[b]Coleman[/b], The Tinker riding [b]Codename: Sasha[/b], The Train [i]"I'm an Engineer. That means I solve problems. Not problems like 'what is beauty,' because that would fall within the purview of your conundrums of philosophy. No, I solve practical problems."[/i] [hider=Look] At first glance, Coleman looks nothing so much like a small, black, upright wingless dragon, not more than four feet tall from toe to top. ("Four and a half, if you include the horns," he insists.) However, as he starts to move, a more careful observer can tell that there's a hint of bronze metallic scales under the soot, grease, and coal dust that coat his arms, face, and hands. His overalls, goggles, and gloves, too, must surely have been colors other than grey and black in the past. He's proud of them. These are his medals, his badges of meritorious service, of time spent in the coal car, whispering sweet nothings to [i]Mighty Natascha[/i] as the coal flies under his claws. Look for Codename Sasha is To Be Determined [/hider] [u][b]Stats:[/b][/u] [b]Iron:[/b] 3. (When in suit, roll Iron for Get Away, [i]Keep Them Busy[/i], and [i]Overcome[/i]) [b]Wisdom:[/b] 2. ([i]Speak Softly,[/i] [i]Talk Sense[/i] when appealing to emotions) [b]Sense:[/b] 1. ([i]Look Closely,[/i] [i]Talk Sense[/i] by explaining a plan) [b]Grace:[/b] 0. ([i]Talk Sense[/i] through trickery, [i]Get Away[/i] when outside Codename Sasha) [b]Blood:[/b] -1. ([i]Overcome[/i] when out of Codename Sasha) [b]Courage:[/b] -1. ([i]Keep Them Busy[/i] when out of Codename Sasha) [u][b]Agendas:[/b][/u] -Don't Scratch The Paint: Punish anyone who disrupts technological advancement or damagesvaluable technology, especially yours. -Improve the World Around You -Tell Us Of Your People -Be Brave, Take Risks [b][u]Moves:[/u][/b] [b]Iron Shell:[/b] Your people may be small and weak, but their battle suits are not. You have a sixth stat, Iron, and you have an additional -1 to assign between your other stats. Iron represents the strength of your inventions, including your Battle Suit and anything you Jury Rig together. -When you Finish Them by outlasting them in a contest of power or endurance, roll +Iron. On a 10+, they pass out. -When you share this Move with another, their Iron stat is +1. -When someone who does not have an Iron stat uses a Move that rolls +Iron, they roll at +0. -Your Iron stat can only be healed by items with the Repair or Fuel tags, instead of Healing or Food. When you Fill Your Belly, you may spend 1 Fuel to heal your Iron stat, either instead of or in addition to spending Food. [b]Battle Suit:[/b] You have a battle suit, unique to you, which is a machine bigger than you that multiplies your strength and power while you ride it. Many of your people use technology to empower themselves, but none are quite like yours. This battle suit is a train egg, and once taken to the Terminus Station, will hatch into a newborn Train. -When operating your Battle Suit, you roll with +Iron to [i]Get Away, Keep Them Busy[/i], and [i]Overcome[/i]. Only you can operate your battle suit smoothly. In the hands of anyone else, it is [i]Clumsy, Slow[/i], and [i]Dangerous[/i]. -Your suit's abilities are listed in your Gear. When you have time and safety, you can spend 1 Fuel to change one Gear option for another option from the same list. -This Move, and the Gear associated with it, cannot be Shared, except through the Tinker Advance option. [hider=Codename Sasha][b]Your Battle Suit is a weapon (Melee) while you ride it. It also has Advanced Weaponry. Choose one:[/b] {X} A full arsenal. Your suit has the tags Dangerous, Ranged, and Piercing, but only one at a time (your choice). You never run out of weapons to use. [ ] A rocket punch, that returns to you by some means. Once per scene, you can make a Move against anyone nearby as if they were right next to you. [ ] An energy cannon (Ranged, Reload, Piercing). [ ] A missile barrage (Ranged, Area, 1 Ammo). [b]Your Battle Suit has an Advanced Movement ability. Choose one:[/b] [ ] Arachnoid: Your Battle Suit can walk on walls and ceilings. {X} Drill: Your Battle Suit can dig through earth and stone. [ ] Glider: Your Battle Suit cannot fly, but it can safely fall any distance and you can control where you land. [ ] Jumper: Your Battle Suit can jump incredible heights, and takes no damage from falling if it lands on its feet. [ ] Rockets: Your Battle Suit can dash along the ground at very high speed, and take long horizontal leaps. [b]Your Battle Suit has a set of Advanced Systems. Choose one:[/b] [ ] Advanced sensors. When you Look Closely in your Battle Suit, ask one additional question, even on a 6-. [ ] An armored core (Armor, 1 Use). [ ] Deployable drones. You have one Bond with them. [ ] Environmental protection. This is Protective Gear, giving your Battle Suit immunity to a Location Stat of your choice. This immunity does not include you, and you are only protected while inside your suit. {X} Remote control. You can pilot your Battle Suit without being in it. If you are a Cyborg, you can control your body parts even when they are separated from you, and your pieces are capable of moving around on their own. [/hider] [b]Jury Rig:[/b] When you fabricate a new device out of existing materials, tell us what you want it to do, [s]spend 1 Use of something,[/s] and roll +Iron. -On a 7+, it works! It does what you wanted it to do, more or less. -On a 9-, it has some problems. Choose one:  Unstable: It will fall apart quickly. The device has only 1 Use, and it breaks at the end of this scene.  Defective: The device has a weird quirk or limitation that requires you to use it only under specific circumstances. The Horizon will describe these circumstances to you. [b]Clear the Path:[/b] When your Battle Suit charges through something standing in its way, roll +Iron. -On a 7+, you charge through and leave a path for your allies to follow. -On a 9-, your reckless charge causes problems. You have to go alone, or leave yourself open to danger, or damage something important, your choice. [b]Free Ride:[/b] You can carry all of the fellowship inside of or on top of your Battle Suit. -When you Get Away using your Battle Suit, you may bring along as many allies as you'd like. [b][u]Tinker's Gear:[/u][/b] -Toolbox of various wrenches and ratchets (Repair, Slow, 2 Uses) -The Dining Car's finest jerky (Food, 3 uses) -Spare parts donated by the [i]Mighty Natascha[/i] herself, lovingly wrapped in the cleanest cloth Coleman has (Fuel, Useful, 3 uses) -Granpappy's Wrench: Once merely a simple pipe wrench, albeit one half as tall as Coleman, this ancient tool has been scrimshawed, engraved, gilded, and lovingly polished by generations of [i]Mighty Natascha[/i]'s mechanics before Coleman. A workman, after all, is only as good as his tools. [b][u]What is the Tinker?[/u][/b] The [i]Mighty Natascha[/i] (blessed be her lineage) is a 3-piston 0-4-4-0 Shay locomotive. She is agile, quick, and powerful, capable of navigating turns, tunnels, and tortured passageways that would surely mire other, lesser locomotives. And she's crewed entirely by a small crew of dedicted, loving, expert mechanics that are eager to jump to repair every minor, nigh-nonexistent issue as it arises, and spend no small amount of time polishing her glowing windows until she gleams. -Your people have never been at the top of the world, and constantly must make do with less. You do not need to spend anything to use [i]Jury Rig[/i]. In addition, the Spare Parts in your Gear gain the [i]Useful[/i] tag [u][b]Initial Bonds:[/b][/u] [b]I am helping Lucien to overcome his fear of Trains, whether he likes it or not.[/b] [b]Ailee is a brilliant example of leadership, and I hate it.[/b] [b]Jackdaw is capable of great things, if she can ever decide what to do.[/b] [hider=Advancement:] When you Level Up, choose an option from the list, then mark it off. You may only choose each option once. You also increase your Level by 1. o Increase your Grace or Courage by 1 (to a maximum value of +3). o Increase one of your stats by 1 (to a maximum value of +3). o Take another Tinker's Custom. o Take another Tinker's Custom, or ask another player to share a Move with you. o Take another Tinker's Custom, or two more Tinker's Gear options. You cannot take an option you already have. o Share either one of your Moves that does not require your Battle Suit with another player, or share your Battle Suit with them. They gain the Iron stat at +1, the suit has one Gear option from any Tinker's Gear list, and you can both pilot each other's Battle Suits without the (Clumsy, Slow, Dangerous) tags. You or they can spend 1 Fuel to change their one Tinker's Gear option for any other Tinker's Gear option. o [b]You have Changed[/b]. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move. [/hider]