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Spaceborne Gear and Abilities Guide

The document outlines the character profile for 'Rubick', detailing their attributes such as callsign, skills, and talents. It includes specific equipment and gear, highlighting their mobility and combat capabilities. Additionally, it describes unique talents like 'Ace', 'Hacker', and 'Spotter' that enhance their performance in various scenarios.

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Lucas Pessoa
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0% found this document useful (0 votes)
43 views1 page

Spaceborne Gear and Abilities Guide

The document outlines the character profile for 'Rubick', detailing their attributes such as callsign, skills, and talents. It includes specific equipment and gear, highlighting their mobility and combat capabilities. Additionally, it describes unique talents like 'Ace', 'Hacker', and 'Spotter' that enhance their performance in various scenarios.

Uploaded by

Lucas Pessoa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT

RUBICK
Frau Bright, LL 0
Spaceborne
󰋙 /6
󰒙 0

10
 10
HULL AGI
󰁘 5
SYS
+0 ENG
SKILL TRIGGERS

+2 Get Somewhere Quickly +2 Hack or Fix +2 Stay Cool +2 Survive


󰋙 󰋙 󰋙 󰋙
0 0 1 1

TA L E N T S
ACE

While flying, you get the following benefits:


 You make all Agility checks and saves with +1 Accuracy.
Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.
HACKER

When you hit with a tech attack that consumes Lock On, your target must choose to either take 2 Heat or be pushed 3 spaces in
 a direction of your choice.
SPOTTER

 When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
PILOT LOADOUT
MOBILITY HARDSUIT //ARMOR MEDIUM SIGNATURE //WEAPON LIGHT A/C //WEAPON
+0 Armor / E-Def: 10 / Evasion: 10 Range 5 | 2 Variable Damage Threat 1 | 1 Kinetic Damage
/ Speed: 5 When a signature weapon is acquired,
choose its damage type – Explosive,
Energy, or Kinetic.

MAG-CLAMPS //GEAR FLEXSUIT //GEAR SUBJECTIVITY-ENHANCEMENT

These clamps attach easily to any metal A strong base-layer suit that recycles SUITE //GEAR
surface, enhancing maneuverability in water, generates nutrients, and adapts A subjectivity-enhancement suite is a
zero-g environments or when repairing very rapidly to hostile environs, set of cybernetic implants allowing users
mechs. They can be carried or fitted to maintaining a stable condition and to hack systems without a rig. Users of
boots. extending survivability. Flexsuit wearers these suites blend the organic with the
can go for roughly a week without eating synthetic, gaining the ability to extrude
or drink thanks to the ambrosia paste implanted universal-plug cables from
generated by their suit before its within their body to make hardline
systems are depleted; however, they connections with terminals. When
don’t prevent feelings of hunger. plugged in, users can access a
Removing the suit for a day or two is comprehensive, fully interactive
enough to replenish its reserves. alternate-reality interface with direct
Flexsuits also maintain a steady omninet access, making navigating – or
temperature within acceptable hacking – local and networked systems
parameters. as easy as wishing it so (of course, you
must be careful: by opening up your
mind to the digital, you may face
dangers other, less enhanced people
are ignorant of).

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