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- Name: Graham Aker
- Concept: Ace pilot with issues
- Nature: Professional
- XP Total: Spent/Total
- PP Spent:
- --Dramatic Themes--
- Reason: Duty
- Typecast: Hotshot
- Bane: Rivalry
- --Genre Points--
- Pooled: 3
- Temporary/Current: 3
- --Attributes--
- Fitness 2 (2)
- Intellect 2 (2)
- Empathy 2 (2) 6
- --Defenses--
- Physical: (Fitness+CurrentGenrePoints)
- Mental: (Intellect+CurrentGenrePoints)
- Emotional: (Empathy+CurrentGenrePoints)
- --Plot Armor--
- Dent
- Grit 0/6 (1)
- Drive 0/6 (1)
- Wisdom 0/6 (1) 3 9
- --Skills--
- Academics +1 (1)
- Athletics +1 (1)
- Combat +2 (3)
- Craftsmanship +__
- Deceit +1 (1)
- Dexterity +1 (1)
- Diplomacy +1 (1)
- Electronics +_
- Investigation +1 (1)
- Machinery +1 (1)
- Presence +2 (3)
- Survival +_
- Stealth +1 (1) 14 23
- --Genre Powers--
- Try Again
- Speed: Instant
- Cost: 1
- Effect: Reroll any one 1d10 Action roll and gain an Advantage
- to it, keeping the new result.
- Mid-Scene Upgrade
- Speed: Instant
- Cost: 2
- Effect: Gain a new Upgrade or Weapon, you must pay the
- cost at the earliest opportunity after the Operation ends. If
- you would not be able to make the purchase in the future,
- for whichever reason, the GM may rule that you cannot
- gain that Upgrade or Weapon.
- Not so Fast
- Speed: Instant
- Cost: 3
- Effect: Cancel the effects of an Enemy's Attack against
- another Ally of yours. If used after all relevant rolls have
- been made and resources spent, the effects are cancelled
- but the resources are still consumed.
- Disarm
- Speed: Instant
- Cost: 2
- Effect: After an attack made by an Enemy has failed to deal
- Damage to you, you may disallow that same Enemy from
- using that Weapon again until End of Operation.
- One in a Million Shot
- Speed: Called
- Cost: 3
- Effect: Your next offensive Action ignores any and all defensive
- capabilities of your enemies, other than Evasion and
- Armor, or Upgrades that enhance those two, and gains an
- Advantage to the Accuracy and Penetration Test.
- Hotblooded Fervor
- Speed: Instant
- Cost: 1
- Effect: Reduce the Armor belonging to a target you are
- attacking by half, rounding down, for the purposes of this
- Attack.
- Slow and Steady
- Speed: Called
- Cost: 3
- Effect: For the next three Rounds treat your Tension as if it
- were doubled for the purposes of Accuracy and Penetration
- Tests.
- --Traits and Equipment--
- Practice Makes Perfect:
- You may repeat a Genre Power that you already used,
- once per Operation.
- Traits
- Shrewd (3)
- Leadership (4) 7 30
- SVMS-01 Union Flag (Mithril Use Type)
- Mass Produced:
- Double the Threshold regeneration from spending a Turn
- inside your Base or from the Jury Rig ability - when applied
- on yourself and others. Doing so may restore a lost Level of
- Threshold, repairing the Maimed Area back to normal.
- Dynamic
- Basic Mechanics
- Evasion Armor Threshold Energy Accuracy Penetration
- 10 6 7 9 0 0
- Area Capacity
- Core 20: Transform 5, Elusive Target 10, Slam 0
- Head 10
- Torso 10: ECS 7, Vulcans 1
- Arms 10: Beam Saber 2, Linear Rifle 3
- Legs 10: Maglev 1, CQC 1
- UP: 30/30
- Elusive Target
- Areas: Core
- Cost: 10
- Effect: Whenever you take the Maneuver or Disengage
- Actions, you become impossible to target by any kind of Action
- that chooses an Enemy until your next Turn. Note that
- while you are safe from being chosen as a target, you are
- still vulnerable to Blast Weapons that attack the position
- you are in and other such abilities.
- ECS
- Areas: Torso
- Cost: 7
- Effect: After a successfull Accuracy Test made to hit you,
- you may spend 1 Energy and roll 1d10. On a roll equal to
- or higher than the Accuracy of the Gear plus that of the
- Weapon that attacked you, you succesfully evade it.
- Enhancements: For an additional 2 UP you may add +1
- to the roll. You may purchase this Enhancement up to four
- times.
- Maglev
- Areas: Torso or Legs
- Cost: 1
- Effect: You do not suffer the effects of Difficult Terrain. This
- ability does not work underwater or in space.
- Enhancements: For an additional 2 UP, you and you may
- Move an additional Zone after your Action by spending 1
- Energy in applicable Terrain.
- Slam
- Areas: Core
- Cost: 0
- Range: 1
- Accuracy: +0
- Penetration: +0
- Energy: 0
- Special: Melee, Using this Weapon inflicts half the amount
- of Damage dealt on the Enemy back to yourself, rounding
- down.
- Close Quarters Combat
- Areas: Arms or Legs
- Cost: 1
- Range: 1
- Accuracy: +1
- Penetration: +1
- Energy: 0
- Special: Melee
- Plasma Sword (Beam Saber)
- Areas: Arms
- Cost: 2
- Range: 1
- Accuracy: +2
- Penetration: +4
- Energy: 1
- Special: Melee
- 20mm Cannons (Vulcans)
- Areas: Any Non-Core
- Cost: 1
- Range: 1-2
- Accuracy: +0
- Penetration: +0
- Energy: 0
- Special: Ballistic. Mobile
- Linear Rifle (Light Machinegun)
- Areas: Arms
- Cost: 3
- Range: 1-3
- Accuracy: +2
- Penetration: +2
- Energy: 0
- Special: Ballistic, Mobile
- Union Flag: Fighter Mode
- Mass Produced:
- Double the Threshold regeneration from spending a Turn
- inside your Base or from the Jury Rig ability - when applied
- on yourself and others. Doing so may restore a lost Level of
- Threshold, repairing the Maimed Area back to normal.
- Dynamic
- Basic Mechanics
- Evasion Armor Threshold Energy Accuracy Penetration
- 10 6 7 9 0 0
- Area Capacity
- Core 20: Transform 5, Elusive Target 10, Slam 0
- Head 10
- Torso 10: ECS 7, Vulcans 1
- Arms 10: Linear Rifle 3
- Legs 10: Antigravity 3
- UP: 29/30
- Elusive Target
- Areas: Core
- Cost: 10
- Effect: Whenever you take the Maneuver or Disengage
- Actions, you become impossible to target by any kind of Action
- that chooses an Enemy until your next Turn. Note that
- while you are safe from being chosen as a target, you are
- still vulnerable to Blast Weapons that attack the position
- you are in and other such abilities.
- ECS
- Areas: Torso
- Cost: 7
- Effect: After a successfull Accuracy Test made to hit you,
- you may spend 1 Energy and roll 1d10. On a roll equal to
- or higher than the Accuracy of the Gear plus that of the
- Weapon that attacked you, you succesfully evade it.
- Enhancements: For an additional 2 UP you may add +1
- to the roll. You may purchase this Enhancement up to four
- times.
- Anti-Gravity
- Areas: Torso or Legs
- Cost: 3
- Effect: During your Beginning Phase, you may spend 1
- Energy to ignore the effects of Difficult Terrain, to be able
- to shoot through a Zone occupied by an Enemy as if they
- werenβt there to reach another, and to Move an additional
- Zone after your Action. You may use any number of these
- effects per activation for a Round, unused effects do not
- carry over to your next Turn. This ability does not work
- underwater or in space.
- Transform
- Areas: Core
- Cost: 5 per additional Transformation Mode, the Cost is applied
- to all Forms.
- Effect: Your other Forms may have a different Chassis, Upgrades
- or Weapons in the Head, Torso, Arms and Legs but
- they all must share the same Design, Upgrades and Weapons
- in other Areas, as well as the same Common Enhancements.
- If you change to a form that has a higher maximum
- Energy or Threshold than your old one, your value remains
- as is, likewise any restored Energy or Threshold beyond
- what your new form can hold is lost. Maimed Areas will
- also carry over. You may purchase new instances of this
- Upgrade after the first. As an Action you may alternate
- between one form and another.
- Slam
- Areas: Core
- Cost: 0
- Range: 1
- Accuracy: +0
- Penetration: +0
- Energy: 0
- Special: Melee, Using this Weapon inflicts half the amount
- of Damage dealt on the Enemy back to yourself, rounding
- down.
- 20mm Cannons (Vulcans)
- Areas: Any Non-Core
- Cost: 1
- Range: 1-2
- Accuracy: +0
- Penetration: +0
- Energy: 0
- Special: Ballistic. Mobile
- Linear Rifle (Light Machinegun)
- Areas: Arms
- Cost: 3
- Range: 1-3
- Accuracy: +2
- Penetration: +2
- Energy: 0
- Special: Ballistic, Mobile
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