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: 3

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

Personal Profile

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

Shiny!


[ Harrison Armory ]
Hull: 1 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 protocl, 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)