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Pilz

LanThor person mech stuff

Jan 5th, 2021 (edited)
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  1. Name ???
  2. LL: 3
  3. Background: Denied Asset
  4. While most state-sponsored officers enjoy displays of public admiration for their sacrifice, others are afforded little beyond a name carved into a wall. You sweat and bled and killed, and in return? A pat on the back, a check in the mail, and the polite understanding that the last 10 years never happened.
  5.  
  6. Well, that and a very specific set of skills.
  7.  
  8. Trigger 1: Stay Cool +2
  9. Trigger 2: Spot +2
  10. Trigger 3: Assault +2
  11. Trigger 4: Blow Something Up +2
  12. 5: Survive +2
  13. 6: Take Control +2
  14. 7: Charm +2
  15.  
  16. 1/2 size, 7 HP, 10 Evasion, 10 E-Def, 4 Spd
  17.  
  18. gear: Mobility Hardsuit, Rondel, 'Dazzler' light signature (energy). Patch x1, Dataplating, Wilderness Survival Kit
  19.  
  20. Mech Skills,
  21.  
  22. Hull: +1
  23. Agility: +2
  24. Systems:
  25. Engineering: +2
  26.  
  27.  
  28. Talents : Rank
  29.  
  30. Vanguard 2
  31. Walking Armoury 2
  32. Hunter 1
  33.  
  34.  
  35. CORE BONUSES:
  36. 1: GMS Additional Weapons Slot
  37.  
  38.  
  39.  
  40. MECH:
  41.  
  42. Caliban Frame
  43. Size 1/2
  44. Armour 2
  45.  
  46. attack rolls +1 from grit
  47.  
  48. Hull:
  49. HP 6; 9
  50. RC 5
  51.  
  52. Agi:
  53. Eva 8; 10
  54. Speed 3; 4
  55. Save 12
  56. Sens 3
  57.  
  58. Systems:
  59. E-Def 8
  60. Tech Atk -2
  61. SP: 5; 6
  62.  
  63. Eng:
  64. Heat Cap 5; 6
  65.  
  66.  
  67. Traits:
  68. Wrecking Ball; Counts as Size 3 when inflicting knockback with any Ram or Ranged or Melee attack.
  69. Pursue Prey; When inflicting Knockback as part of an action, can move = number of spaces towards the same target by the most direct route. Movement part of the same action, ignores engagement, doesn't provoke reactions.
  70. Slam: 1/round, when the Caliban knocks a character into a wall, mech, or other obstruction that would cause it to stop moving, it may force its target to pass a Hull save or take 1d6 (symbol) and become Impared until the end of its next turn
  71. Weak Computer: +1 penalty on all Systems saves and checks.
  72.  
  73. Weapon(s):
  74. Hammer U-RPL
  75. Heavy Launcher, Inaccurate, Arcing, Knockback 2(+1), (+overkill)
  76. Range 5, 2d6+3 explosive
  77.  
  78. Systems:
  79.  
  80. Supermassive Mod (U-RPL)
  81. 1 SP, Mod (U-RPL), Unique
  82. +1 knockback and overkill, during a full repair can boost to +2 knockback but gains Ordinance (if ranged) or Inaccurate (if melee)
  83.  
  84. Pattern-A Smoke Charges
  85. 2 SP, Limited 3, Unique
  86. Expend a charge for one of the following:
  87. -Smoke Grenade (Grenade, Range 5, blast 2)
  88. Everyone in the area benefits from soft cover until the end of your next turn
  89. -Smoke Mine (Mine, burst 3)
  90. Same as above but in mine form
  91.  
  92. Pattern-A Jericho Deployable Cover
  93. 2 SP, Deployable, Unique, Quick Action
  94. Deploy 2 sections of Size 1 Hard Cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Can be picked up again as a full action. Repairing restores both sections.
  95.  
  96. EVA Module
  97. 1 SP, Unique
  98. Propulsion system suitable for use in low/zero g and underwater. In these environments you can fly and are not slowed.
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