Lancer: No Room for a Wallflower Crossbones: Difference between revisions
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'''Background''': Anti(?)-Pirate Merc | '''Background''': Anti(?)-Pirate Merc | ||
'''GRIT''': | '''GRIT''':2 | ||
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': | '''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 3 | ||
'''HP''' | '''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5 | ||
== Personal Profile == | == Personal Profile == | ||
LL4 <br> | |||
HA Sherman | HA Sherman 3<br> | ||
IPS-N Kidd 1<br> | IPS-N Kidd 1<br> | ||
'''[ SKILL TRIGGERS ]'''<br> | '''[ SKILL TRIGGERS ]'''<br> | ||
Blow Something Up (+ | Blow Something Up (+6)<br> | ||
Get Somewhere Quickly (+6)<br> | Get Somewhere Quickly (+6)<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> | STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.<br> | ||
'''[ TALENTS ]''' | '''[ TALENTS ]''' | ||
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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> | |||
'''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> | '''NUCLEAR CAVALIER''' <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> | '''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> | '''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> | '''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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THERMITE CHARGE<br> | THERMITE CHARGE<br> | ||
STIMS<br> | STIMS<br> | ||
'''[ Core Bonus ]'''<br> | |||
AUTO-STABILIZING HARDPOINT | |||
== Mech Profile == | == Mech Profile == | ||
''' | '''Shiny!''' | ||
'''[ | '''[ Harrison Armory ]''' <br> | ||
'''Hull''': | '''Hull''': 2 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1 | ||
'''STRUCTURE''':4 '''HP''': | '''STRUCTURE''':4 '''HP''':16 '''ARMOR''':1 | ||
'''STRESS''': 4 '''HEAT''': | '''STRESS''': 4 '''HEAT''': 11 '''REPAIR''': 4 | ||
'''ATK BONUS''': + | '''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7 | ||
'''SPD''': | '''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> | '''[ 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> | '''[ SYSTEMS ]''' <br> | ||
SPACEBORN EVA, | |||
'''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> |
Latest revision as of 11:28, 1 December 2022
Return to Lancer: No Room for a Wallflower main page
Callsign: Crossbones[edit]
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[edit]
LL4
HA Sherman 3
IPS-N Kidd 1
[ SKILL TRIGGERS ]
Blow Something Up (+6)
Get Somewhere Quickly (+6)
Pull Rank (+2)
Spot (+2)
STREETWISE: Gain +1 Accuracy on any check outside of mech combat for getting around Evergreen safely and securely.
[ TALENTS ]
CRACK SHOT
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.
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.
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
I Aggressive Heat Bleed: The first attack roll you make on your turn while in the Danger Zone deals +2 Heat on a hit.
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.
III Here, Catch!: You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.
SPACEBORN
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 ]
MOBILITY HARDSUIT: +0 HP, 0 Armor, Speed 5
MEDIUM SIGNATURE WEAPON: Range 5, 2 Kinetic Damage
LIGHT A/C: Threat 1, 1 Kinetic Damage, Can Fight as a Quick Action
MAG-CLAMPS
THERMITE CHARGE
STIMS
[ Core Bonus ]
AUTO-STABILIZING HARDPOINT
Mech Profile[edit]
Shiny!
[ Harrison Armory ]
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 ]
SUPERIOR REACTOR: The Sherman gains +1 accuracy on Engineering checks and saves.
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.
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.
[ CORE SYSTEM ]
ZONE-FOCUS MK IV SOLIDCORE
Protocol
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.
[ WEAPONS ]
ZF4 SOLIDCORE
Integrated Mount [Main Cannon]
Line 4 per charge
1d6 Energy damage per charge
Start with 1 charge, gain 1 each time you Stabilize
Ordnance
FUEL ROD GUN
Integrated Mount [Main CQB]
Range 3, Threat 3
1d3+2 Energy damage
Limited 4
On attack clear 4 heat
BLACKSPOT TARGETING LASER
Flex Mount [Main Rifle]
Range 15
1d3+1 Energy damage
On hit DRONE, SEEKING, and NEXUS weapons and systems gain +1 Accuracy to attack the target until the end of their next turn.
On Crit target also receives Lock On.
TACHYON LANCE
Heavy Mount + Auto-Stabilizing Hardpoints [Superheavy Cannon]
Range 20
2d6 Energy damage + 8 Burn
Ordnance, Heat 4 (self)
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.
[ SYSTEMS ]
SPACEBORN EVA
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.
Indestructible
REDUNDANT SYSTEMS
Expend a charge to Stabilize as a quick action.
Limited 2
ASURA NHP
Tonatiuh, or Tona for short
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.
Limited 2, Heat 3 (self)