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- Pilot:
- >Name: Sasha McDonnel
- >Nationality: Irish
- >Fluff: Sasha has loved machines since she was a kid. When she was six she dissassembled an engine block. Addittedly it was ancient and rust filled but she did it. Since then she has done everything she can to learn more. From working in a garage, to engineering school to working on mechs she has moved up in the world. Today, at last, thanks to years of effort she has finally managed to get her first mech. Serpertine.
- >Inventory :
- [Liquid Nitrogen Missile Launcher Blueprint]
- [Large Amount of Scrap Metal]
- >Skills :
- [Jerry-Rigging] +10 to Technical rolls. You also have the ability to construct weapons, armor, and other items out of scrap materials.
- >Flaws :
- [Introvert] -5 to social rolls. It may be difficult to make friends.
- Mecha:
- >Name:Serpentine
- >Fluff : Serpentine does not rely on legs to move, no wobbly bits of steel for her. Nope, instead its nearly 50 meters of articulated joints to propel her through the world. The biggest benefit to her method of travel? Grappling. If she gets close enough your mech is going to be so much scrap. To aid in this most of her ranged weaponry is ECM and ECCM. She'll cloud your sensors and vision before moving in to choke the life out of you.
- >Health: 500/500
- >Weapons :
- [Ion Laser Tail] : (Tail) (Ion Damage, 1d150) {Has a chance of disabling an enemy weapon/upgrade}
- [M.A.W.] : (Head) (Massive Automatic Welder) (Instant Kill) {Can only be used on a mecha in close combat that is immobilized}
- [Hydra Corroder] : (Head) (Acid Damage, Cumulative, Begins at 20 damage and doubles each turn unless repairs are sought. Does not stack. Can only be used once per battle, as acid canisters take time to refill)
- >Upgrades :
- [Flash Module] : Take an extra action this turn. (Cooldown: 3 Turns)
- [Dig] Tunnel underground in battle, avoiding enemy weaponry in the process, and maybe catching them in a sneak attack. You're still detectable by sensors and sound, however. (Cooldown: 2 Turns)
- [Electroweb Emitter] Entangle your opponent in electric webbing, preventing them from moving for one turn. (Cooldown: 2 Turns)
- [Tar Jetspray] Unleash a visceral tar liquid upon your enemy, blinding him and disrupting sensors for a turn. (Cooldown: 2 Turns)
- [Second Head] +1 Weapon Head Slot.
- [Earthquake Emitter] Whoah, shaky ground! Has varying effects, ranging from disrupting enemy actions to destroying structures. Effects increase in magnitude when underground.
- (Cooldown: 4 Turns)
- >Defects :
- [Serpentine Construction] Because your mecha was built in serpentine format, you can only have weapons on your Head, Torso, and Tail.
- [Not the Head!] Weapons targeted at your head will do twice as much damage.
- >Fighting Style : Offense
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