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Spacer Ashleigh Price
Name Ashleigh Price
Position Engineer
Rank Spacer
Character Information
| Callsign(s) | Tinker | |
| Pronouns | She/Her/They/Them | |
| Age | 28 |
Physical Appearance
| Physical Description | Standing at 5ft 7" Ashleigh Price's figure is lean almost to the point of being wiry. Slim muscle groups stand clearly defined against her pale skin, though said skin is almost always blemished with some kind of mechanical grease or soot by the end of a working day. She has black hair, the bangs of which are usually held from her eyes by tinted welding goggles. | |
| Distinguishing Features | On the average day Ashleigh favors simple clothing suited to industrial tasks e.g; combat pants and a tank top, with a heavy duty toolbelt wrapped about her waist and a medical kit strapped to her hip. Her almost ever-present shotgun is worn on a quick release sling, kept tight to her back until it is needed at which point she unfastens the sling and brings the weapon to bear. If she bothers with makeup these days it tends to be a black lipstick, smudged up eyeliner and perhaps some streaks of engine grease on her cheeks as though she were an american football player or a tribal warrior. Her logic is this look is the least likely to be ruined by the end of a day working with black engine grease and soot. If Ashleigh is expecting shore leave or a more relaxed day her garb becomes a more feminine fare. Pleated skirts, knee high socks, heels and choker tops are a favourite fit, though it varies. Whilst the gothic black makeup look may remain, there's also a chance she'll favour bolder colors like blue, green or red lips with eyeshadow to match. The shotgun remains, worn with all the confidence one might wear a handbag. |
Family
| Immediate Family | Ashleigh's parents live aboard Meridian Station in the Delphi Channel. | |
| Extended Family/Clan | She has aunt's and uncles aboard Meridian Station and considers many of the people she grew up with on that station to be family through friendship. |
Personality & Traits
| Strengths & Weaknesses | Strengths: Fast learner. Excellent mechanical and medical knowledge. Calm in crisis. Weaknesses: Poor focus and & organisation skills; will sometimes need reminding of assigned duties. Physically weedy. May need help lifting heavy objects during regular duties. No formal education. Whilst Ashleigh is learning fast there are some surprising gaps in her knowledge. |
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| Ambitions | Earn a living wage. Try to do some good on her travels. Overthrow the governing body of Meridian Station. |
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| Hobbies & Interests | Heavy machinery and industrial grade cyborgs. She finds these things 'sexy' in the way contemporary readers might motorbikes and exotic cars. Blueprints and posters of these things line her walls. Reading both fiction and non-fiction. Without a formal education Ashleigh has taken to collecting books, reading at a rapid rate to catch up on what she has missed out on. Her room on the ship is practically a library. Fashion and makeup. Whilst her day to day duties demand tomboyish fashion, on the days she can relax she likes to spruce up and be a bit of a girly girl. |
History
| Background Vow | LIBERATE MERIDIAN STATION OF ITS UNYIELDING AUTHORITY Having grown up aboard Meridian Station Ashleigh is eager to liberate it of its unyielding authority. This is no small feat however. The company keeps tens of thousands in its iron grip on Meridian alone and has resources beyond this. Simply fighting back on Meridian would not be enough to free her people. |
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| Crew Connections | Having grown up aboard Meridian Station Ashleigh is eager to liberate it of it's unyielding authority. This is no small feat however. The company keeps tens of thousands in its iron grip on Meridian alone and has resources beyond this. Simply fighting back on Meridian would not be enough to free her people. | |
| Personal History | Born on Meridian Station in the Delphi Channel, Ashleigh had no formal education growing up but a voracious appetite for knowledge. Working for Meridian from the age of 12 she quickly became the 'fix it girl', repairing mining equipment and people alike when things went wrong on the massive mobile gas harvesting platform. She took to being armed with a shotgun after a mineral cluster scooped from one gas cloud came with an unexpected and oversized population of insectile forgespawn monsters. Once Ashleigh hit adulthood she found an opportunity to leave Meridian Station working as a shiphand and she has since begun rapidly catching up on her lack of formal education. Whilst she often maintains a hammock in the engineering bay, Ashleigh's own room tends to be filled with books and collectibles. Her walls are decorated with blueprints and pictures of mechs and other heavy machinery or cyborgs she finds 'sexy'. Ashleigh's nickname and callsign "Tinker" is derived from "Tinkerbelle", a name the less tolerant people of Meridian Station teased her with for being more feminine than expected of people born assigned in the masculine gender. She has since grown into her femininity and adopted the nickname as her own with the abbreviation "Tinker" being a nod towards her fondness for toying with mechanical or electronic components. |
Assets
| Asset #1 | PATH Archer (1/3)(Reflavored to shotgunner) If you wield a shotgun... 1) You carry 6 ammo. When you Strike or Clash, you may add +1 or +2 and suffer that amount as -ammo. To replenish your ammo by crafting projectiles, roll +wits. On a strong hit, take up to +6 ammo. On a weak hit, take up to +4 ammo and Sacrifice Resources (-1). On a miss, Sacrifice Resources (-1). 2)You may Enter The Fray by unleashing a volley of bow shots. If you do, roll +ammo and suffer -1 ammo. On a hit, mark progress. 3) When you load a specialized projectile such as a zip line, explosive, or electromagnetic disrupter, suffer -1 ammo. If you then take your shot by making a move, you may preset your action die to 5. On a hit, envision the effects and take +1 momentum. |
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| Asset #2 | PATH Gearhead (1/3) 1) When you make a move to craft, repair, repurpose, or modify equipment or technology, add +1 and take +1 momentum on a hit. 2) When you Gather Information by studying or disassembling a machine or device, reroll any dice. On a match, you reveal an unexpected function, capability, or danger; mark 1 tick on your discoveries legacy track. 3) With sufficient time (a couple of hours or more), you may Secure an Advantage to assemble or enhance a device for a powerful but limited role. On a hit, the device is ready for use. One time only, when you or an ally make a move aided by the device, take an automatic strong hit. If you are in a fight, also mark progress. |
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| Asset #3 | PATH Healer (1/3) 1) When you give medical care to Heal yourself or another character, add +1. If you are treating someone other than yourself, take +1 spirit or +1 momentum on a hit. 2) When you Gather Information by studying medical evidence or biological remains, add +1 and take +1 momentum on a hit. On a strong hit with a match, you also reveal an unexpected medical anomaly; mark 1 tick on your discoveries legacy track. 3) Once every day or so, when you are in a safe place with plenty of time on your hands, you may Sacrifice Resources (-1) and provide basic medical care for yourself, companions, or allies without risk. If you do, roll only your action die. On a 1-4, automatically give +1 health to everyone whose health is greater than 0. On a 5-6, make it +2. |
Character Sheet
| Crew Link URL | https://starforged-crew-link.scottbenton.dev/characters/ZcMURkV5IqJZPo6EJPce?tab=assets |
Combat Gear
| Weapons | Francesco "Thumper" 12 gauge: Simple but effective, the "Thumper" is a 12 gauge pump action shotgun. Whilst physical projectiles are largely considered dated a place for them remains for those looking to swap ammo types on the fly. Ashleigh's standard combat load is buckshot but she keeps a number of specialist rounds on hand (like dragonsbreath, frag, slug or sabot rounds) for when extra kick is required. She is looking into carrying more utility rounds and potentially upgrading to a fully automatic shotgun model in the future. Knife: Nothing special about this. If it comes to using the knife in a fight something has gone very very wrong. Toolkit: Not really a weapon persay but in a pinch the various wrenches, hammers and blowtorches Ashleigh keeps on her person can be weaponized. |
Tools & Equipment
| Tools & Devices | Flashlights/headlamps (From Spacer Kit) Combat Medkit (Enhanced by Healer Asset): Includes bandages, tourniquets, splints, medical adhesives, painkillers and nanite healing gels (though these require calibration to subjects). Heavy Engineering Toolkit (Enhanced by Gearhead Asset): Includes regular toolkit (hammers, wrenches, screwdrivers, etc), plus specialist gear like welding/cutting torches and emergency hull repair kits. Personal Communicator (From Spacer Kit) |
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| Survival Gear | Sealed Environment Suit (From Spacer Kit) |