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[[Lancer:_No_Room_for_a_Wallflower|Return to Lancer: No Room for a Wallflower main page]] [[File:jaywalker.jpg|200px|right]] == Callsign: Crossbones == '''Name''': Jay Walker '''Background''': Anti(?)-Pirate Merc '''GRIT''':2 '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 3 '''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 == Personal Profile == LL4 <br> HA Sherman 3<br> IPS-N Kidd 1<br> '''[ SKILL TRIGGERS ]'''<br> Blow Something Up (+6)<br> Get Somewhere Quickly (+6)<br> Pull Rank (+2)<br> Spot (+2)<br> STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.<br> '''[ TALENTS ]''' '''CRACK SHOT'''<br> '''I Stable, Steady:''' As a protocol, you may '''steady your aim'''. If you do, you become Immobilized until the start of your next turn but gain +1 Accuracy on all attacks you make with Rifles.<br> '''II Zero In:''' 1/round, while steadying your aim and making a ranged attack with a Rifle, you can attempt to hit a weak point: gain +1 Difficulty on the attack roll, and deal +1d6 bonus damage on a critical hit.<br> '''III Watch This:''' 1/round, when you perform a critical hit with a Rifle while steadying your aim, your target must pass a Hull save or you may choose an additional effect for your attack: *Headshot: They only have line of sight to adjacent spaces until the end of their next turn. *Leg shot: They become Immobilized until the end of their next turn. *Body shot: They are knocked Prone. '''NUCLEAR CAVALIER''' <br> '''I Aggressive Heat Bleed:''' The first attack roll you make on your turn while in the Danger Zone deals +2 Heat on a hit.<br> '''II Fusion Hemorrhage:''' The first ranged or melee attack roll you make on your turn while in the Danger Zone deals Energy instead of Kinetic or Explosive and additionally deals +1d6 Energy bonus damage on a hit.<br> '''III Here, Catch!:''' You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.<br> '''SPACEBORN'''<br> '''I Home in the Void:''' All of your mechs that your build come with built-in EVA capabilities, meaning you suffer no penalties when operating underwater or in zero-g environments. As a quick action, you can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall. '''[ GEAR ]'''<br> MOBILITY HARDSUIT: +0 HP, 0 Armor, Speed 5<br> MEDIUM SIGNATURE WEAPON: Range 5, 2 Kinetic Damage<br> LIGHT A/C: Threat 1, 1 Kinetic Damage, Can Fight as a Quick Action<br> MAG-CLAMPS<br> THERMITE CHARGE<br> STIMS<br> '''[ Core Bonus ]'''<br> AUTO-STABILIZING HARDPOINT == Mech Profile == '''Shiny!''' '''[ Harrison Armory ]''' <br> '''Hull''': 2 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1 '''STRUCTURE''':4 '''HP''':16 '''ARMOR''':1 '''STRESS''': 4 '''HEAT''': 11 '''REPAIR''': 4 '''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7 '''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 12 '''[ TRAITS ]''' <br> '''SUPERIOR REACTOR:''' The Sherman gains +1 accuracy on Engineering checks and saves.<br> '''MATHUR STOP''': When the Sherman clears all heat, you may choose to receive heat equal to half its Heat Cap, putting it in the Danger Zone.<br> '''VENT HEAT''': When you Stabilize the Sherman or it exceeds its Heat Cap, it benefits from soft cover until the start of your next turn.<br> '''[ CORE SYSTEM ]''' <br> '''ZONE-FOCUS MK IV SOLIDCORE'''<br> Protocol<br> Your ZF4 SOLIDCORE immediately gains 3 Charges, to a maximum of 4; additionally, for the rest of this scene, Stabilize generates 2 Charges instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.<br> '''[ WEAPONS ]''' <br> '''ZF4 SOLIDCORE'''<br> Integrated Mount [Main Cannon]<br> Line 4 per charge<br> 1d6 Energy damage per charge<br> Start with 1 charge, gain 1 each time you Stabilize<br> Ordnance<br> '''FUEL ROD GUN'''<br> Integrated Mount [Main CQB]<br> Range 3, Threat 3<br> 1d3+2 Energy damage<br> Limited 4<br> On attack clear 4 heat<br> '''BLACKSPOT TARGETING LASER'''<br> Flex Mount [Main Rifle]<br> Range 15<br> 1d3+1 Energy damage<br> On hit DRONE, SEEKING, and NEXUS weapons and systems gain +1 Accuracy to attack the target until the end of their next turn. <br> On Crit target also receives Lock On.<br> '''TACHYON LANCE'''<br> Heavy Mount + Auto-Stabilizing Hardpoints [Superheavy Cannon]<br> Range 20<br> 2d6 Energy damage + 8 Burn<br> Ordnance, Heat 4 (self)<br> On Attack: If you’re in the Danger Zone, create a cone 3 backblast of burning plasma in the opposite direction to the attack. Characters within the affected area must succeed on an Engineering save or take 4 burn and 2 heat. Until the start of your next turn, the affected area provides soft cover.<br> '''[ SYSTEMS ]''' <br> '''SPACEBORN EVA''' <br> Quick Action: You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.<br> Indestructible<br> '''REDUNDANT SYSTEMS'''<br> Expend a charge to Stabilize as a quick action.<br> Limited 2<br> '''ASURA NHP'''<br> Tonatiuh, or Tona for short<br> ASURA Protocol: 1/scene as a protocol, expend a charge to take two additional quick actions or one additional full action this turn. These actions must obey restrictions on duplicate actions.<br> Limited 2, Heat 3 (self)<br>
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