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

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(Personal Profile)
Line 7: Line 7:
 
'''Background''': Anti(?)-Pirate Merc
 
'''Background''': Anti(?)-Pirate Merc
  
'''GRIT''':1
+
'''GRIT''':2
  
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 1
+
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2
  
'''HP''' 7 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5
+
'''HP''' 8 '''Armor''' 0 '''E-Def''' 10 '''Eva''' 10 '''Spd''' 5
  
 
== Personal Profile ==
 
== Personal Profile ==
LL2 <br>
+
LL3 <br>
HA Sherman 1<br>
+
HA Sherman 2<br>
 
IPS-N Kidd 1<br>
 
IPS-N Kidd 1<br>
  
 
'''[ SKILL TRIGGERS ]'''<br>
 
'''[ SKILL TRIGGERS ]'''<br>
Blow Something Up (+2)<br>
+
Blow Something Up (+4)<br>
 
Get Somewhere Quickly (+6)<br>
 
Get Somewhere Quickly (+6)<br>
 
Pull Rank (+2)<br>
 
Pull Rank (+2)<br>
Line 29: Line 29:
 
'''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>
  
 
'''NUCLEAR CAVALIER''' <br>
 
'''NUCLEAR CAVALIER''' <br>
Line 48: Line 49:
  
 
== Mech Profile ==
 
== Mech Profile ==
'''OCCUPATIONAL HAZARD'''
+
'''Shiny!'''
  
  
'''[ GMS EVEREST ]''' <br>
+
'''[ Harrison Armory ]''' <br>
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 1 '''SIZE''':1
+
'''Hull''': 1 '''Agi''': 2 '''Sys''': 0 '''Eng''': 2 '''SIZE''':1
  
'''STRUCTURE''':4  '''HP''':15 '''ARMOR''':0
+
'''STRUCTURE''':4  '''HP''':14 '''ARMOR''':1
  
'''STRESS''': 4 '''HEAT''': 7 '''REPAIR''': 5
+
'''STRESS''': 4 '''HEAT''': 10 '''REPAIR''': 4
  
'''ATK BONUS''': +1 '''TECH ATK''': +0 '''LTD BONUS''': 0 '''SYSPOINTS''': 7
+
'''ATK BONUS''': +2 '''TECH ATK''': -1 '''LTD BONUS''': 1 '''SYSPOINTS''': 7
  
'''SPD''': 5 '''EVA''': 10 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 11
+
'''SPD''': 4 '''EVA''': 9 '''EDEF''': 8 '''SENS''': 10 '''SAVE''': 12
  
  
 
'''[ WEAPONS ]''' <br>
 
'''[ WEAPONS ]''' <br>
Main Mount [Main Rifle]: '''SOL-PATTERN LASER RIFLE''': Range 8, 1D6 Energy Damage + 1 Burn, 1 Heat to Self <br>
+
Main Mount [Main Rifle]'''SOL-PATTERN LASER RIFLE'''<br>
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.<br>
+
''Auto-stabilizing Hardpoint:'' +1 Accuracy<br>
Heavy Mount [Heavy Rifle]: '''ANTI-MATERIEL RIFLE''': Range 20, 2D6 Kinetic Damage, Accurate, Armor Piercing, Loading, Ordnance<br>
+
Range 8<br>
Integrated Mount [Main CQB]: '''FUEL ROD GUN''': Range 3, Threat 3, 1d3+2 Energy damage, Limited 3, On attack clear 4 heat<br>
+
1D6 Energy Damage + 1 Burn <br>
 +
1 Heat to Self<br>
  
 +
Flex Mount [Main Rifle]: '''BLACKSPOT TARGETING LASER'''
 +
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>
 +
 +
Heavy Mount [Heavy Rifle]: '''ANTDROMEDA-PATTERN HEAVY LASER RIFLE'''
 +
Range 12<br>
 +
2D6 Kinetic Damage + 3 Burn<br>
 +
3 Heat to Self<br>
 +
 +
Integrated Mount [Main CQB]: '''FUEL ROD GUN'''
 +
Range 3, Threat 3<br>
 +
1d3+2 Energy damage<br>
 +
Limited 4<br>
 +
On attack clear 4 heat<br>
 +
 +
Integrated Mount [Main Cannon]: '''ZF4 SOLIDCORE'''
 +
Line 4 per charge<br>
 +
1d6 Energy damage per charge<br>
 +
Start with 1 charge, gain 1 each time you Stabilize<br>
 +
Ordnance<br>
  
 
'''[ SYSTEMS ]''' <br>
 
'''[ SYSTEMS ]''' <br>
SPACEBORN EVA, PERSONALIZATIONS, PATTERN-A DEPLOYABLE COVER, REACTOR STABILIZER
+
'''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>
 +
 
 +
'''REACTOR STABILIZER<'''br>
 +
You may reroll overheating checks, but must keep the second result, even if it’s worse.<br>
 +
 
 +
'''REDUNDANT SYSTEMS'''<br>
 +
Expend a charge to Stabilize as a quick action.<br>
 +
Limited 2<br>

Revision as of 09:24, 27 March 2022

Return to Lancer: No Room for a Wallflower main page

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