Lancer: No Room for a Wallflower Crossbones

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Jaywalker.jpg

Callsign: Crossbones

Name: Jay Walker

Background: Anti(?)-Pirate Merc

GRIT:2

Hull: 1 Agi: 2 Sys: 0 Eng: 2

HP 8 Armor 0 E-Def 10 Eva 10 Spd 5

Personal Profile

LL3
HA Sherman 2
IPS-N Kidd 1

[ SKILL TRIGGERS ]
Blow Something Up (+4)
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.

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

Mech Profile

Shiny!


[ Harrison Armory ]
Hull: 1 Agi: 2 Sys: 0 Eng: 2 SIZE:1

STRUCTURE:4 HP:14 ARMOR:1

STRESS: 4 HEAT: 10 REPAIR: 4

ATK BONUS: +2 TECH ATK: -1 LTD BONUS: 1 SYSPOINTS: 7

SPD: 4 EVA: 9 EDEF: 8 SENS: 10 SAVE: 12


[ WEAPONS ]
Main Mount [Main Rifle]SOL-PATTERN LASER RIFLE
Auto-stabilizing Hardpoint: +1 Accuracy
Range 8
1D6 Energy Damage + 1 Burn
1 Heat to Self

Flex Mount [Main Rifle]: BLACKSPOT TARGETING LASER 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.

Heavy Mount [Heavy Rifle]: ANTDROMEDA-PATTERN HEAVY LASER RIFLE Range 12
2D6 Kinetic Damage + 3 Burn
3 Heat to Self

Integrated Mount [Main CQB]: FUEL ROD GUN Range 3, Threat 3
1d3+2 Energy damage
Limited 4
On attack clear 4 heat

Integrated Mount [Main Cannon]: ZF4 SOLIDCORE Line 4 per charge
1d6 Energy damage per charge
Start with 1 charge, gain 1 each time you Stabilize
Ordnance

[ 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

REACTOR STABILIZER<br> You may reroll overheating checks, but must keep the second result, even if it’s worse.

REDUNDANT SYSTEMS
Expend a charge to Stabilize as a quick action.
Limited 2