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- JOJO MECH
- Size: ½
- Armor: 1
- Save Target: 10
- Sensors: 5
- Hull
- HP: 6
- Repair: 4
- Agility
- Evasion: 8
- Speed: 3
- Systems:
- E-Defense: 8
- Tech Attack: -2
- SP: 6
- Engineering:
- Heat Cap: 5
- Mounts:
- Main/Aux Mount
- Traits:
- ORAORAORA - 1/round
- Once per round, when attacking with a melee weapon, you may roll a 1d6. On a 4+, you may roll the damage value again and add it to the original damage value.
- Fist to Fist
- Gain the Fist to Fist reaction
- Fist to Fist - Reaction, 1/round
- Trigger - You are hit by a melee attack
- Effect - Select one of your melee weapons and roll its damage. Subtract this value from the incoming damage. If your value is greater than the incoming damage, deal the difference to the enemy mech as damage. You may not use this weapon until the end of your next turn.
- Core System:
- Passive - Doppelganger
- Protocol - 1/scene
- Once per scene, you may summon a single doppelganger as a separate controllable mech. This doppelganger shares the same characteristics, stats, systems, and weapons as your mech, however it only has 1 structure, 1 quick action, and cannot Overcharge or perform any action that requires a full action. If the doppelganger is destroyed, immediately take 1 structure damage. If the doppelganger overheats, it is dismissed and you take 1 stress.
- You may dismiss the doppelganger as a free action.
- Active - The World
- Protocol - 1/mission
- Stop the flow of time and obtain a World Die, 1d6 starting at 1. Immediately gain 1 extra quick action for you and your doppelganger if it is active. Until the end of your turn, none of your allies or enemies can take reactions and all damage and effects are suspended.
- After you have completed all available actions, you may choose to roll a 1d6. If you roll a value equal to or higher than your World Die, you immediately gain an additional quick action for you and your doppelganger and increase the value of your World Die by 2. You must spend this quick action on both you and your doppelganger before you can roll again. If you fail the roll, your turn ends.
- Once you end your turn, all suspended damage and effects are immediately applied as a single attack against each target.
- License
- I
- Equipment - The Hermit
- 2 SP, Unique, Heat 1 (Self), Quick Action
- Hermit Divine - quick action
- Take 1 heat to mark an enemy within sensors with Hermit’s Vines. An enemy affected by Hermit’s Vines takes +1 difficulty to all actions against allied units until the end of their next turn.
- Hermit Bind - quick action
- Take 1 heat to immobilize an enemy within sensors until the start of your next turn.
- Equipment - The Chariot
- 1 SP, Unique, Limited 1, Quick Action, Protocol
- Don Armor - quick action
- Gain the Armored Chariot status and increase your armor by 2, however you must halve your speed and evasion rounded down.
- Shed Armor - protocol
- If you have the Armored Chariot status, you may shed your armor, removing the Armored Chariot status, the 2 armor bonus, and the speed and evasion penalty. For the rest of your turn, you have double your original speed.
- II
- Frame - JOJO MECH
- Equipment - The Emperor
- 2 SP, Unique, Quick Action
- Fire the Emperor - quick action
- Target an enemy within range 5. They must succeed on an agility save or take 1d3+1 kinetic damage. On success, they take 1 kinetic damage.
- Equipment - The Star
- 2 SP, Unique, Quick Action
- Punch Rush - quick action
- Target an enemy within range 1 and deal 1d3+1 kinetic damage. They must succeed on a hull save or be knocked prone. On success, they are not.
- III
- Equipment - The Diamond
- 3 SP, Unique, Reaction
- Gain the Diamond Restoration reaction
- Diamond Restoration - reaction, 1/round
- Trigger - An ally, object, or terrain is damaged
- Effect - You may completely undo any effect or damage that was done. The attacker does not get their action back.
- Equipment - The Hand
- 3 SP, Unique, Heat 3 (Self), Quick Action
- Erasure - quick action
- Take 3 heat to erase any object of equal or lesser size. If applied to open ground, you may teleport up to line 2 in a direction of your choice. If applied to an enemy mech, they must succeed on an agility save or take your size rounded up + 3 energy AP damage.
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