Kazuma Sakamaki

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Kazuma Sakamaki[edit]

Before becoming a lancer, Kazuma was a sumo wrestler: a yokozuna in the makuuchi division. Surprisingly maintaining his title well into his thirties, the sumo's aim looked to be the champion of the sumo league. When it was discovered that he had the aptitude to be a lancer, he found himself charmed by the idea of metal giants clashing and made the decisive decision to retire and begin a new life.

Appearance: Standing at 6'4", Kazuma was already a big man. After the lancer modifications, he's now much leaner, though still retains his size as fat has been replaced with augmented muscle. Kazuma possesses strong, blocky facial features and he wears his hair in a traditional top knot. Naturally broad shouldered, his muscles look more like slabs of armour, his arms and legs rather thick. Despite his intimidating appearance, he has softer, friendly looking eyes and smiles frequently.

Traits[edit]

Background: Celebrity/Athelete - Etiquette (Cultural, Class), Martial Arts (Unarmed), Persuasion (charisma, reputation)

  • Boisterous
  • Large
  • Steadfast

Personal Gear[edit]

  • Extra Rations
  • First Aid Medi-Gel
  • Wilderness Survival-Kit
  • Handheld Printer
  • Sleeping Bag
  • G.L.O.O Gun

Talent Points[edit]

  • Executioner I
    • Backswing Cut (Rank I): Gain cleave with all superheavy or heavy melee weapons. The first time you hit on a turn with a superheavy or heavy melee weapon, you can make a second attack for free against a different target in your reach.
  • Grease Monkey I
    • Machine Bond (Rank I): You can no longer fail engineering skill checks to stabilize systems, and can choose 3 choices instead of 2. Your mech storage increases by 3 discrete items.
  • Lancer II
    • Momentum (Rank I): When you take the boost action, you can make a single free melee attack after your boost finishes against a target in reach with +1 Accuracy.
    • Afterburner Charge (Rank II): When you take the boost action, if you move in a straight line, you can make a ram attack as a free action against a target in reach at the end of your boost with +2 Accuracy.

Licenses[edit]

  • IPS-N Nelson I
    • +4HP, +1 Hull. War Pike, Bulwark Mods.

MECH: Knightmare[edit]

GMS Standard Pattern I core

Size 1 mech
H +1
A +1
S +0
E -1
Targeting: +0 Melee: +0
Ranged: +0
Invasion: +0
Scan: +0
Stabilize: +0
Armor: 1
HP: 20 Repair Rate: 5
Evasion: 9 Repair Cap: 8
EDefense: 8 Heat Capacity: 10
Speed: 6 Cooling Rate: 5
Sensors: 10
Storage: 6

Weapons:

  • GMS Type I MC-HB
    • Heavy Melee (Hammer)
    • Reach, 2d6 kinetic damage
  • Integrated GMS Type I MC-P
    • Auxiliary CQP (Pistol)
    • Range 10, 1d3 kinetic damage

Systems:

  • Personalizations (Extra pair of legs)
    • +2 hp
    • When you take this mod, establish with your GM 1 minor effect or modification you have made to your mech. This mod cannot grant any statistical or combat benefit to your mech other than the hp benefit, but could provide other useful effects.
    • However, If your GM agrees that these mods would help you with a particular skill check, they can give you +1 Accuracy on the check.
  • Bulwark Mods
    • Your mech has extended or armored arms or legs, redundant motor systems, or is otherwise reinforced for harsh terrain. Ignore difficult terrain, and you can re-roll failed dangerous terrain checks. You must accept the second result.
  • GMS EVA Module
    • Your mech counts as having a propulsion system in space and underwater situations.
  • GMS Modular Ceramo/Ferrous Plated Armour
    • +1 armour

Hardsuit[edit]

Size 1/2 mech

  • H -2
  • A +5 Invasion: -2
  • S -2 Scan: -2
  • E -2 Stabilize: -2
  • Targeting: +1
  • Armor: 0
  • HP: 10 Repair Rate: 2
  • Evasion: 13 Repair Cap: 8
  • EDefense: 8
  • Speed: 10
  • Sensors: 8

Pilot weapon

  • Range 8, Pilot Weapon
  • 1d3 kinetic damage.