Twee Toolaroo, Sparrial Scavenger, 250 points
Look! I actually found a Sparrial by theWolfNebula |
Attributes
ST 7 [0]
DX 13 [20]
IQ 13 [60]
HT 12 [10]
DX 13 [20]
IQ 13 [60]
HT 12 [10]
Secondary Characteristics
Dmg 1d-3/1d-3; BL 10 lbs; HP 7 [0]; Will 13 [0]; Per 14 [5]; FP 12 [0]; Basic Speed 6 [-5]; Basic Move 6 [0], SM-1
Advantages
Sparrial [24]
Artificer 4 [40]
Cheaper Gear (Second-Hand) [1]
Contact (Junk Dealer, Skill 15) [2]
Gizmo 2 [10]
Good with Robots [1]
Hard to Kill +2 [4]
Language (Sparrial, Native) [6]
Luck [15]
Quick Gadgeteer (Scavenger) [40]
Artificer 4 [40]
Cheaper Gear (Second-Hand) [1]
Contact (Junk Dealer, Skill 15) [2]
Gizmo 2 [10]
Good with Robots [1]
Hard to Kill +2 [4]
Language (Sparrial, Native) [6]
Luck [15]
Quick Gadgeteer (Scavenger) [40]
Disadvantages -50
Curious (12 or less) [-5]
Sense of Duty (Team) [-5]
Greed (12 or less) [-15]
Cowardice (15 or less) [-5]
Social Stigma (Minority, Sparriel) [-5]
Wealth (Poor) [-15]
Sense of Duty (Team) [-5]
Greed (12 or less) [-15]
Cowardice (15 or less) [-5]
Social Stigma (Minority, Sparriel) [-5]
Wealth (Poor) [-15]
Skills
Climbing (A) DX-1 [0*]-12
Detect Lies (H) Per+1 [0*]-14
Jumping (E) DX [0*]-13
Beam Weapons (Pistol) DX+1 [2]-14
Beam Weapons (Projector) DX [1]-13
Brawling DX+1 [2]-14
Computer Operation IQ+2 [4]-14
Electrician IQ+4* [2]-17
Electronics Repair (Security) IQ+3* [1]-16
Electronics Repair (Surveillance) IQ+3* [1]-16
Engineer (Starship)IQ+5* [8]-18
Escape DX-1 [2]-12
Filch DX [2]-13
Forced Entry DX+1 [2]-14
Holdout IQ [2]-12
Machinist (A) IQ+3* [1]-16
Mechanic (Robotics) IQ+3* [1]-16
Mechanic (Starship) IQ+3* [1]-16
Merchant IQ [2]-12
Observation (A) Per [2]-13
Pilot Contragravity DX [2]-12
Running (A) HT [2]-13
Scrounging (E) Per+2 [4]-16
Search (A) Per+1 [4]-15
Stealth (A) DX+2 [8]-15
Streetwise (A) IQ [2]-12
Traps IQ+3* [1]-16
Urban Survival Per [2]-14
Vacuum Suit DX+1 [4]-14
Wrestling DX [2]-13
Detect Lies (H) Per+1 [0*]-14
Jumping (E) DX [0*]-13
Beam Weapons (Pistol) DX+1 [2]-14
Beam Weapons (Projector) DX [1]-13
Brawling DX+1 [2]-14
Computer Operation IQ+2 [4]-14
Electrician IQ+4* [2]-17
Electronics Repair (Security) IQ+3* [1]-16
Electronics Repair (Surveillance) IQ+3* [1]-16
Engineer (Starship)IQ+5* [8]-18
Escape DX-1 [2]-12
Filch DX [2]-13
Forced Entry DX+1 [2]-14
Holdout IQ [2]-12
Machinist (A) IQ+3* [1]-16
Mechanic (Robotics) IQ+3* [1]-16
Mechanic (Starship) IQ+3* [1]-16
Merchant IQ [2]-12
Observation (A) Per [2]-13
Pilot Contragravity DX [2]-12
Running (A) HT [2]-13
Scrounging (E) Per+2 [4]-16
Search (A) Per+1 [4]-15
Stealth (A) DX+2 [8]-15
Streetwise (A) IQ [2]-12
Traps IQ+3* [1]-16
Urban Survival Per [2]-14
Vacuum Suit DX+1 [4]-14
Wrestling DX [2]-13
Gear
Utility Belt: $50, 0.5 lbs
Wrist communicator: $200, 0.05 lbs
Common Clothing:$500, 2 lbs
Mini Toolkit (Electronic Repair) $400, 2 lbs
Mini Toolkit (Electrician) $200, 4 lbs
Mini Toolkit (Mechanic) $200, 4 lbs
Mini Plasma Torch: 1d+2(5) burn $100, 1 lb.
Portable Toolkit (Mechanic) $1200, 10 lbs
Small Backpack: $120, 1.5 lbs
Light Tow Cable: $650, 5 lbs
Armored Goggles: DR 20, protected vision, $100, 0.1 lb
Wrist communicator: $200, 0.05 lbs
Common Clothing:$500, 2 lbs
Mini Toolkit (Electronic Repair) $400, 2 lbs
Mini Toolkit (Electrician) $200, 4 lbs
Mini Toolkit (Mechanic) $200, 4 lbs
Mini Plasma Torch: 1d+2(5) burn $100, 1 lb.
Portable Toolkit (Mechanic) $1200, 10 lbs
Small Backpack: $120, 1.5 lbs
Light Tow Cable: $650, 5 lbs
Armored Goggles: DR 20, protected vision, $100, 0.1 lb
Notes
Medium Encumbrance (Light without his portable toolkit)
Dodge: 9, Parry (Brawl) 10.
Twee is just your basic scavenger caught up in stuff way to big for him, poor bastard. This was a chance to see how Sparrials fare, and I think they'll work far better than Felinoids, mostly because they're a more completely thought-out race (Thanks Beth!). The result is a decidedly non-combat character (he even lacks combat reflexes). I've focused him on theivery, fitting for a sparrial, so this scavenger is a little more aggressive than most scavengers (He's the sort of scavenger that doesn't necessarily wait until a machine is broken to scavenge it). I suspect that will also make him very useful to a group that's willing to bypass their opponents.
Monetarily, I've tried a minimal character, one without weapons or armor (which tend to eat up your budget). He tends to leave his portable toolkit on whatever ship he's serving on, and only carries his mini toolkits into the field. He's good enough to soak up the mini-toolkit penalties. He has a tow cable to help his (natural) climbing skills and to get to hard-to-reach swag, and a large back to carry all of his shiny finds. This all falls within his meager $10,000 budget easily, leaving him with ~$6000. He has $5 million for a ship, but he's not much of a pilot, so hands it off to Jenna, his smuggler companion, if she needs it.
I've noticed a lack of goggles in Ultra-Tech. I've chosen to use the stats for armored lenses as a stand-in for goggles. They mention that they're "glare resistant." If we treat them as protected vision, that should be sufficient.
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