Difference between revisions of "Mecha Gundam Stories Momo"

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(Created page with "=Molly "Momo" Morrison= File:Mo.jpg ==Attributes== Strength: 1 Agility: 2 Intelligence: 4 Will: 4 ==Skill== Mecha Combat: 3 Personal Combat: 1 Social: 2 Field Ops:...")
 
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Knowledgeable
 
Knowledgeable
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=Nero=
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RGM-79GC GM Command Space Type
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==Attributes==
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Weapons: 2
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Armour: 2
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Technology: 4
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Speed: 4
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==Weapons==
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Beam Rifle (3, Energy)
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Beam Sabre (0, Energy)
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==Configurations==
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Analyser: Before  making  an  Attack  roll,  the player  may  spend  1  point  of  Overdrive  to  active Analyzer.  They then choose an enemy mecha to scan and an ally to receive battle information.  On that  ally’s  next  Attack  roll  against  the  analyzed mecha they roll 2 additional dice.  Also, the entire squad can know the weapons carried on the mecha and  how  many  boxes  were  marked  out  on  the mecha’s Stability Track at the time of the analysis
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Booster: Before making a Movement roll, the player may spend 1 point of Overdrive to activate Booster.  The player may choose to reallocate any number  of  dice  from  Defense  and  add  them  to their  Movement  stat  until  the  start  of  their  next turn.

Revision as of 03:12, 11 May 2013

Molly "Momo" Morrison

Mo.jpg

Attributes

Strength: 1

Agility: 2

Intelligence: 4

Will: 4

Skill

Mecha Combat: 3

Personal Combat: 1

Social: 2

Field Ops: 2

Repair: 3

Medic: 2

Traits

Nerdy

Knowledgeable

Nero

RGM-79GC GM Command Space Type

Attributes

Weapons: 2

Armour: 2

Technology: 4

Speed: 4

Weapons

Beam Rifle (3, Energy)

Beam Sabre (0, Energy)

Configurations

Analyser: Before making an Attack roll, the player may spend 1 point of Overdrive to active Analyzer. They then choose an enemy mecha to scan and an ally to receive battle information. On that ally’s next Attack roll against the analyzed mecha they roll 2 additional dice. Also, the entire squad can know the weapons carried on the mecha and how many boxes were marked out on the mecha’s Stability Track at the time of the analysis

Booster: Before making a Movement roll, the player may spend 1 point of Overdrive to activate Booster. The player may choose to reallocate any number of dice from Defense and add them to their Movement stat until the start of their next turn.