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  1. Name: Crackshot
  2. Age: 207,032,504
  3. Gender: Female
  4. Race: Cybertronian
  5. Sex: Female
  6. Class: Space Cowgirl
  7. Appearance: Crackshot is relatively petite for a Cybertronian, standing just under ten feet tall in robot mode. She has a slender, futuristic frame with intricate, art-deco styled elements, to which rougher, light armored plates have been fastened for extra protection. Crackshot’s paint job is predominantly white, but with decorative pink designs based on Pueblo art painted over it. Her optics glow pale blue in dim lighting or darkness. She wears a similarly decorated Stetson hat and shawl, both dripping with beaded fringe and decorated with an Autobot symbol. She usually dangles a titanium stick from the corner of her mouth. Sure, the Cybertronian snack is roughly analogous to a pretzel stick, but it looks like a cigar, and that’s what counts. She also wears a thick belt with a chunky buckle engraved with the Autobot symbol. Crackshot’s vehicle mode is a similarly-painted racing bike, one part futuristic speedster with exotic, magnetically accelerated hoop wheels and one part classic Harley Davidson, coated in fringe and equipped with an oversized, roaring engine.
  8. Personality: Inspired by the finest spaghetti westerns and swashbuckler movies humanity has to over, former technician and courier Crackshot has set out to take the fight to the Decepticons, and anyone else who deserves some justice. She’s fixin’ to make a difference, win some glory, and be the hero she’s absolutely certain she is. The cornball accent is not optional. Many have suggested that she’s more style than substance. All the Decepticons who did are sleeping with the worms.
  9.  
  10. Level: 3
  11. HP: 54
  12. Init: +10
  13.  
  14. Stats:
  15. Str: 4 (+3 from perk)
  16. Dex: 9 (+1 from bauble)
  17. Int: 1
  18. Cons: 4 (+1 from bauble, +3 from perk)
  19. Res: 2 (+9 from armor)
  20. Syn: 2
  21.  
  22. Gear:
  23. Name: Pulse Pistol
  24. Description: This light energy weapon was issued to Autobots whose civilian-grade frames were unable to support anything more useful. It’s arguably more effective than a flashlight.
  25. Type: Weapon
  26. Damage: 1d4 + dex
  27. Weight: 2
  28. Min. Stats: None
  29. Syn Threshold/Bonus: Every 4 synergy adds +1 damage.
  30. Special Qualities:
  31. None.
  32.  
  33. Name: Junktion Armor
  34. Description: In the fine Junktion style, this armor was constructed from salvaged metal plates Crackshot took from the wreck of the Ark. It’s practically paper-thin by Cybertronian standards, but excellent protection by anybody else’s.
  35. Type: Armor
  36. Res: 6 + level
  37. Weight: 7
  38. Min. Stats: None.
  39. Syn Threshold/Bonus: None.
  40. Special Qualities:
  41. Ablative (active): If Crackshot took damage since her last turn, she may jettison damaged plates to reduce the impact of the damage. Doing so is a free action that cures a single status condition or debuff of Crackshot’s choice, but reduces this armor’s resistance bonus by 2 until it is repaired with new metal plates. Only status effects and debuffs with physical origins can be cured this way. Mental effects are unaffected.
  42.  
  43. Name: Cowgirl Hat
  44. Description: This weathered hat is made of tough cloth reinforced with Cybertronian metal. It was a gift from an old friend.
  45. Type: Bauble.
  46. Weight: 3
  47. Min. Stats: 4 synergy.
  48. Syn Threshold/Bonus: Every 4 synergy the wearer has grants a +1 bonus to dexterity and to constitution.
  49. Special Qualities:
  50. Bound: This item is a treasured gift, and Crackshot will never willingly part with it.
  51.  
  52. Perks:
  53. Giant Robot: Crackshot might be a featherweight by Cybertronian standards, but to most species she’s a massive, heavily armored titan. She gets a bonus to her strength and constitution equal to her level. However, being big isn’t all upside. Any enemy action that is capable of affecting multiple targets can treat Crackshot as two separate characters if the user so chooses, striking her twice.
  54. The Quick and the Dead: Crackshot is excellent at taking advantage of her speed and reflexes. She gets a damage bonus with all damaging actions equal to the initiative difference between herself and the target(s), if her initiative is higher than theirs.
  55. Racing Frame: Crackshot is a very fast, evasive target. She gets an initiative bonus and % dodge chance equal to her dexterity.
  56. Inferiority Complex (Flaw): Crackshot does not deal with failure as well as she’d like, and losing a battle of speed is especially galling. Crackshot deals 50% less damage to all enemies who have higher initiative than she does, her sheer salt and tilt levels throwing off her aim.
  57.  
  58. Actions:
  59. Basic Attack: Crackshot fires a pulse bolt at an enemy, dealing 1d4 + dex + strength + syn/4 damage to the target.
  60. Basic Block: Crackshot defends herself as best she can, reducing damage received by 50% until her next turn.
  61.  
  62. Maximum Overdrive: Eat my dust, slowpoke! Crackshot transforms to vehicle mode to rapidly flank an enemy, setting them up for powerful attacks later. This action may be used while transformed.
  63. -Level 1: Crackshot zooms around behind a target enemy, gaining a 50% increase to her dodge chance until her next turn. She plants a barbed wire tumbleweed somewhere out of sight along the way. If Crackshot has a rider, she shares this dodge chance bonus with them.
  64. -Level 2: Crackshot and her rider (if any) use their new flanking position to create an opening. During their next turns, their basic attacks against the enemy target do 20% more damage, even if her rider is no longer mounted on her.
  65. -Level 3: Crackshot and her rider’s flanking damage bonus increases to 40%. If Crackshot’s rider can get critical hits with their flanking attack, they automatically do so.
  66.  
  67. Practical Form (passive): I’m the good, and the bad, so I guess that makes you the ugly. Crackshot stabilizes her equipped weapon with her off hand, increasing the damage dealt.
  68. -Level 1: Crackshot gets a strength/2 damage bonus on basic attacks.
  69. -Level 2: Crackshot’s damage bonus with basic attacks is now equal to her strength.
  70.  
  71. Lend Speed: Get on and let’s do this! Crackshot transforms and throws an ally onto her back, granting them buffs by carrying them into battle. The buffs last for as long as she stays transformed. Ending this state is a free action, but can only be done on her turn. In this state, Crackshot cannot use actions unless they can be used while transformed.
  72. -Level 1: Crackshot zooms into battle, letting the mounted ally use her initiative roll in place of their own.
  73. -Level 2: Crackshot now shares the benefits of her “Practical Form” passive action with her mounted ally for as long as they stay mounted.
  74.  
  75. Showdown: This place ain’t big enough for the two of us. Crackshot challenges an enemy to a showdown, locking the two of them into a duel this round.
  76. -Level 1: Crackshot throws down the gauntlet, challenging a single target enemy. If that enemy is capable of comprehending the challenge, the next action they make must be a basic attack aimed at Crackshot. If that enemy has been stunned by a barbed-wire tumbleweed this combat, they are stunned again and dealt 1d6 damage as the wind shifts, slamming the tumbleweed into their legs. The showdown is considered over once all enemy participants have made a basic attack aimed at Crackshot or been defeated, whichever comes first.
  77. -Level 2: The participant in the showdown with the highest initiative deals double damage to all other participants with basic attacks during the showdown.
  78.  
  79. Inexplicable Barbed-Wire Tumbleweed: A Cybertronian tumbleweed blows across the battlefield, surprising everybody. This action can only be used in robot mode.
  80. -Level 1: A barbed-wire tumbleweed rolls across the battlefield. The surreal nature of the event stuns 2 target enemies for 1 round. This action does nothing unless a barbed-wire tumbleweed has previously been planted on the battlefield with the action Maximum Overdrive. Using this ability uses up the tumbleweed, requiring another to be planted before it can be used again.
  81. -Level 2: The barbed-wire tumbleweed can now stun 3 enemies at once.
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