skaianDestiny

Lancer Jojo Mech

Apr 20th, 2021 (edited)
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  1. JOJO MECH
  2.  
  3. Size: ½
  4. Armor: 1
  5. Save Target: 10
  6. Sensors: 5
  7. Hull
  8. HP: 6
  9. Repair: 4
  10. Agility
  11. Evasion: 8
  12. Speed: 3
  13. Systems:
  14. E-Defense: 8
  15. Tech Attack: -2
  16. SP: 6
  17. Engineering:
  18. Heat Cap: 5
  19.  
  20. Mounts:
  21. Main/Aux Mount
  22.  
  23. Traits:
  24. ORAORAORA - 1/round
  25. 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.
  26.  
  27. Fist to Fist
  28. Gain the Fist to Fist reaction
  29. Fist to Fist - Reaction, 1/round
  30. Trigger - You are hit by a melee attack
  31. 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.
  32.  
  33. Core System:
  34. Passive - Doppelganger
  35. Protocol - 1/scene
  36. 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.
  37. You may dismiss the doppelganger as a free action.
  38.  
  39. Active - The World
  40. Protocol - 1/mission
  41. 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.
  42. 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.
  43. Once you end your turn, all suspended damage and effects are immediately applied as a single attack against each target.
  44.  
  45. License
  46. I
  47. Equipment - The Hermit
  48. 2 SP, Unique, Heat 1 (Self), Quick Action
  49. Hermit Divine - quick action
  50. 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.
  51. Hermit Bind - quick action
  52. Take 1 heat to immobilize an enemy within sensors until the start of your next turn.
  53.  
  54. Equipment - The Chariot
  55. 1 SP, Unique, Limited 1, Quick Action, Protocol
  56. Don Armor - quick action
  57. Gain the Armored Chariot status and increase your armor by 2, however you must halve your speed and evasion rounded down.
  58. Shed Armor - protocol
  59. 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.
  60.  
  61. II
  62. Frame - JOJO MECH
  63.  
  64. Equipment - The Emperor
  65. 2 SP, Unique, Quick Action
  66. Fire the Emperor - quick action
  67. 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.
  68.  
  69. Equipment - The Star
  70. 2 SP, Unique, Quick Action
  71. Punch Rush - quick action
  72. 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.
  73.  
  74. III
  75. Equipment - The Diamond
  76. 3 SP, Unique, Reaction
  77. Gain the Diamond Restoration reaction
  78. Diamond Restoration - reaction, 1/round
  79. Trigger - An ally, object, or terrain is damaged
  80. Effect - You may completely undo any effect or damage that was done. The attacker does not get their action back.
  81.  
  82. Equipment - The Hand
  83. 3 SP, Unique, Heat 3 (Self), Quick Action
  84. Erasure - quick action
  85. 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.
  86.  
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