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- BASICS//
- Name: Black Selena (Aestivalis Custom Akito)
- Chassis: Personal
- XP Total: 30 UP Spent: 30/30
- MECHANICS//
- Evasion : 15
- Armor : 2
- Energy : 9/9
- Accuracy : 3
- Penetration: 0
- THRESHOLD//
- 6/6 - 6/6 - 6/6 - 6/6
- Maimed:
- AREAS//
- Core 10
- - Limiter Release
- - After a successful Accuracy Test, you may deal 1d10 Damage to yourself to gain that much extra Penetration for that same attack.
- - Supercharged
- - At the beginning of your Turn, you regenerate 1 Energy.
- Head 0
- Torso 15
- - Gravagne Field
- - Effect: If you would be dealt Damage by any source, except from an Enemy equipped with a Gravagne Field at Range 0 or 1, you may spend 1 Energy to increase your Armor against that attack by 7.
- - Distortion Attack
- Arms 5
- - Hand Cannon
- Legs 0
- None 0
- -
- Expansion Pack 20+3
- - TRC
- - After a successfull Accuracy Test made to hit you, you may spend 1 Energy and roll 1d10 + Half your Tension (rounded up). On a roll equal to or higher than Accuracy of the Gear plus that of the Weapon that attacked you, you successfully evade it.
- - Divine Wind
- - Antigravity (Enhanced)
- - You ignore the effects of Difficult Terrain, are able to shoot through a Zone occupied by an Enemy as if they weren’t there to reach another, and may Move an additional Zone after your Action. This ability does not work underwater or in space.
- Enhancements 7
- Evasion +2 (3)
- Armor 0 (0)
- Energy +1 (2)
- Threshold 0 (0)
- Accuracy +1 (2)
- Penetration 0 (0)
- WEAPONS//
- NAME RANGE ACC PEN EN SPECIAL
- Slam 0-1 +3 0 0 Melee, inflicts half the amount of Damage dealt on the Enemy back to yourself, rounding down.
- Hand Cannons 0-6 +5 2 0 Ballistic
- Distortion Attack 0-1 +5 5 2 Melee, Reliable
- Armor Purge (Divine Wind) 0-2 +23 12 0 Melee, Reliable, Using this Weapon will down you a Level of Threshold and Maim the Area it is located on.
- -----------------------------------------------
- FOR LATER FORMS
- -----------------------------------------------
- Armor, Energy, and
- Accuracy
- 2 PP 4 PP 6 PP 8 PP 10 PP
- Evasion,Threshold,
- and Penetration
- 1 PP 2 PP 3 PP 4 PP 5 PP
- 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.
- TRC
- Enhancements: For an additional 10 UP, you may spend an
- additional 1 Energy and add all of your Tension to the roll
- instead.
- Gravagne Field
- Enhancements: For an additional 10 UP, this Upgrade
- increases Armor by 10 instead, and you may spend an
- additional 1 Energy to shield you even from Units equipped
- with other Gravagne Fields.
- Guardian Maneuver
- Areas: Head
- Cost: 3
- Effect: When using the Maneuver Action you may extend
- the bonus to all Allies within Range 1 up to three times per
- Operation. This Upgrade does not work against Weapons
- with the Blast ability or that affect Zones instead of specific
- targets.
- Support Fire
- Areas: Head
- Cost: 5
- Effect: When using the Assist action you may choose to not
- suffer a Disadvantage to your own attack up to three times
- per Operation. You may always Attack Enemies in the middle
- of a Duel without running the risk of hitting your Ally.
- Vernier Thrusters
- Areas: Torso or Legs
- Cost: 1
- Effect: In space Terrain, you may Move an additional Zone
- after your Action by spending 1 Energy.
- Enhancements: For an additional 2 UP, you make the effects
- of this Upgrade permanent at no Energy cost.
- Expansion Pack
- Areas: None
- Cost: The cost of the total set of purchases plus 3 UP.
- Effect: Choose a set of Upgrades and designate them as
- an Expansion Pack, ignoring all Area allocation restrictions.
- You may combine with this Pack before deploying or after
- spending a Round within your Base, granting your Unit all
- of the Pack’s held Upgrades and their Enhancements. The
- Expansion Pack may be Maimed as any other Area once
- combined. You do not gain extra benefit of any Upgrades
- obtained more than once this way, though they do serve as
- a backup in case the first instance gets Maimed.
- Enhancements: For an additional 2 UP, at any time you
- would take Damage you may purge this Expansion Pack to
- halve the Damage you would have taken (rounding down)
- but rendering the Pack and its contents unusable until
- repaired. If you reduce the Damage this way, it can at most
- reduce your current Threshold Layer to 1.
- Assistant
- Areas: None
- Cost: 5 UP.
- Effect: You gain a subpilot trained to use Cooperate Action
- during your Turn, who has an Action to use to that effect.
- They may board the Unit before deployment or after you’ve
- spent a Round within your Base.
- Enhancements: For an additional 1 UP, choose a Genre
- Powers package you do not already possess and one
- power from that package. Your Assistant gains that Genre
- Power to use with your Genre Points. You may take this
- Enhancement multiple times, each time learning one
- additional Genre Power from that package.
- Divine Wind
- Range: 0-2
- Accuracy: Special.
- Penetration: Special
- Energy: 0
- Special: Melee, Reliable, Using this Weapon will down you
- a Level of Threshold and Maim the Area it is located on. Its
- Accuracy is equal to the UP stored in there, and its Penetration
- is twice the Threshold you lost this way.
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