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Graham Aker G2-GGG

May 30th, 2012
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  1. Name: Graham Aker
  2. Concept: Ace pilot with issues
  3. Nature: Professional
  4.  
  5. XP Total: Spent/Total
  6. PP Spent:
  7.  
  8. --Dramatic Themes--
  9. Reason: Duty
  10. Typecast: Hotshot
  11. Bane: Rivalry
  12.  
  13. --Genre Points--
  14. Pooled: 3
  15. Temporary/Current: 3
  16.  
  17. --Attributes--
  18. Fitness 2 (2)
  19. Intellect 2 (2)
  20. Empathy 2 (2) 6
  21.  
  22. --Defenses--
  23. Physical: (Fitness+CurrentGenrePoints)
  24. Mental: (Intellect+CurrentGenrePoints)
  25. Emotional: (Empathy+CurrentGenrePoints)
  26.  
  27. --Plot Armor--
  28. Dent
  29. Grit 0/6 (1)
  30. Drive 0/6 (1)
  31. Wisdom 0/6 (1) 3 9
  32.  
  33. --Skills--
  34.  
  35. Academics +1 (1)
  36. Athletics +1 (1)
  37. Combat +2 (3)
  38. Craftsmanship +__
  39. Deceit +1 (1)
  40. Dexterity +1 (1)
  41. Diplomacy +1 (1)
  42. Electronics +_
  43. Investigation +1 (1)
  44. Machinery +1 (1)
  45. Presence +2 (3)
  46. Survival +_
  47. Stealth +1 (1) 14 23
  48.  
  49. --Genre Powers--
  50. Try Again
  51. Speed: Instant
  52. Cost: 1
  53. Effect: Reroll any one 1d10 Action roll and gain an Advantage
  54. to it, keeping the new result.
  55.  
  56. Mid-Scene Upgrade
  57. Speed: Instant
  58. Cost: 2
  59. Effect: Gain a new Upgrade or Weapon, you must pay the
  60. cost at the earliest opportunity after the Operation ends. If
  61. you would not be able to make the purchase in the future,
  62. for whichever reason, the GM may rule that you cannot
  63. gain that Upgrade or Weapon.
  64.  
  65. Not so Fast
  66. Speed: Instant
  67. Cost: 3
  68. Effect: Cancel the effects of an Enemy's Attack against
  69. another Ally of yours. If used after all relevant rolls have
  70. been made and resources spent, the effects are cancelled
  71. but the resources are still consumed.
  72.  
  73. Disarm
  74. Speed: Instant
  75. Cost: 2
  76. Effect: After an attack made by an Enemy has failed to deal
  77. Damage to you, you may disallow that same Enemy from
  78. using that Weapon again until End of Operation.
  79.  
  80. One in a Million Shot
  81. Speed: Called
  82. Cost: 3
  83. Effect: Your next offensive Action ignores any and all defensive
  84. capabilities of your enemies, other than Evasion and
  85. Armor, or Upgrades that enhance those two, and gains an
  86. Advantage to the Accuracy and Penetration Test.
  87.  
  88. Hotblooded Fervor
  89. Speed: Instant
  90. Cost: 1
  91. Effect: Reduce the Armor belonging to a target you are
  92. attacking by half, rounding down, for the purposes of this
  93. Attack.
  94.  
  95. Slow and Steady
  96. Speed: Called
  97. Cost: 3
  98. Effect: For the next three Rounds treat your Tension as if it
  99. were doubled for the purposes of Accuracy and Penetration
  100. Tests.
  101.  
  102. --Traits and Equipment--
  103.  
  104. Practice Makes Perfect:
  105. You may repeat a Genre Power that you already used,
  106. once per Operation.
  107.  
  108. Traits
  109. Shrewd (3)
  110. Leadership (4) 7 30
  111.  
  112.  
  113. SVMS-01 Union Flag (Mithril Use Type)
  114.  
  115. Mass Produced:
  116. Double the Threshold regeneration from spending a Turn
  117. inside your Base or from the Jury Rig ability - when applied
  118. on yourself and others. Doing so may restore a lost Level of
  119. Threshold, repairing the Maimed Area back to normal.
  120.  
  121. Dynamic
  122. Basic Mechanics
  123. Evasion Armor Threshold Energy Accuracy Penetration
  124. 10 6 7 9 0 0
  125. Area Capacity
  126. Core 20: Transform 5, Elusive Target 10, Slam 0
  127. Head 10
  128. Torso 10: ECS 7, Vulcans 1
  129. Arms 10: Beam Saber 2, Linear Rifle 3
  130. Legs 10: Maglev 1, CQC 1
  131. UP: 30/30
  132.  
  133. Elusive Target
  134. Areas: Core
  135. Cost: 10
  136. Effect: Whenever you take the Maneuver or Disengage
  137. Actions, you become impossible to target by any kind of Action
  138. that chooses an Enemy until your next Turn. Note that
  139. while you are safe from being chosen as a target, you are
  140. still vulnerable to Blast Weapons that attack the position
  141. you are in and other such abilities.
  142.  
  143. ECS
  144. Areas: Torso
  145. Cost: 7
  146. Effect: After a successfull Accuracy Test made to hit you,
  147. you may spend 1 Energy and roll 1d10. On a roll equal to
  148. or higher than the Accuracy of the Gear plus that of the
  149. Weapon that attacked you, you succesfully evade it.
  150. Enhancements: For an additional 2 UP you may add +1
  151. to the roll. You may purchase this Enhancement up to four
  152. times.
  153.  
  154. Maglev
  155. Areas: Torso or Legs
  156. Cost: 1
  157. Effect: You do not suffer the effects of Difficult Terrain. This
  158. ability does not work underwater or in space.
  159. Enhancements: For an additional 2 UP, you and you may
  160. Move an additional Zone after your Action by spending 1
  161. Energy in applicable Terrain.
  162.  
  163. Slam
  164. Areas: Core
  165. Cost: 0
  166. Range: 1
  167. Accuracy: +0
  168. Penetration: +0
  169. Energy: 0
  170. Special: Melee, Using this Weapon inflicts half the amount
  171. of Damage dealt on the Enemy back to yourself, rounding
  172. down.
  173.  
  174. Close Quarters Combat
  175. Areas: Arms or Legs
  176. Cost: 1
  177. Range: 1
  178. Accuracy: +1
  179. Penetration: +1
  180. Energy: 0
  181. Special: Melee
  182.  
  183. Plasma Sword (Beam Saber)
  184. Areas: Arms
  185. Cost: 2
  186. Range: 1
  187. Accuracy: +2
  188. Penetration: +4
  189. Energy: 1
  190. Special: Melee
  191.  
  192. 20mm Cannons (Vulcans)
  193. Areas: Any Non-Core
  194. Cost: 1
  195. Range: 1-2
  196. Accuracy: +0
  197. Penetration: +0
  198. Energy: 0
  199. Special: Ballistic. Mobile
  200.  
  201. Linear Rifle (Light Machinegun)
  202. Areas: Arms
  203. Cost: 3
  204. Range: 1-3
  205. Accuracy: +2
  206. Penetration: +2
  207. Energy: 0
  208. Special: Ballistic, Mobile
  209.  
  210.  
  211. Union Flag: Fighter Mode
  212.  
  213. Mass Produced:
  214. Double the Threshold regeneration from spending a Turn
  215. inside your Base or from the Jury Rig ability - when applied
  216. on yourself and others. Doing so may restore a lost Level of
  217. Threshold, repairing the Maimed Area back to normal.
  218.  
  219. Dynamic
  220. Basic Mechanics
  221. Evasion Armor Threshold Energy Accuracy Penetration
  222. 10 6 7 9 0 0
  223. Area Capacity
  224. Core 20: Transform 5, Elusive Target 10, Slam 0
  225. Head 10
  226. Torso 10: ECS 7, Vulcans 1
  227. Arms 10: Linear Rifle 3
  228. Legs 10: Antigravity 3
  229. UP: 29/30
  230.  
  231. Elusive Target
  232. Areas: Core
  233. Cost: 10
  234. Effect: Whenever you take the Maneuver or Disengage
  235. Actions, you become impossible to target by any kind of Action
  236. that chooses an Enemy until your next Turn. Note that
  237. while you are safe from being chosen as a target, you are
  238. still vulnerable to Blast Weapons that attack the position
  239. you are in and other such abilities.
  240.  
  241. ECS
  242. Areas: Torso
  243. Cost: 7
  244. Effect: After a successfull Accuracy Test made to hit you,
  245. you may spend 1 Energy and roll 1d10. On a roll equal to
  246. or higher than the Accuracy of the Gear plus that of the
  247. Weapon that attacked you, you succesfully evade it.
  248. Enhancements: For an additional 2 UP you may add +1
  249. to the roll. You may purchase this Enhancement up to four
  250. times.
  251.  
  252. Anti-Gravity
  253. Areas: Torso or Legs
  254. Cost: 3
  255. Effect: During your Beginning Phase, you may spend 1
  256. Energy to ignore the effects of Difficult Terrain, to be able
  257. to shoot through a Zone occupied by an Enemy as if they
  258. weren’t there to reach another, and to Move an additional
  259. Zone after your Action. You may use any number of these
  260. effects per activation for a Round, unused effects do not
  261. carry over to your next Turn. This ability does not work
  262. underwater or in space.
  263.  
  264. Transform
  265. Areas: Core
  266. Cost: 5 per additional Transformation Mode, the Cost is applied
  267. to all Forms.
  268. Effect: Your other Forms may have a different Chassis, Upgrades
  269. or Weapons in the Head, Torso, Arms and Legs but
  270. they all must share the same Design, Upgrades and Weapons
  271. in other Areas, as well as the same Common Enhancements.
  272. If you change to a form that has a higher maximum
  273. Energy or Threshold than your old one, your value remains
  274. as is, likewise any restored Energy or Threshold beyond
  275. what your new form can hold is lost. Maimed Areas will
  276. also carry over. You may purchase new instances of this
  277. Upgrade after the first. As an Action you may alternate
  278. between one form and another.
  279.  
  280. Slam
  281. Areas: Core
  282. Cost: 0
  283. Range: 1
  284. Accuracy: +0
  285. Penetration: +0
  286. Energy: 0
  287. Special: Melee, Using this Weapon inflicts half the amount
  288. of Damage dealt on the Enemy back to yourself, rounding
  289. down.
  290.  
  291. 20mm Cannons (Vulcans)
  292. Areas: Any Non-Core
  293. Cost: 1
  294. Range: 1-2
  295. Accuracy: +0
  296. Penetration: +0
  297. Energy: 0
  298. Special: Ballistic. Mobile
  299.  
  300. Linear Rifle (Light Machinegun)
  301. Areas: Arms
  302. Cost: 3
  303. Range: 1-3
  304. Accuracy: +2
  305. Penetration: +2
  306. Energy: 0
  307. Special: Ballistic, Mobile
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