DivineDragoonKain

Scarlet

Apr 25th, 2018
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  1. Pilot Name: Scarlet Stardust
  2.  
  3. Level 6
  4.  
  5. Background: Unlicensed Privateer (Outlander/Pirate) (Skills: Intimidation, Weapons (military, melee, archaic, personalized), Survival (frontier, space))
  6.  
  7. Info: Born in the outskirts of galactic civilization, Scarlet grew up in the Stardust Orphanage - a miserable little hole in the wall that often struggled to make ends meet due to prices for goods being driven up by the vast pirate presence in surrounding space. As soon as she was old enough to leave, she did, and never looked back.
  8.  
  9. She drifted from place to place, gave an honest try at learning a trade. Nothing ever really stuck. It was difficult trying to find her niche in civilized culture - especially as she was head strong and had an explosive temper. She eventually found a moment of relief serving as hired muscle on board a merchant vessel, as one of many on the security team. They did their job for a time but were hardly equipped to deal with a serious contingent of armed pirates. So imagine everyone's surprise when they were pinned down in neutral space but against all odds managed to defeat the raiding party. A pyrrhic victory though, as their employers and half the crew were slaughtered in the crossfire. Burning another bridge, Scarlet rounded up the survivors, loaded their cargo onto the now empty pirate skiff, and sold it all off at the nearest port, buying large arms to reinforce themselves.
  10.  
  11. This was the start of operations for the Aquila Avengers (the group rejected Scarlet's suggestion of 'Stardust Crusaders' for some reason), a privateer group making its living raiding strictly other pirates and taking a share of profits themselves in return for delivering stolen goods back where they came.
  12.  
  13. Scarlet is reckless but resourceful, eager to wade into combat and rain destruction down on her enemies in whatever spectacular ways she can manage. Not really a good person by any stretch of the imagination, it's mostly fortune that she became a privateer instead of another pirate, herself. Her worldview is very much somewhere between "survival of the fittest" and "burn twice as bright for half as long" - she lives fast, loose and viciously, enjoying the thrill of combat. She at least makes an attempt to approach problems 'the right way', but will quickly abandon the moral approach if it suits her group better.
  14.  
  15. Her appearance is that of a young blonde woman in her late twenties, wiry but with visible muscle tone and her skin heavily inked with constellations (not shown in picture).
  16.  
  17. http://safebooru.org/index.php?page=post&s=view&id=1754893
  18.  
  19. Traits: Fearless, Resourceful, Veteran, Battle-Crazed
  20. Actions:
  21. Brawl: +4
  22. Maneuver: +3
  23. Survive: +1
  24. Talents:
  25.  
  26. Grease Monkey I - Machine Bond. You can choose two options when you Stabilize Systems instead of one.
  27.  
  28. Nuclear Cavalier I - Aggressive Heat Dispersion. When you're in the danger zone, your first attack roll that hits on your turn deals +1d6 heat.
  29.  
  30. Scrapper I - Scrounger: While in base, you can, with a little work, install a jury-rigged weapon systemon your mech from spare parts. It has the following profile (you can make some choices about it when you install it). Roll the Limited property when you acquire it. You can change the profile of this weapon each time you return to base.
  31.  
  32. Pangalactic Eardrum Blaster (Illegally Modified Output)
  33. Main Cannon
  34. Limited (8), Unreliable
  35. Range 8, Cone 6, Line 10 (2 wide), or Blast 3
  36. 1d6 Energy
  37.  
  38. Scrapper II - Unsactioned Weight Reduction: Removing reactor shielding. Your scrapper weapon can fire as a cone 5 weapon, a line 10 weapon, or a blast 2 weapon (choose when you fire). However, if you make a critical check, your mech also immediately makes an overheating check.
  39.  
  40. Siege Specialist I - Shaped Charges: Your blast weapons gain +1 blast, your cone weapons gain cone (+1), and your line weapons become 2 spaces wide.
  41.  
  42. Siege Specialist II - Extra fire modes for cannons and launchers. +1 Difficulty past the first type used per weapon.
  43.  
  44. Siege Specialist III - Self Propelled Apocalypse. A deployable siege mode.
  45.  
  46. Technophile I - Any AI core installed on your mech is no longer hostile to you when unshackled and may even be friendly (though still controlled by the GM) and costs 1 SP to install. Dummy plugs installed in your mech cost 0 points to install.
  47.  
  48. Veteran I - Not Dead Yet: Gain one more Pilot Trait: Veteran. In addition, when your pilot hard suit is reduced to 0, instead of dying you can strip off your suit as a reaction to continue on foot as a pilot (evasion 8, speed 5, targeting +0, size 1/2). You follow the same rules as other pilots, so any hit from a mech weapon will kill you, you do limited damage to mechs, you make pilot skill checks, and you die or are out of the mission once you disable all your traits.
  49.  
  50. Pilot Items:
  51.  
  52. Scope
  53. Plasma Rifle (+acc to Brawl checks)
  54. First-aid Medigel
  55.  
  56. Wilderness Survival Kit
  57.  
  58. Licenses: Sherman I, II, III, Barbarossa I, II
  59.  
  60. Mech: "Leviathan"
  61. https://i.pinimg.com/originals/c4/00/ef/c400efc5c1293534221ffe09eb1536ca.png
  62. Shell: Barbarossa
  63. Shell bonuses: HP +10, Agility -2, Engineering +1, Apocalypse Rail
  64. Core Bonuses: +2 Hull, +2 Agility, +2 Engineering, +18 HP, +1 Heat Capacity, +5 range on Heavy and Superheavy weapons, 1 Core Mount
  65. Size: 4
  66.  
  67. Hull: +2
  68. HP: 60
  69. Resilience: 7
  70. Repair Rate: 15
  71.  
  72. Agility: 0
  73. Evasion: 8
  74. Speed: 5
  75.  
  76. Systems: 0
  77. Sensor: 8
  78. E-Defense: 8
  79.  
  80. Engineering: +3
  81. Heat: 10
  82. Repair Cap: 9
  83.  
  84. Armor: 3
  85.  
  86. Targeting: +3
  87.  
  88. Mounts:
  89.  
  90. Flexible, Heavy, Superheavy, Core
  91.  
  92. Flexible Mount - GMS Type High Arc Mortar Main Launcher,(Mortar). Inaccurate, Indirect, Range 20. Blast 3 1d6 explosive damage
  93. Core Mount - Flak Cannon. Main Cannon, Range 20. 1d3+1 Kinetic damage. This weapon ignores any cover bonuses gained from flying targets and targets damaged by this weapon gain +2 difficulty on any checks made to stay airborne made as a result of damage from this weapon.
  94. Heavy Mount - Heavy Laser. Heavy Cannon. Focus, 2 heat (self). Range 20. 2d6 energy damage.
  95. Apocalypse Rail - Siege Cannon. Superheavy, 4 heat (self). Indirect, Ordinance, Loading. Range 35, Blast 4, 3d6+3 explosive damage.
  96. Free - Pangalactic Eardrum Blaster (Illegally Modified Output). Main Cannon. Limited (8), Unreliable. Range 8, Cone 6, Line 10 (2 wide), or Blast 3. 1d6 Energy
  97.  
  98. Systems: ( 7/7 SP)
  99.  
  100. Personalizations (1 SP). Pangalactic Eardrum Blaster Sound System. This bad boy can be heard from up to a mile away at its loudest volume and even in space emits specialized electromagnetic vibrations that can be faintly heard from the other side of a starship hull. Those same electromagnetic vibrations are the foundations of the illegal modifications Scarlet's made to this system to use it as an energy weapon. +4 HP.
  101.  
  102. Redundant Systems Upgrade (2 SP). Limited (3). Unique. Activate this module to make a Stabilize Systems check as an End of Round action.
  103.  
  104. ASURA-class AI: 'Ruby Wrath' (1 SP). AI System, Unique. Your mech gains the AI property. It can take actions and move on its own prerogative when notpiloted, using its stats. It is obedient to you alone. You can determine the general disposition andpersonality of your AI. In addition, you gain the ASURA protocol:
  105.  
  106. ASURA protocol
  107. Protocol
  108. 3 heat/turn while active
  109. Limited (1)
  110. Gain an extra action each turn while active. This protocol lasts for 5 rounds, including this
  111. one. Deactivating it is a free action at the start of your turn, as normal.
  112.  
  113. Ruby's personality data and memory banks were injected into an ASURA template before activation, probably with Griffin's help. As a result, the new and improved Ruby woke as if she had only been sleeping prior. Now full of spunk and just as eager to push herself to the limits as her pilot, it's kind of scary how well they're starting to get along together. Scarlet seems to be trying to build a good rapport with her new AI module as if it were one of her teammates.
  114.  
  115. External Ammo Feed (2 SP). Unique. Once on your turn, you can take 1d6 heat to reload any weapon with the loading tag as a free action.
  116.  
  117. Custom Paint Job: +1 Resilience.
  118.  
  119. (Previous weapon configuration for possible use later)
  120.  
  121. Flexible Mount - GMS Type I MC-BR. Main Rifle (Battle Rifle). Unreliable, AP. Range 18. 1d6+1 kinetic damage
  122. Main Mount - Laser Rifle (SOL-Pattern). Main Rifle. Range 15. 2 heat (self). 1d6 energy damage + 2 heat.
  123. Heavy Mount - GMS Type I Howitzer. Heavy Cannon. Indirect, Loading, Ordinance. Range 20, Blast 2. 1d6+3 Explosive damage.
  124. Free - Pangalactic Eardrum Blaster (Illegally Modified Output). Main Cannon. Limited (8), Unreliable. Range 8, Cone 6, Line 10 (2 wide), or Blast 3. 1d6 Energy
  125. Free - ZFMk IV SOLIDCORE. Main Cannon, Ordinance, Line 15 (2 wide), 1d3+1 energy damage.
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