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'''Background''': Anti(?)-Pirate Merc
 
'''Background''': Anti(?)-Pirate Merc
  
'''GRIT''':2
+
'''GRIT''':0
  
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 3
+
'''Hull''': 1 '''Agi''': 1 '''Sys''': 0 '''Eng''': 0
  
'''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5
+
'''HP''' 6 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5
  
 
== Personal Profile ==
 
== Personal Profile ==
LL4 <br>
+
LL0 <br>
HA Sherman 3<br>
 
IPS-N Kidd 1<br>
 
  
 
'''[ 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>
 
  
  
 
'''[ TALENTS ]'''
 
'''[ TALENTS ]'''
 +
 +
'''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.
  
 
'''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>
 
'''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>
 
'''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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STIMS<br>
 
STIMS<br>
  
'''[ Core Bonus ]'''<br>
 
AUTO-STABILIZING HARDPOINT
 
  
 
== Mech Profile ==
 
== Mech Profile ==
'''Shiny!'''
+
'''OCCUPATIONAL HAZARD'''
  
  
'''[ Harrison Armory ]''' <br>
+
'''[ GMS EVEREST ]''' <br>
'''Hull''': 2 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1
+
'''Hull''': 1 '''Agi''': 1 '''Sys''': 0 '''Eng''': 0 '''SIZE''':1
  
'''STRUCTURE''':4  '''HP''':16 '''ARMOR''':1
+
'''STRUCTURE''':4  '''HP''':14 '''ARMOR''':0
  
'''STRESS''': 4 '''HEAT''': 11 '''REPAIR''': 4
+
'''STRESS''': 4 '''HEAT''': 4 '''REPAIR''': 5
  
'''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7
+
'''ATK BONUS''': +0 '''TECH ATK''': +0 '''LTD BONUS''': 0 '''SYSPOINTS''': 6
  
'''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 12
+
'''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 10
 
 
 
 
'''[ 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>
 
+
Main Mount [Main Rifle]: '''ASSAULT RIFLE''': Range 10, 1D6 Kinetic Damage, Reliable 2 <br>
'''ZF4 SOLIDCORE'''<br>
+
Flex Mount [Main Cannon]: '''MORTAR''': Range 15, Blast 1, 1D6+1 Explosive Damage, Arcing, Inaccurate <br>
Integrated Mount [Main Cannon]<br>
+
Heavy Mount [Heavy Rifle]: '''ANTI-MATERIEL RIFLE''': Range 20, 2D6 Kinetic Damage, Accurate, Armor Piercing, Loading, Ordnance<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, PERSONALIZATIONS, PATTERN-A DEPLOYABLE COVER, PATTERN-B HEX CHARGES, CUSTOM PAINT JOB
'''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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