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| '''Background''': Anti(?)-Pirate Merc | | '''Background''': Anti(?)-Pirate Merc |
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− | '''GRIT''':2 | + | '''GRIT''':0 |
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− | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 3 | + | '''Hull''': 1 '''Agi''': 1 '''Sys''': 0 '''Eng''': 0 |
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− | '''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 | + | '''HP''' 6 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 |
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| == Personal Profile == | | == Personal Profile == |
− | LL4 <br>
| + | LL0 <br> |
− | HA Sherman 3<br>
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− | IPS-N Kidd 1<br>
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| '''[ SKILL TRIGGERS ]'''<br> | | '''[ SKILL TRIGGERS ]'''<br> |
− | Blow Something Up (+6)<br> | + | Blow Something Up (+2)<br> |
− | Get Somewhere Quickly (+6)<br> | + | Get Somewhere Quickly (+2)<br> |
| Pull Rank (+2)<br> | | Pull Rank (+2)<br> |
| Spot (+2)<br> | | Spot (+2)<br> |
− | STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.<br>
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| '''[ TALENTS ]''' | | '''[ TALENTS ]''' |
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| + | '''BRUTAL''' <br> |
| + | '''I Predator:''' When you roll a 20 on a die for any attack (sometimes called a ‘natural 20’) and critical hit, you deal the maximum possible damage and bonus damage. |
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| '''CRACK SHOT'''<br> | | '''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> | | '''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>
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− | '''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:
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− | *Headshot: They only have line of sight to adjacent spaces until the end of their next turn.
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− | *Leg shot: They become Immobilized until the end of their next turn.
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− | *Body shot: They are knocked Prone.
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− | '''NUCLEAR CAVALIER''' <br>
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− | '''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>
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− | '''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>
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− | '''III Here, Catch!:''' You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.<br>
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| '''SPACEBORN'''<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. | | '''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. |
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| '''[ GEAR ]'''<br> | | '''[ GEAR ]'''<br> |
− | MOBILITY HARDSUIT: +0 HP, 0 Armor, Speed 5<br> | + | MOBILITY HARDSUIT, MEDIUM SIGNATURE WEAPON, LIGHT A/C, MAG-CLAMPS, THERMITE CHARGE, STIMS<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> | |
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− | '''[ Core Bonus ]'''<br>
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− | AUTO-STABILIZING HARDPOINT
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| == Mech Profile == | | == Mech Profile == |
− | '''Shiny!''' | + | '''Occupational Hazard''' |
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− | '''[ Harrison Armory ]''' <br>
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− | '''Hull''': 2 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1
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− | '''STRUCTURE''':4 '''HP''':16 '''ARMOR''':1
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− | '''STRESS''': 4 '''HEAT''': 11 '''REPAIR''': 4
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− | '''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7
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− | '''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 12
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− | '''[ TRAITS ]''' <br>
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− | '''SUPERIOR REACTOR:''' The Sherman gains +1 accuracy on Engineering checks and saves.<br>
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− | '''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>
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− | '''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>
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− | '''[ CORE SYSTEM ]''' <br>
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− | '''ZONE-FOCUS MK IV SOLIDCORE'''<br>
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− | Protocol<br>
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− | 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>
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− | '''[ WEAPONS ]''' <br>
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− | '''ZF4 SOLIDCORE'''<br>
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− | Integrated Mount [Main Cannon]<br>
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− | Line 4 per charge<br>
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− | 1d6 Energy damage per charge<br>
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− | Start with 1 charge, gain 1 each time you Stabilize<br>
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− | Ordnance<br>
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− | '''FUEL ROD GUN'''<br>
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− | Integrated Mount [Main CQB]<br>
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− | Range 3, Threat 3<br>
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− | 1d3+2 Energy damage<br>
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− | Limited 4<br>
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− | On attack clear 4 heat<br>
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− | '''BLACKSPOT TARGETING LASER'''<br>
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− | Flex Mount [Main Rifle]<br>
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− | Range 15<br>
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− | 1d3+1 Energy damage<br>
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− | On hit DRONE, SEEKING, and NEXUS weapons and systems gain +1 Accuracy to attack the target until the end of their next turn. <br>
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− | On Crit target also receives Lock On.<br>
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− | '''TACHYON LANCE'''<br>
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− | Heavy Mount + Auto-Stabilizing Hardpoints [Superheavy Cannon]<br>
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− | Range 20<br>
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− | 2d6 Energy damage + 8 Burn<br>
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− | Ordnance, Heat 4 (self)<br>
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− | 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>
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− | '''[ SYSTEMS ]''' <br>
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− | '''SPACEBORN EVA''' <br>
| + | [ GMS EVEREST ] <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>
| + | STRUCTURE: 4, HP: 14, ARMOR: 0, STRESS: 4, HEAT: 0, REPAIR: 5 <br> |
− | Indestructible<br>
| + | ATK BONUS: 0, TECH ATK: 0, LTD BONUS: 0 <br> |
| + | SPD: 4, EVA: 9, EDEF: 8, SENS: 10, SAVE: 10 <br> |
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− | '''REDUNDANT SYSTEMS'''<br>
| + | [ WEAPONS ] <br> |
− | Expend a charge to Stabilize as a quick action.<br>
| + | Main Mount: ASSAULT RIFLE <br> |
− | Limited 2<br>
| + | Flex Mount: MORTAR <br> |
| + | Heavy Mount: CANTI-MATERIAL RIFLE RIFLE <br> |
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− | '''ASURA NHP'''<br>
| + | [ SYSTEMS ] <br> |
− | Tonatiuh, or Tona for short<br>
| + | SPACEBORN EVA, PERSONALIZATIONS, PATTERN-A DEPLOYABLE COVER, PATTERN-B HEX CHARGES, CUSTOM PAINT JOB |
− | 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>
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− | Limited 2, Heat 3 (self)<br>
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