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- Alexander
- DR: 2 LI: 10 RES: 16/16 EN: 34/34
- CC 17/15+2
- Mer 4 | RES 14+2
- Mar 6 | AP 18+2
- Ven 6 | MOV 6+1
- Jup 3 | PRT 15+1+3+1+1+1+3
- Persistent Effects:
- {Weakened}
- {Trauma: Sprained Wrist} Cannot equip weapons on left hand (It will heal next mission)
- Equipment:
- [e] GFE Type 3. “Sophia”
- EN: (4*MER)+(6*3)=34 RE:(2*MAR)=12 LI:MER+MAR=10 3+3=6EQ (Ꞥ8000)
- [*Soline Neural Link] +3 PRTs
- 3x [♣^Extended battery] 1EQ +6EN
- [e] “Sabre”
- 2d6 (Hit: 9; Overflow damages AP) 4AP (6EN if attack lands) Fnc/Slsh 2EQ (Ꞥ3500)
- “The Black Cap”
- 1+1=2 DR 2EQ (Ꞥ2500)
- [*Slightly Darker Black] Become nearly invisible in “shadows”
- [*Greedy] Using items costs 4AP. (Includes grenades)
- [e] βGFE v2 “Hades”
- CH:0/8 2 Catalyst Slot 2EQ (Ꞥ7000)
- [*Whip] 4AP 2EN 2d3+VEN cm R2
- [*#Suffuse] Equipment is imbued as long as Dynamo holds charge
- [*Venmertine weave] Damaging Shields charges your dynamo; can only charge this way.
- [Reel] 2d12+JUP vs; grab targets and pull them towards you
- [Swing] 2d12+VEN; Anchor the Hades on something to use it as a rope.
- Catalysts:
- [e] Solmeryzt 2EQ- Gather and expel light (not just visible) (Ꞥ1500)
- [e] Mervenyst 2EQ- Attract and repel mass (Ꞥ1500)
- Venmarite 1EQ- Move mass
- Other equipment owned:
- AB Binoculars 2EQ (Ꞥ3000)
- [*Solderite lenses] See in the dark
- [*@Zoom] 2AP Increase your vision by 4 squares uncovering the FoW. Structures blocking LoS will not uncover FoW.
- [*Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
- PRT/PRQ/POT:
- {-Beta Wave Beacon} Effects from dynamos are more potent.
- {Imbuement Tolerant} Add 1/2 of MAR rounded down to imbuement durations
- 「La Vengeance du Serpent」Instead of Riposting use an armed combat skill such as [Disarm], [Trip], or [Shoulder Throw]; failed parries make you {Vulnerable}
- 「Marathon」+1 Mov
- (1) [Well Bathed] +2AP
- (2) [Well Fed] +2RES +2EQ +1DR
- (3-5) [♣^Extended battery] 1EQ +6EN
- (6) [Camouflage] Configure your armor to better blend in with the environment; -2 to sight profile
- (7) [♣^Always prepared] 3EQ have just the right item for a situation (have some bandaids if you’re low on health, have ammo that can give you an advantage, etc...)
- (8) [%Parry] 1 AP roll (1d24)+(JUP+VEN)+1/2AP vs. Parry an attack if successful. Agents can prepare an attack to happen right after the parry. Parried targets are {Vulnerable}. Attacks done through parrys always hit.
- (9) [Footwork] -1 penalty to foes trying to dodge your attack. Follow a target’s movement if they dodge melee attacks. Must be within MOV range.
- (10) [Vento Corto] 1.5*AP 2*EN: Send a shockwave of air; slicing foes. VEN+JUP range. -1 dmg every MER tiles.
- {Brawler} allows you to use “Combo” PRQs; +1 Melee PRT
- {Pugilist} Requires Brawler; Access to tier 2 Brawler PRTs; Can build [Combo] (abbr. CB); +3 weapon PRT
- (11) [#Ground Game] Getting up costs no AP.
- (12) [Combat roll] 1 CB 6AP move up to VEN dodging attacks; land crouched. (Triggers overwatchs but do not take damage.)
- (13) [Royal Guard] Successful parries build CB and Multiplier; Prepared attacks cost no CB.
- (14) [@Lion’s pride] 1 CB +5% damage to all attacks in current turn.
- (15) [%#Monkey’s Dance] +2 hit to dodges; Dodges can be prepared; Successful dodges build CB and Multiplier.
- {Fencer} trained in the art of fencing. Access to Fencing PRTs; +1 Melee PRT
- {Fencing Expert} Requires {Fencer}; Access to Fencer tier 2 skills; +1 Hit; +1 Weapon PRT; unlocks secret techniques
- (16) [#En Garde] Focusing AP on parries is 50% more effective.
- (17) [#Riposte] One free basic attack after successfully parrying.
- (18) [#Absence of Blade] Attacks successfully parried recharge GFE.
- (19) [#Pris de Fer] Attacks successfully parried are redirected. Direction can be predetermined.
- (20) [%Esquive] Reposition oneself on a foe’s flank once a parry has initiated. The Fencer decides where they end up.
- (21) [#Fraternité] Parry for adjacent allies and their flanks. (Still applies if ally moves away during the turn)
- (22) [@Remise] Immediately attack again for free if the first does not land.
- (23) [%Moulinet] Prepared actions such as [Riposte] target all foes within range. Does not interrupt secondary targets.
- (24) [#Flanconnade] Launch opponent 2 tiles into the air; Target is {Vulnerable} while in the air; target takes 1d3 cm damage per vertical tile when landing and is prone.
- {Dynamo Engineer} Trained to use Dynamos at 100% efficacy; +1 Dynamo PRT
- (25) [Catalyze] CHd3 4AP: Spend CH to energize a catalyst for an effect. Using more than MER+MAR CH will risk [Overloading].
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