IPC:Bastion Kael: Difference between revisions

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|AGI||SMA || SPI ||STR||VIG
|AGI||SMA || SPI ||STR||VIG
|-
|-
| d8|| d6-1|| d6|| d8||d10
| d10|| d6-1|| d6|| d8||d10
|}
|}
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<br>
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|Pace||Run||Parry || Size ||Tough
|Pace||Run||Parry || Size ||Tough
|-
|-
| 6"|| d6|| 7*|| 3||16 (6)
| 6"|| d6|| 8*|| 3||16 (6)
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|-
|colspan="5"| Ranged attackers use Parry as TN
|colspan="5"| Ranged attackers use Parry as TN
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|+Skills
|+Skills
|-
|-
| Athletics || d8 ||Common K. || d4-1 || Fighting || d10
| Athletics || d8 ||Common K. || d4-1 || Fighting || d12
|-
|-
|Intimidation || d6 ||Notice || d6-1 || Persuasion || d4
|Intimidation || d6 ||Notice || d6-1 || Persuasion || d4
|-
|-
|Shooting || d10 ||Stealth || d6 || ||
|Shooting || d12 ||Stealth || d4 || ||
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|-
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|Additional Actions: -2 MAP or +1 to a single action
|Additional Actions: -2 MAP or +1 to a single action
|-
|-
|Deadeye: +1d6 damage to conventional ranged weapons
|Regeneration: roll Vigor once/day to recover wounds
|-
|-
|Regeneration: roll Vigor once/day to recover wounds
|Super Attribute: Agility
|-
|-
|Super Edge x2
|Super Edge: Missile Deflection; Sidekick
|-
|-
|Super Skill: +1 die type to Shooting.
|Super Skill: +1 die type to Shooting
|}
|}



Revision as of 20:19, 20 February 2025

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Name: Bastion Kael & V.E.S.P.E.R.
Role: Half-Giant Cyborg Soldier & Hard-Light AI Tactician
Experience:
Quote: "A job’s a job, but my honor stays intact. Strength exists for a reason—use it wisely, or don’t bother having it at all. And if you ever find yourself stuck between realities with a spoiled AI wearing a ballgown in your head? Just roll with it."
Player: Eplov
Attributes
AGI SMA SPI STR VIG
d10 d6-1 d6 d8 d10


Derived
Pace Run Parry Size Tough
6" d6 8* 3 16 (6)
Ranged attackers use Parry as TN


Skills
Athletics d8 Common K. d4-1 Fighting d12
Intimidation d6 Notice d6-1 Persuasion d4
Shooting d12 Stealth d4
Edges
Cyborg
Trademark Weapon: +1 to Shooting & Parry while using Clarisse
First Strike: Free attack when enemy closes into Melee range
Sidekick: V.E.S.P.E.R.
Missile Deflection: Ranged attackers use character’s Parry as base TN.


Hindrances
Code of Honor
Amorous
Loyal
Obligation
Sudden Shakes: Distracted on Action Card of Club.
Super Powers
Additional Actions: -2 MAP or +1 to a single action
Regeneration: roll Vigor once/day to recover wounds
Super Attribute: Agility
Super Edge: Missile Deflection; Sidekick
Super Skill: +1 die type to Shooting
Cybernetics
Combat Edge: Martial Artist
Integrated Gear: Power Gauntlets & Hard-Light Emitters
Targeting System: Reduce 2 points of direct-fire penalties
Enhanced Vision: 50x magnification, negate 4 points of illumination penalties, +2 to Notice (Sight)
Comms: An integrated communications suite that can connect to other comm devices within 20 miles.
Equipment
  • Power Gauntlets: Str + 2d6; Power, Heavy Weapon, Repulse
    • Repulse
  • Laser Rifle: 30/60/120 3d6 AP 2 ROF 3 Shots 30;
    • Red Dot Sight: +1 to Shooting in Short & Medium Range
  • Frag Grenade: 5/10/20 3d6 MBT
  • Stun Grenade: 5/10/20 Vigor -2 or Stun in MBT
  • Smoke Grenade: 5/20/20 Heavy Concealment in LBT
  • Infantry Battle Suit & Helmet: Armor 6
  • Hard-Light Emitters
  • Other Gear
V.E.S.P.E.R.
  • Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
  • Skills: Athletics d6, Fighting d8, Notice d6, Focus ?
  • Pace: 8; Parry: 6; Toughness: 10
  • Edges: Fleet-Footed, Arcane Background (Gifted), Extraction
  • Hindrances: Quirk (Hates falsehoods), Stubborn
  • Special Abilities:
  • Kick: Str+d4, to the front or rear as desired.
  • Horns: Str+d4+4 when attacking after running at least 5".
  • Size 3: A large creature that appears drawn in the air.
  • Power: Wall Walker
Bio

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