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Wyrmknave

Ex Machina

May 11th, 2014
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  1. Manufacturers:
  2.  
  3. Titanic Industrial Supplies
  4.  
  5. Desc: Producing top-of-the-line building equipment, the name Titanic means three things: Solid, strong, and reliable. As they look towards a more automated future for the construction industry, Titanic are more than happy to show off what their equipment can do with a little modification.
  6. Style: Yellow and black in diagonal stripes
  7.  
  8. Harlequin Practical Effects
  9.  
  10. Desc: The company single-handedly responsible for the resurgence of practical, in-camera film effects, Harlequin manufactures parts to show off the range and artistry of their various rigs and animatronics – even if they're not especially practical in combat.
  11. Style: Bright red and yellow, usually checkered or striped.
  12.  
  13. HyperTech Industries
  14.  
  15. Desc: Leading the way in technological development, HyperTech is constantly on the look-out for bright young minds to produce new and innovative advancements. And what better place to display that genius than in the arena?
  16. Style: Cobalt blue with highlights of rust red
  17.  
  18. Patton Private Military Developments
  19.  
  20. Desc: Specialist military-grade prosthetic and android supplier to the US Army, they keep their rates affordable by also supplying to anyone else.
  21. Style: Military green with light blue (?) highlights
  22.  
  23. Anansi Intelligence and Reconnaissance Supplies
  24.  
  25. Desc: Black ops tech development, manufacture, and supply for the terminally wealthy
  26. Style: Primarily sleek matte black with red highlights
  27.  
  28. Silvertip Sailing and Scuba Equipment
  29. Desc: Largely targeted at a private leisure market, R&D relish the opportunity to not have to deal with unwanted human flesh wearing their designs
  30. Style: Sharks
  31.  
  32. Parts:
  33.  
  34. ==Titanic Jackhammer [Arm]==
  35. HP: 18 DC: 12 STR: 3
  36.  
  37. It's the size of a filing cabinet, it doesn't bend at the elbow, it's not fast or precist, and it can't pick things up because it's a fucking hammer, but it doesn't half pack a punch.
  38.  
  39. Solid Swing
  40. Power: 5 To Hit: +1 Damage: d6+1
  41.  
  42. Piston Punch
  43. Power: 15 To Hit: +2 Damage: 2d6
  44. Crit: Deal an additional d6 damage. If the damage dealt by this attack is over 10, the damaged part cannot activate any abilities on the target's next turn.
  45. Botch: If there is an object behind the target, the Jackhammer becomes lodged in it, and can only be removed with a DC 16 Strength check as move action. Anyone may attempt to dislodge the arm if they can grasp it. Additionally, after a botch, the Piston Punch may not be used until a Solid Swing connects or a standard action is taken to manually reset the Jackhammer.
  46.  
  47. ==Harlequin Inferno Fist [Arm]==
  48. HP: 12 DC: 14 STR: 2
  49.  
  50. A bulky but curvy arm in Harlequin's signature chequered red and yellow, the oversized fist is surrounded by quick-burn pyro nozzles to deliver short, sharp blasts of fire upon striking
  51.  
  52. Boring Punch
  53. Power: 0 To-Hit: +3 Damage: d4
  54.  
  55. Flaming Punch
  56. Power: 25 To-Hit: +3 Damage d4+d6
  57. Crit: Damaged part catches fire and takes d6 fire damage each round for d3 rounds
  58. Botch: Inferno Fist catches fire and takes d6 fire damage each found for d3 rounds
  59.  
  60. ==Harlequin Lash Tentacle [Arm]==
  61. HP: 10 DC: 16 STR: 0
  62.  
  63. A segmented tentacle, the Harlequin colours painted alternately on the outer face of each segment, it is made to extend and constrict for use in combat.
  64.  
  65. Whiplash
  66. Power: 5 To Hit: +5 Damage: d4 Range: 15 feet
  67. Crit: Hit deals an additional d3 of damage
  68. Botch: Tentacle sticks and cannot use its other abilities until Whiplash is used again
  69.  
  70. Tentacle Grab
  71. Power: 10 To Hit: +3 Range: 15 feet
  72. On Hit: Target becomes grabbed by the part targeted. Target cannot move further than 15 feet from the user and the grabbed part cannot use that ability that requires intentional movement unless the user ends the grab voluntarily or the target breaks out. To break out of the grab the target must make a DC 16 Strength check with either the grabbed limb or an arm capable of grasping the tentacle. The target may drag the user with them as they move by succeeding at an opposed Leg Strength check for every 5 feet of movement. While a target is grabbed, Lash Tentacle loses access to Whiplash and Tentacle Grab. A grab can be ended as a free action.
  73. Crit: Targeted part is dealt d3 damage and the Strength check DC increases by the amount of damage dealt this way
  74. Botch: Lash Tentacle tangles around targeted part. Targeted opponent may instantly make a free melee attack against it.
  75.  
  76. Constrict
  77. Power: 10 To Hit: Automatic Damage: d6 Range: 15 feet Note: Can only be used on grabbed parts
  78.  
  79. ==HyperTech Flux Claw [Arm]==
  80. HP: 10 DC: 15 STR: 0
  81.  
  82. A slim arm made only to support the bulkier hand at the end from which three blades emerge, each one hooked to the power supply and with a current-carrying microfilament lining.
  83.  
  84. Claw Slash
  85. Power: 0 To Hit: +3 Damage: d3
  86.  
  87. Electric Slash
  88. Power: 10 To Hit: +3 Damage d3+d6
  89. Crit: Deal an additional d6 damage to each part connected to the damaged part
  90. Botch: The targeted part gets 10 Power to spend on its abilities at no cost
  91.  
  92. ==Titanic Steady Movers [Legs]==
  93. HP: 22 DC: 12 STR: 3 Move: 20 ft
  94.  
  95. Bulky and none too swift, these legs in the Titanic striped yellow and black are dependable and strong.
  96.  
  97. Solid Step [Passive]
  98. The user suffers no loss of speed from moving in difficult terrain
  99.  
  100. Vice Stance
  101. Power: 5
  102. On Use: The user can only be moved from where their feet are planted by physically tearing them from the ground. This can be done with a DC 20 Strength check or with a blunt force attack that deals 12 or more damage to the torso or legs. The user can activate and end this effect as a free action.
  103.  
  104. ==Titanic Yellowjacket [Torso]==
  105. HP: 50 DC: 9 Power Supply: 110
  106. Power Regen: 5 Reserve Power: 20
  107.  
  108. Banded with bulky armour in Titanic yellow, the Yellowjacket is a solid torso that advertises the strength of Titanic machinery
  109.  
  110. Solid Armour [Passive]
  111. The user reduces all damage to their torso by d4.
  112.  
  113. ==Titanic Heavy Lifter [Torso]==
  114. HP: 40 DC: 10 Power Supply: 100
  115. Power Regen: 10 Reserve Power: 20
  116.  
  117. With a hydraulic exoskeleton that extends over the limbs, even though it forgoes the traditional Titanic armoured style, it retains a bulky appearance.
  118.  
  119. Solid Sockets [Passive]
  120. The DC of any attempts to remove a limb from the user at the socket is increased by 4.
  121.  
  122. Core Strength
  123. Power: X
  124. On Use: Increase the Strength of any of the user's limbs instantly by 1 for every 10 Power spent.
  125.  
  126. ==HyperTech Overloader [Torso]==
  127. HP: 35 DC: 11 Power Supply: 140
  128. Power Regen: 10 Reserve Power: 15
  129.  
  130. Not a whole lot more than a cage for the duo-coil reactor that provides a wealth of power, the Overloader is as stylish as it is cutting edge.
  131.  
  132. Overload [Passive]
  133. Whenever you use an ability that costs at least 1 Power, you may double the Power cost to double every other number in that ability (A single die becomes two dice of that kind, etc.) Range only doubles if the ability is projectile-based.
  134.  
  135. ==Titanic Hardhat [Helmet]==
  136. HP: 20 DC: 13
  137.  
  138. Solid Cushioning
  139. Passive: Damage to the head from blunt force is reduced by half
  140.  
  141. ==Patton Endurance Carriers [Legs]==
  142. HP: 18 DC: 15 STR: 2 Move: 25ft
  143.  
  144. Finely balanced legs built for distance in the Patton military green
  145.  
  146. Efficient Manoeuvres
  147. Passive: All movement abilities cost 5 Power less, to a minimum of 1
  148.  
  149. Effortless Stride
  150. Power: 5
  151. On Use: Negate all penalties to movement speed taken as a result of weight or terrain this turn.
  152.  
  153. ==Anansi Allseer [Helmet]==
  154. HP: 11 DC: 17
  155.  
  156. A sleek black mask-helmet with a single red eyepiece
  157.  
  158. Assess Threat
  159. Power: 10 Range: Visible
  160. On Use: See all information concerning a target part, including current health
  161.  
  162. ==Silvertip Streamline [Arms]==
  163. HP: 15 DC: 17 STR: 1
  164.  
  165. Designed for underwater use, these agile arms nevertheless prove more than handy on land.
  166.  
  167. Swift Cutter
  168. Power: 5 To Hit: +6 Damage: d4
  169. Crit: Double damage, and the user may move up to 10 feet immediately after the attack
  170. Botch: The user stumbles 5 feet in the direction of the target's choice
  171.  
  172. Amphibious Design
  173. Passive: Silvertip Streamlines work perfectly in water, and the user gains an extra 5 feet of movement in the water per Streemline.
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