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  1. Captain Jack Ramirez.
  2. Impact Survivor
  3.  
  4.  
  5.  
  6. Wounds: 10
  7. Fate Points: 2 (+1 from Team Leader)
  8. Insanity Points: 9
  9.  
  10. WS:27
  11. BS:53
  12. STR:29
  13. T: 33
  14. AG: 45
  15. INT: 32
  16. PER: 37
  17. WP: 34
  18. FEL: 35
  19. SR: 0
  20.  
  21.  
  22. Traits:
  23. Prepared for the Worst
  24. Just Try Me
  25. Trauma
  26. Uncomfortable Memories: Trigger—Sadism. Jack's seen plenty of things as a soldier, but seeing someone enjoy maiming their opponents will set off particular memories (for example, a berserk Eva.)
  27.  
  28.  
  29. Assets:
  30. Soldier
  31. Team Leader
  32.  
  33. Drawbacks:
  34. Chronic Pain: A deep knife wound to the chest went untreated due to lack of supplies after Second Impact. It never healed fully, and still occasionally causes him trouble.
  35. Compulsive Behavior: Preparedness. Years of military experience, especially in the chaotic years following Second Impact, have driven a deep paranoia into Jack's mind. He is obsessed with ensuring all of his equipment, from his pistol to his Trident, is constantly in full working order at all times. Repair down time drives him crazy.
  36. Dark Secret:
  37.  
  38. Class: Robojock (Ranged 5b)
  39. 7400xp
  40.  
  41.  
  42.  
  43. Skills:
  44. Awareness+20 (100xp 3) (100xp 4)
  45. Dodge+10 (100xp 2) (100xp 3)
  46. Command (Fel)
  47. Intimidate (Str)
  48. Speak (English)
  49. Literacy
  50. Pilot Trident
  51. Common Lore (Second Impact)
  52. Tech-use+10 (100xp 4)
  53. Security+20 (100xp 3) (100xp 4) (100xp 4)
  54. Concealment+10 (100xp 4) (100xp 5)
  55. Drive (Black NERV Vans) (100xp 4)
  56. Silent Move+10 (100xp 4) (100xp 4)
  57. Shadowing+20 (100xp 4)(100xp 5)
  58. Inquiry+10 (100xp 4) (100xp 4)
  59.  
  60. Talents:
  61. Battlefield Experience (No insanity from blood, violence)
  62. Arms Master (-10 for untrained weapons)
  63. This Gun Is Mine (Un-jam weapons as a half-action)
  64. Overzealous (+1 Collateral Damage)
  65. Gifted (BS)
  66. Sound Constitution (100xp 4)
  67. Hotblooded (100xp)
  68. Foresight (200xp)
  69. Computer Assistance (100xp 4)
  70. Hardwired Power (200xp)
  71. Deadeye Shot (100xp 3)
  72. Melee Weapons Training
  73. Basic Weapons Training
  74. Unique Construction (+5 BS)
  75. Pistol Weapons Training (100xp)
  76. Heavy Weapons Training (200xp 2)
  77. Basic Weapons Training (Positron) (100xp 3)
  78. Independent Targeting (fire at 2+ targets more than 10m apart)
  79. Power: N2 (100xp 2)
  80. Modular Design (200xp 2) (Extra Missile reload)
  81. Reinforced Structure (+1 Armor) (400xp 3)
  82. Bulging Biceps (100xp 3)
  83. Deadeye Shot (100xp 3)
  84. Performance Tweak (200xp 4)
  85. Broadside (100xp 4)
  86. Crack Shot (100xp 4)
  87. Marksman (100xp 4)
  88. Mighty Shot (100xp 5)
  89. Move and Shoot (100xp 5)
  90. Custom FCS (+10 to Aim, x2 range) (200xp 5)
  91.  
  92.  
  93.  
  94. 12 WUP (400xp) (700xp 3)
  95. 10 SUP (400xp)(100xp 2) (100xp 3) (300xp 4) (2 unspent)
  96.  
  97. Intermediate Agi (100xp 4) (250xp 4) Intermediate BS (350 4) Basic Per (250xp 4)
  98.  
  99. Equipment:
  100. Pistol Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip 12; Reload Full; Reliable)
  101.  
  102.  
  103. T-RIDEN-T Land Cruiser Mk II: "LINDWURM"
  104.  
  105.  
  106.  
  107. WS:37
  108. BS:68
  109. STR:25
  110. T: 30
  111. AG: 45
  112. INT: 32
  113. PER: 37
  114. WP: 34
  115. FEL: 35
  116.  
  117. 3 Jumps.
  118.  
  119. Movement: 8/16/24/48
  120. Location % to Hit AP Wounds
  121. Head 01-10 6 6
  122. R. Arm 11-20 5 4
  123. L. Arm 21-30 5 4
  124. Body 31-70 9 10
  125. R. Leg 71-85 7 8
  126. L. Leg 86-100 7 8
  127.  
  128.  
  129. Weapons:
  130. Manipulators (1d10+3 I)
  131. Chin-mounted cannon (40 DM; S/3/6; 1d10+6 (+2 from ms) 1; Pen1; Clip 30)—Smoke Launcher, Increase Damage
  132. Multi Missile Pod: (60 dm; Heavy; -/-/5; 1d10+7(+2 ms) X; Pen 1; Clip 2; Reload N/A; Blast(8))—On Failed BS roll/Sucessful Dodge, still does 1d10+2
  133. Quark Discharge (40dm; Heavy, s/-/-; 2d10+6 (+2 ms) E; Pen 4; Clip N/A; Reload N/A, Recharge, Positron.) --minus 2ATS to any AT field hit by ability for 1 turn.
  134.  
  135.  
  136. Equipment/Upgrades:
  137. Armor Enhancement 1 (Factored in)
  138. Armor Enhancement 2 (Factored in)
  139. Blast Shields (Not Equipped)
  140.  
  141. Raiden Cannon (45 dm; Heavy; S/-/-; 1d10+6 I; Pen 2; Clip 20; Reload: N/A) —Accurate (+10 to BS when Aiming.) —Increase Damage
  142.  
  143. Heavy Railgun (Special; Heavy; S/-/-; 3d10+3 I, Pen 6, Clip 2; Reload 2Ful; Recharge (fire every other turn)—Accurate, Increase Pen.
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