MURB, the Methodical Tatsuashan Mechanic
Trouble: “You know, what would work much better is if there was an activation switch both there and here in case you were standing over here when you needed to turn it on….”
Aspect: Just one more project…
Homeworld: Murb would describe it in this way: “It is warm. And soft. And dark. And moist. It is where it begins. It is a part of us. Not separate. We are it. It is us. It is comfort. It is stability. It is…home.” Imagine if hobbits were slugs, and you get the idea.
Aspect: Warm and humid, the way I like it.
Why Bulldogs?: It was all about the starship. The thought of adventure or wealth or fame never crossed Murb’s mind. It was, and always has been, about the ship. The Class D. Murb can still remember the first time stepping aboard – the lights, the knobs, the sounds, the smells. Murb was mesmerized like a child in shop full of candy and the latest toys. Murb knew that day that being a part of the ship, knowing its every detail, working with it on a daily basis, was the dream. Murb worked hard to become the best, because it was Murb’s passion. The day the position of mechanic opened for a Class D ship, Murb jumped at the chance. To be the head mechanic of this ship…glorious.
Aspect: Best Class D mechanic in the galaxy
Aspect: Methodical, deliberate in action
Skills:
Great (+4): Engineering
Good (+3): Notice, Will
Fair (+2): Shoot, Stealth, Pilot
Average (+1): Lore, Athletics, Fight, Physique
Special Skills:
Slime trail [–2]: Tetsuashans move using a pad or “foot” that allows them to cling to sheer surfaces. They may climb any normal surface as if they were walking at their normal slow pace without needing to make an Athletics roll, and they gain a +4 to Athletics when climbing a surface that’s slippery, slick, or completely upside-down. They exude a gooey slime to ease their travel and leave wet trails behind that gradually dry into a crust and eventually a powder.
Squish [–2]: A Tetsuashan lacks bones and can squeeze its body down to an extremely small size. It can fit through very small or narrow openings easily, without the need for an Athletics roll.
Resilient [–2]: Tetsuashans heal far more quickly than the norm. This healing ability doesn’t apply to extreme consequences, but all lesser damage heals at a faster rate. Out of combat, Tetsuashans recover physical consequences as if they were one level lower (a moderate recovers as if it were mild, etc.). Additionally, in combat once per scene a Testsuashan may clear away a mild physical consequence with a supplemental action.
Regenerative powers [0]: No wound is permanent for Tetsuashans. Even extreme consequences will heal given enough time—usually a couple of years, but sometimes as fast as a few months.
Even lost limbs or organs will regrow.
Poisoned by Salt [+2]: Salt is extremely toxic to Tetsuashans. Just coming in contact with salt causes 1 stress, and every round a Tetsuashan remains in contact, the salt continues to inflict 1 additional stress. If attacked with salt, the Damage is increased by 1.
Reduced Speed [+1]: The Tetsuashan method of locomotion, while useful for climbing, is particularly slow. Moving even within the same zone in combat, such as to take cover, requires a supplemental action. Moving more than one zone requires all of the Tetsuashan’s concentration and an Athletics roll; no additional actions may be taken. Tetsuashans may not move more than two zones in a single round no matter how high they roll on Athletics.
Stunts:
Sharp Eyes: You’re always laying a keen eye on your environment. You gain a +2 on Alertness checks to notice important clues or situations that others have overlooked.
Jury-rigger: You can make the best of makeshift materials. When you lack the proper tools or materials, you can still affect repairs or build temporary machinery or systems. Difficulties assessed because of lack of parts or tools are reduced by two, but your jury-rigged solution will only last through one task or scene.
Stay on target: You’re a deliberate shooter. Taking slow and careful aim can be done as a maneuver, placing an aspect on your target—such as In My Sights. When performing an aiming maneuver against a target, you may roll your Shoot at +1 to place the aspect, +2 if you’ve brought along a targeting scope or similar aiming device—this is in addition to whatever bonuses the scope itself provides.