Difference between revisions of "Lancer: No Room for a Wallflower Crossbones"

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'''GRIT''':2
 
'''GRIT''':2
  
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2
+
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 3
  
 
'''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5
 
'''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5
  
 
== Personal Profile ==
 
== Personal Profile ==
LL3 <br>
+
LL4 <br>
HA Sherman 2<br>
+
HA Sherman 3<br>
 
IPS-N Kidd 1<br>
 
IPS-N Kidd 1<br>
  
 
'''[ SKILL TRIGGERS ]'''<br>
 
'''[ SKILL TRIGGERS ]'''<br>
Blow Something Up (+4)<br>
+
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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'''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>
 
'''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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'''[ Harrison Armory ]''' <br>
 
'''[ Harrison Armory ]''' <br>
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1
+
'''Hull''': 2 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1
  
'''STRUCTURE''':4  '''HP''':14 '''ARMOR''':1
+
'''STRUCTURE''':4  '''HP''':16 '''ARMOR''':1
  
'''STRESS''': 4 '''HEAT''': 10 '''REPAIR''': 4
+
'''STRESS''': 4 '''HEAT''': 11 '''REPAIR''': 4
  
 
'''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7
 
'''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7
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'''[ WEAPONS ]''' <br>
 
'''[ WEAPONS ]''' <br>
  
'''SOL-PATTERN LASER RIFLE'''<br>
+
'''ZF4 SOLIDCORE'''<br>
Main Mount [Main Rifle]<br>
+
Integrated Mount [Main Cannon]<br>
''Auto-stabilizing Hardpoint:'' +1 Accuracy<br>
+
Line 4 per charge<br>
Range 8<br>
+
1d6 Energy damage per charge<br>
1D6 Energy Damage + 1 Burn <br>
+
Start with 1 charge, gain 1 each time you Stabilize<br>
1 Heat to Self<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>
 
'''BLACKSPOT TARGETING LASER'''<br>
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On Crit target also receives Lock On.<br>
 
On Crit target also receives Lock On.<br>
  
'''STEELPUNCH HEAVY NEEDLEBEAM''' <br>
+
'''TACHYON LANCE'''<br>
Heavy Mount [Heavy Rifle]<br>
+
Heavy Mount + Auto-Stabilizing Hardpoints [Superheavy Cannon]<br>
Range 15<br>
+
Range 20<br>
4 AP Energy Damage<br>
+
2d6 Energy damage + 8 Burn<br>
If the target has at least 1 armor, deal +1d6 bonus damage<br>
+
Ordnance, Heat 4 (self)<br>
Auto-Stabilizing Hardpoint: Attacks with this weapon have +1 accuracy.
+
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>
 
 
'''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>
 
  
'''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>
 
  
  
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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>
 
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>
 
Indestructible<br>
 
'''REACTOR STABILIZER'''<br>
 
You may reroll overheating checks, but must keep the second result, even if it’s worse.<br>
 
  
 
'''REDUNDANT SYSTEMS'''<br>
 
'''REDUNDANT SYSTEMS'''<br>
 
Expend a charge to Stabilize as a quick action.<br>
 
Expend a charge to Stabilize as a quick action.<br>
 
Limited 2<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 04:28, 1 December 2022

Return to Lancer: No Room for a Wallflower main page

Jaywalker.jpg

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)