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- > PERSONAL STATS
- Strength: 3
- Agility: 4
- Intelligence: 2
- Will: 2
- OVERDRIVE: 1
- > ARMOR STATS
- Weapons: 1 + 3
- Armor: 1 + 1
- Technology: 1 + 0
- Speed: 1 + 3
- > LINKED STATS
- 5 Attack = Weapons + Agility = 7
- 4 Defense = Armor + Strength = 5
- 3 Engineering = Technology + Intelligence = 4
- 3 Movement = Speed + Will = 5
- > PILOT EQUIPMENT
- High-Frequency Blade (0/Impact)
- - Micro-sawblade vibrates at high frequency to improve cutting ability
- Bulletproof Torso Pads (1 Defense)
- - A vest of kevlar on both front and back, with between-the-legs flap for, well, y'know.
- > ARMOR WEAPONS
- Shoulder-Mounted Iron Spike Turret (1/Missile)
- - Launches a 6-inch iron bolt at high velocity
- Physical Attack (0/Impact)
- - Improvised melee attack inherent to all ARMOR systems. Rolls Weapons instead of Attack. Does not count toward weapon count.
- Arc Lightning Generator (2/Energy)
- - Small yet powerful tesla coils send bolts of electricity to the foe.
- Red Hot Shot (3/Missile)
- - Convertible sniper rifle shoots a heated bolt of iron to meet the enemy at long range.
- > CONFIGURATIONS
- *Transformer: Sniper, Striker, Boomer
- - Prepared for any situation, but generally the situation is strike hard and fast, keep enemies on their toes.
- Prowler
- - Active camo algorithm activates on command, greatly reducing visibility to targets.
- Ripper
- - Hollow point caps, micro-vibroblades, electroshock of varying amperage... it all works pretty well.
- Disruptor
- - Shots at joints, command modules, visors, and any number of mechanical components cause foes to become immobile for a short time.
- (* Taken when available.)
- > TRAITS
- Flexible, Sneaky, Violent, Dynamic
- Skills Revamp Section
- 3 2 2 2 1 1 1
- Strength: 3
- Agility: 4
- Intelligence: 2
- Will: 2
- OVERDRIVE: 1
- > ARMOR STATS
- Weapons: 1
- Armor: 1
- Technology: 1
- Speed: 1
- > LINKED STATS
- 5 Attack = Weapons + Agility = 5
- 4 Defense = Armor + Strength = 4
- 3 Engineering = Technology + Intelligence = 3
- 3 Movement = Speed + Will = 3
- Surveillance 1
- Pursue 2
- Persuasion 1
- Evade 3
- Medicine 1
- Technician 2
- Edge 2
- Wildcard +1
- * Surveillance (Social!Deceit, offensive. looking for clues to find someone who left, eavesdropping, perception)
- * Pursue (Physical!Deceit, offensive. tailing someone directly, )
- * Persuasion (Social!Deceit, defensive. lying, coercing, convincing, schmoozing, disguising, general CHA skill)
- * Evade (Physical!Deceit, defensive. being sneaky; evading a tail or security cameras or leaving evidence at the scene of the crime; in general, avoiding people collecting more information on you)
- * Medicine (expand a little, analogous to Shadowrun's "biotech" which encompasses, like, biology and shit too. triage, actually healing people, also medical knowledge)
- * Technician (formerly Repair; use ARMOR weirdly, use and repair technology in general)
- * Edge (flashiness, luck, improvisation; if it doesn't fit into anything else, it goes here! your OD cap is Edge+3)
- * Wildcard ("unlisted, niche"; +1 dice pool mod if you can make it apply. can be bought up to +3 later)
- from now on, AC/PC are treated as 2 for combat purposes
- > OLD SKILLS
- [Pick one 3-point skill, two 2-point skills, and three 1-point skills.]
- ARMOR Combat - 2
- P. Combat - 1
- Social - 1
- Deceit- 3
- Repair - 2
- Medic - 1
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