DivineDragoonKain

Scarlet 1.7.5

Sep 14th, 2018
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  1. Scarlet Stardust 1.7.5
  2.  
  3. Level 6
  4.  
  5. HP: 16/16
  6. Evasion: 10
  7. E-Defense: 10
  8. Speed: 4
  9.  
  10. Skills:
  11.  
  12. Acquire: 0
  13. Brawl: +2
  14. Command: +1
  15. Flash: +4
  16. Infiltrate: 0
  17. Investigate: 0
  18. Notice: -1
  19. Maneuver: +3
  20. Persuade: 0
  21. Survive: +1
  22. Swindle: -1
  23. Tech: 0
  24.  
  25. Grit: +2
  26.  
  27. Gear:
  28.  
  29. Plasma Rifle: Found this and repaired it up. Range 6, 2 Energy Damage. You may reroll attacks with this weapon, but must accept the second result.
  30.  
  31. DJED Overarmor: When you go Down and Out, instead of rolling a check, you can activate this armor’s stasis system. Until the end of the current challenge, you are put into a stasis state where you cannot take damage, but also cannot move or take any actions (or be revived from this state). Once the challenge ends, roll for Down and Out as normal. Rarity 3. Armor 2, Evasion 8/8. Speed 4.
  32.  
  33. Flexsuit: A strong, under-clothing suit that recycles water, generates nutrients, and adapts very rapidly to hostile environs, keeping its wearer in a state of stability and extending their survivability. Very good for colonists adapting to a new environs. Rarity 1.
  34.  
  35. Talents:
  36.  
  37. Engineer I: Spark - Gain the Sound Blaster. Ranged 8, Cannon. Limited (8), Unreliable. 1d6 energy damage.
  38. Engineer II: Updated Plans - Sound Blaster can fire as Cone 4, a line 5 (two wide), or a blast 2, but it costs 2 heat to fire.
  39.  
  40. Nuclear Cavalier I-III:
  41.  
  42. Aggressive Heat Bleed (Rank I): When you’re in the danger zone (the bottom half of your heat gauge), your first attack roll that hits on your turn deals +2 heat.
  43.  
  44. Fusion Hemorrhage (Rank II): When you’re in the danger zone, your first attack roll that hits on your turn deals +1d6 bonus damage.
  45.  
  46. Here, Catch! (Rank III): You can modify your mech to fire its fuel rods as a weapon. Gain a new weapon with the following profile. It takes mount space.
  47.  
  48. Fuel Rod Gun
  49. Auxiliary CQB (unique)
  50. Range 8, 1d3+1 energy damage
  51. When you fire this weapon, hit or miss, cool 1d3+1 heat
  52. Limited (6)
  53.  
  54. Siege Specialist I-III
  55.  
  56. Select Fire Gunner (Rank I): Once per round, while attacking with a cannon weapon, you can choose the following firing modes, taking +1 difficulty on the attack roll.
  57. * Saturation Fire: Your weapon fires as a cone (4)
  58. * Suppressive Fire: The next ranged attack made by targets hit by your attack is made with +1 Difficulty
  59. * Shock: Your target must succeed on an engineering check or become crippled until the
  60. start of your next turn
  61.  
  62. Jackhammer (Rank II): If your mech has a cannon weapon, as a quick action, you can target a size 1 section of any cover, deployable, building, or piece of terrain or scenery in range. You deal 20 AP damage to that section (typically destroying it, most size 1 sections of objects have 10 HP). Any targets adjacent to your target are knocked back 1 space directly away from it.
  63.  
  64. Shaped Charges (Rank III): Your blast weapons gain +1 blast, your cone weapons gain cone (+1), and your line weapons become 2 spaces wide
  65.  
  66. Veteran I: Not Dead Yet - Gain +5 pilot HP
  67.  
  68. The Leviathan
  69.  
  70. HP: 20
  71. Heat Capacity: 10
  72.  
  73. Core Stats: +2 Hull, +2 Agility, +2 Engineering
  74. Core Bonuses: Integrated Ammo Feeds (+1 use to all limited systems and deployables - yep, systems), Superior By Design (Immune to Impaired, +1 Heat Capacity)
  75.  
  76. Hull: +2
  77. Agility: 0
  78. Systems: 0
  79. Engineering: +3
  80.  
  81. Targeting: +3
  82. Speed: 4
  83. Evasion: 8
  84. E-Defense: 8
  85.  
  86. Sensor Range: 8
  87. Armor: 2
  88.  
  89. Structure: 4/4
  90. Stress: 4/4
  91.  
  92. System Points: 8
  93. Mounts: Flexible Mount, Apocalypse Rail
  94.  
  95. Apocalypse RailL: Siege Cannon. Superheavy Cannon. 4 heat (self), Arcing, Ordnance, Loading. Range 30, Blast 3. 3d6 explosive damage
  96.  
  97. Flexible Mount: Fuel Rod Gun and Thermal Pistol.
  98. Fuel Rod Gun. Auxiliary CQB (unique). Range 8, 1d3+1 energy damage. When you fire this weapon, hit or miss, cool 1d3+1 heat. Limited (7)
  99. Thermal Pistol. Auxiliary CQB. Line 5 (2 wide), 2 energy.
  100.  
  101. Engineer: Sound Blaster. Ranged 8, Main Cannon. Limited (9), Unreliable. 1d6 energy damage.
  102.  
  103. Systems:
  104.  
  105. Personalizations: 1 SP, Unique. +2 HP. 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.
  106.  
  107. Auto-Loader Drone. 2 SP. Limited (2). This drone can be deployed in an adjacent space. While deployed, once per round, any one adjacent mech can reload a weapon with the Loading tag as a free action. It lasts until the end of the current challenge, then deactivates.
  108.  
  109. Redundant Systems. 2 SP, Unique, Limited (2). You can activate this module to make a Stabilize action as a free action.
  110.  
  111. Asura: 3 SP. ASURA protocol. Protocol. Limited (2). Gain an extra quick action each turn while active. This protocol lasts until the end of 3 rounds, including this one. It can only be activated once per challenge. This extra action must still obey normal rules about duplicating actions (you can’t use it to Boost if you’ve already Boosted this turn, for example).
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