but does the
reverse of its intent. An invisibility belt makes the caster
glow brightly, a weapon fires at a random target, and so
on. If a reverse effect makes no sense, treat it as a Major
Malfunction instead.