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Alexander

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Apr 19th, 2018
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  1. Alexander
  2. DR: 2 LI: 10 RES: 16/16 EN: 34/34
  3.  
  4. CC 17/15+2
  5. Mer 4 | RES 14+2
  6. Mar 6 | AP 18+2
  7. Ven 6 | MOV 6+1
  8. Jup 3 | PRT 15+1+3+1+1+1+3
  9.  
  10. Persistent Effects:
  11. {Weakened}
  12. {Trauma: Sprained Wrist} Cannot equip weapons on left hand (It will heal next mission)
  13.  
  14. Equipment:
  15. [e] GFE Type 3. “Sophia”
  16. EN: (4*MER)+(6*3)=34 RE:(2*MAR)=12 LI:MER+MAR=10 3+3=6EQ (Ꞥ8000)
  17. [*Soline Neural Link] +3 PRTs
  18. 3x [♣^Extended battery] 1EQ +6EN
  19.  
  20. [e] “Sabre”
  21. 2d6 (Hit: 9; Overflow damages AP) 4AP (6EN if attack lands) Fnc/Slsh 2EQ (Ꞥ3500)
  22.  
  23. “The Black Cap”
  24. 1+1=2 DR 2EQ (Ꞥ2500)
  25. [*Slightly Darker Black] Become nearly invisible in “shadows”
  26. [*Greedy] Using items costs 4AP. (Includes grenades)
  27.  
  28. [e] βGFE v2 “Hades”
  29. CH:0/8 2 Catalyst Slot 2EQ (Ꞥ7000)
  30. [*Whip] 4AP 2EN 2d3+VEN cm R2
  31. [*#Suffuse] Equipment is imbued as long as Dynamo holds charge
  32. [*Venmertine weave] Damaging Shields charges your dynamo; can only charge this way.
  33. [Reel] 2d12+JUP vs; grab targets and pull them towards you
  34. [Swing] 2d12+VEN; Anchor the Hades on something to use it as a rope.
  35.  
  36. Catalysts:
  37. [e] Solmeryzt 2EQ- Gather and expel light (not just visible) (Ꞥ1500)
  38. [e] Mervenyst 2EQ- Attract and repel mass (Ꞥ1500)
  39. Venmarite 1EQ- Move mass
  40.  
  41. Other equipment owned:
  42. AB Binoculars 2EQ (Ꞥ3000)
  43. [*Solderite lenses] See in the dark
  44. [*@Zoom] 2AP Increase your vision by 4 squares uncovering the FoW. Structures blocking LoS will not uncover FoW.
  45. [*Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
  46.  
  47. PRT/PRQ/POT:
  48. {-Beta Wave Beacon} Effects from dynamos are more potent.
  49. {Imbuement Tolerant} Add 1/2 of MAR rounded down to imbuement durations
  50. 「La Vengeance du Serpent」Instead of Riposting use an armed combat skill such as [Disarm], [Trip], or [Shoulder Throw]; failed parries make you {Vulnerable}
  51. 「Marathon」+1 Mov
  52.  
  53. (1) [Well Bathed] +2AP
  54. (2) [Well Fed] +2RES +2EQ +1DR
  55.  
  56. (3-5) [♣^Extended battery] 1EQ +6EN
  57. (6) [Camouflage] Configure your armor to better blend in with the environment; -2 to sight profile
  58. (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...)
  59.  
  60. (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.
  61. (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.
  62. (10) [Vento Corto] 1.5*AP 2*EN: Send a shockwave of air; slicing foes. VEN+JUP range. -1 dmg every MER tiles.
  63.  
  64. {Brawler} allows you to use “Combo” PRQs; +1 Melee PRT
  65. {Pugilist} Requires Brawler; Access to tier 2 Brawler PRTs; Can build [Combo] (abbr. CB); +3 weapon PRT
  66. (11) [#Ground Game] Getting up costs no AP.
  67. (12) [Combat roll] 1 CB 6AP move up to VEN dodging attacks; land crouched. (Triggers overwatchs but do not take damage.)
  68. (13) [Royal Guard] Successful parries build CB and Multiplier; Prepared attacks cost no CB.
  69. (14) [@Lion’s pride] 1 CB +5% damage to all attacks in current turn.
  70. (15) [%#Monkey’s Dance] +2 hit to dodges; Dodges can be prepared; Successful dodges build CB and Multiplier.
  71.  
  72. {Fencer} trained in the art of fencing. Access to Fencing PRTs; +1 Melee PRT
  73. {Fencing Expert} Requires {Fencer}; Access to Fencer tier 2 skills; +1 Hit; +1 Weapon PRT; unlocks secret techniques
  74.  
  75. (16) [#En Garde] Focusing AP on parries is 50% more effective.
  76. (17) [#Riposte] One free basic attack after successfully parrying.
  77. (18) [#Absence of Blade] Attacks successfully parried recharge GFE.
  78. (19) [#Pris de Fer] Attacks successfully parried are redirected. Direction can be predetermined.
  79. (20) [%Esquive] Reposition oneself on a foe’s flank once a parry has initiated. The Fencer decides where they end up.
  80. (21) [#Fraternité] Parry for adjacent allies and their flanks. (Still applies if ally moves away during the turn)
  81. (22) [@Remise] Immediately attack again for free if the first does not land.
  82. (23) [%Moulinet] Prepared actions such as [Riposte] target all foes within range. Does not interrupt secondary targets.
  83. (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.
  84.  
  85. {Dynamo Engineer} Trained to use Dynamos at 100% efficacy; +1 Dynamo PRT
  86. (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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