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Couch test: 0xp v1.C2

Jan 27th, 2013
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  1. BASICS//
  2. Name: Aestivalis Custom Akito
  3. Chassis: Personal
  4. XP Total: 0 UP Spent: 30/30
  5.  
  6. MECHANICS//
  7. Evasion : 13
  8. Armor : 2
  9. Energy : 8/8
  10. Accuracy : 2
  11. Penetration: 0
  12.  
  13. THRESHOLD//
  14. 6/6 - 6/6 - 6/6 - 6/6
  15. Maimed:
  16.  
  17. AREAS//
  18. Core 10
  19. - Limiter Release
  20. - After a successful Accuracy Test, you may deal 1d10 Damage to yourself to gain that much extra Penetration for that same attack.
  21. - Supercharged
  22. - At the beginning of your Turn, you regenerate 1 Energy.
  23.  
  24. Head 0
  25.  
  26. Torso 15
  27. - Gravagne Field
  28. - 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.
  29. - Distortion Attack
  30.  
  31. Arms 5
  32. - Hand Cannon
  33.  
  34. Legs 0
  35.  
  36. None 0
  37. -
  38.  
  39. Enhancements
  40. Evasion 0 (0)
  41. Armor 0 (0)
  42. Energy 0 (0)
  43. Threshold 0 (0)
  44. Accuracy 0 (0)
  45. Penetration 0 (0)
  46.  
  47. WEAPONS//
  48.  
  49. NAME RANGE ACC PEN EN SPECIAL
  50. Slam 0-1 +2 0 0 Melee, inflicts half the amount of Damage dealt on the Enemy back to yourself, rounding down.
  51. Hand Cannons 0-6 +4 2 0 Ballistic
  52. Distortion Attack 0-1 +4 5 2 Melee, Reliable
  53.  
  54.  
  55. -----------------------------------------------
  56. FOR LATER FORMS
  57. -----------------------------------------------
  58.  
  59. Armor, Energy, and
  60. Accuracy
  61. 2 PP 4 PP 6 PP 8 PP 10 PP
  62. Evasion,Threshold,
  63. and Penetration
  64. 1 PP 2 PP 3 PP 4 PP 5 PP
  65.  
  66. Elusive Target
  67. Areas: Core
  68. Cost: 10
  69. Effect: Whenever you take the Maneuver or Disengage
  70. Actions, you become impossible to target by any kind of Action
  71. that chooses an Enemy until your next Turn. Note that
  72. while you are safe from being chosen as a target, you are
  73. still vulnerable to Blast Weapons that attack the position
  74. you are in and other such abilities.
  75.  
  76.  
  77. TRC
  78. Areas: Torso
  79. Cost: 10
  80. Effect: After a successfull Accuracy Test made to hit you,
  81. you may spend 1 Energy and roll 1d10 + Half your Tension
  82. (rounded up). On a roll equal to or higher than Accuracy
  83. of the Gear plus that of the Weapon that attacked you, you
  84. successfully evade it.
  85. Enhancements: For an additional 10 UP, you may spend an
  86. additional 1 Energy and add all of your Tension to the roll
  87. instead.
  88.  
  89. Gravagne Field
  90. Enhancements: For an additional 10 UP, this Upgrade
  91. increases Armor by 10 instead, and you may spend an
  92. additional 1 Energy to shield you even from Units equipped
  93. with other Gravagne Fields.
  94.  
  95. Guardian Maneuver
  96. Areas: Head
  97. Cost: 3
  98. Effect: When using the Maneuver Action you may extend
  99. the bonus to all Allies within Range 1 up to three times per
  100. Operation. This Upgrade does not work against Weapons
  101. with the Blast ability or that affect Zones instead of specific
  102. targets.
  103.  
  104. Support Fire
  105. Areas: Head
  106. Cost: 5
  107. Effect: When using the Assist action you may choose to not
  108. suffer a Disadvantage to your own attack up to three times
  109. per Operation. You may always Attack Enemies in the middle
  110. of a Duel without running the risk of hitting your Ally.
  111.  
  112. Vernier Thrusters
  113. Areas: Torso or Legs
  114. Cost: 1
  115. Effect: In space Terrain, you may Move an additional Zone
  116. after your Action by spending 1 Energy.
  117. Enhancements: For an additional 2 UP, you make the effects
  118. of this Upgrade permanent at no Energy cost.
  119.  
  120. Anti-Gravity
  121. Areas: Torso or Legs
  122. Cost: 3
  123. Effect: During your Beginning Phase, you may spend 1
  124. Energy to ignore the effects of Difficult Terrain, to be able
  125. to shoot through a Zone occupied by an Enemy as if they
  126. weren’t there to reach another, and to Move an additional
  127. Zone after your Action. You may use any number of these
  128. effects per activation for a Round, unused effects do not
  129. carry over to your next Turn. This ability does not work
  130. underwater or in space.
  131. Enhancements: For an additional 2 UP, you make the effects
  132. of this Upgrade permanent at no Energy cost.
  133.  
  134. Expansion Pack
  135. Areas: None
  136. Cost: The cost of the total set of purchases plus 3 UP.
  137. Effect: Choose a set of Upgrades and designate them as
  138. an Expansion Pack, ignoring all Area allocation restrictions.
  139. You may combine with this Pack before deploying or after
  140. spending a Round within your Base, granting your Unit all
  141. of the Pack’s held Upgrades and their Enhancements. The
  142. Expansion Pack may be Maimed as any other Area once
  143. combined. You do not gain extra benefit of any Upgrades
  144. obtained more than once this way, though they do serve as
  145. a backup in case the first instance gets Maimed.
  146. Enhancements: For an additional 2 UP, at any time you
  147. would take Damage you may purge this Expansion Pack to
  148. halve the Damage you would have taken (rounding down)
  149. but rendering the Pack and its contents unusable until
  150. repaired. If you reduce the Damage this way, it can at most
  151. reduce your current Threshold Layer to 1.
  152.  
  153. Assistant
  154. Areas: None
  155. Cost: 5 UP.
  156. Effect: You gain a subpilot trained to use Cooperate Action
  157. during your Turn, who has an Action to use to that effect.
  158. They may board the Unit before deployment or after you’ve
  159. spent a Round within your Base.
  160. Enhancements: For an additional 1 UP, choose a Genre
  161. Powers package you do not already possess and one
  162. power from that package. Your Assistant gains that Genre
  163. Power to use with your Genre Points. You may take this
  164. Enhancement multiple times, each time learning one
  165. additional Genre Power from that package.
  166.  
  167. Divine Wind
  168. Range: 0-2
  169. Accuracy: Special.
  170. Penetration: Special
  171. Energy: 0
  172. Special: Melee, Reliable, Using this Weapon will down you
  173. a Level of Threshold and Maim the Area it is located on. Its
  174. Accuracy is equal to the UP stored in there, and its Penetration
  175. is twice the Threshold you lost this way.
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