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- BASICS//
- Name: Aestivalis Custom Akito
- Chassis: Personal
- XP Total: 0 UP Spent: 30/30
- MECHANICS//
- Evasion : 13
- Armor : 2
- Energy : 8/8
- Accuracy : 2
- 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
- -
- Enhancements
- Evasion 0 (0)
- Armor 0 (0)
- Energy 0 (0)
- Threshold 0 (0)
- Accuracy 0 (0)
- Penetration 0 (0)
- WEAPONS//
- NAME RANGE ACC PEN EN SPECIAL
- Slam 0-1 +2 0 0 Melee, inflicts half the amount of Damage dealt on the Enemy back to yourself, rounding down.
- Hand Cannons 0-6 +4 2 0 Ballistic
- Distortion Attack 0-1 +4 5 2 Melee, Reliable
- -----------------------------------------------
- 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
- Areas: Torso
- Cost: 10
- Effect: 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.
- 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.
- Anti-Gravity
- Areas: Torso or Legs
- Cost: 3
- Effect: During your Beginning Phase, you may spend 1
- Energy to ignore the effects of Difficult Terrain, to be able
- to shoot through a Zone occupied by an Enemy as if they
- werenβt there to reach another, and to Move an additional
- Zone after your Action. You may use any number of these
- effects per activation for a Round, unused effects do not
- carry over to your next Turn. This ability does not work
- underwater or in space.
- 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 Packβs 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 youβve
- 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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