Lancer: No Room for a Wallflower Phoenix
GRIT: 2 // H: 2, A: 2, S: 2, E: 0
[ SKILL TRIGGERS ]
CHARM (+2), GET A HOLD OF SOMETHING (+2), LEAD OR INSPIRE (+4), READ A SITUATION (+4), WORD ON THE STREET (+4)
[ TALENTS ]
+ Sympathetic Precognition: Your ability to sense the subjectivities of others grants you an uncanny ability to predict your ally’s actions, guiding them with your influence. Once per encounter, when an allied character in line of sight makes a skill check, attack roll or save, that character may choose not to roll, treating their check, attack or save as if they rolled 10 on the d20.
+ Unsanctioned Upgrade Capacity: While resting, you can spend 2 Repairs to replenish 1 use of all Limited and Deployable weapons and systems.
++ Machine Bond: When you Stabilize, you clear Impaired, Jammed, Immobilized, Slowed, and Lock On.
+++ Friends in High Places: Once per mission while resting, you can call in a supply drop. You and your allies may replenish 1 use of all Limited weapons and systems and restore 1 Structure. This doesn’t require any Repairs and can be used even if you have reached your Repair Cap.
+ Armament: You carry a supply of custom ammunition that can be used with all your main ranged weapons. Gain the AMMO CASE system.
AMMO CASE [Limited 6]: 1/turn, when you attack and hit with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost:
- Thumper (1 charge): The attack gains Knockback 1 and deals explosive damage.
- Shock (1 charge): The attack deals energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP energy, whether the result is a hit or miss.
- Mag (1 charge): The attack gains Arcing and deals kinetic damage.
++ Expanded Portfolio: Your AMMO CASE gains new ammunition types, each of which costs two charges rather than one:
- Hellfire (2 charges): The attack deals energy damage and deals any bonus damage as Burn.
- Jager (2 charges): The attack gains Knockback 2, deals explosive damage, and one character hit by the attack – your choice – must succeed on a Hull save or be knocked prone.
- Sabot (2 charges): The attack gains AP and deals kinetic damage.
+++ Efficiency: If you score a critical hit using ammunition from your AMMO CASE, you don’t expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make.
[ LICENSES ]
HORUS: PEGASUS 3, SSC MONARCH 1
[ CORE BONUSES ]
Universal Compatibility: Any time you spend CP to activate a Core System, you may also take a free action to restore all HP, cool all Heat, and roll 1d20: on 20, regain 1 CP.
[ GEAR ]
LIGHT HARDSUIT, LIGHT SIGNATURE, LIGHT A/C, DATAPLATING, INFOSKIN, PATCH
[ SPECIAL BONUSES ]
STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.
LOCAL DIALECT: Gain +1 Accuracy when trying to talk to or persuade people from Evergreen.
Spirit of Freedom
[ HORUS PEGASUS ]
STRUCTURE: 4, HP: 16, ARMOR: 0, STRESS: 4, HEAT: 0, REPAIR: 4
ATK BONUS: +2, TECH ATK: +3, LTD BONUS: 0
SPD: 5, EVA: 10, EDEF: 12, SENS: 10, SAVE: 12
[ WEAPONS ]
Flex Mount: SMARTGUN (Range 15, Damage 4 kinetic, Accurate, Seeking, Smart)
Flex Mount: SUPERHEAVY WEAPON BRACING
Heavy Mount: CYCLONE PULSE RIFLE (Range 15, Damage 3d6+3 kinetic, Accurate, Loading, Reliable 5)
Internal Mount: USHABTI OMNIGUN (Doesn't fire normally. 1/round, as a free action during your turn, you can use it to deal 1 kinetic AP damage to a character within Range 15 and line of sight. This doesn’t count as an attack, hits automatically, ignores cover, bypasses Immunity, and its damage can’t be reduced or ignored in any way. No rule supersedes this.)
[ SYSTEMS ]
AMMO CASE III, CUSTOM PAINT JOB, HUNTER LOCK, PERSONALIZATIONS, EYE OF HORUS, EVA MODULE