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Name: Graham Aker
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Concept: Ace pilot with issues
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Nature: Professional
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XP Total: Spent/Total
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PP Spent: 
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--Dramatic Themes--
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Reason: Duty
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Typecast: Hotshot
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Bane: Rivalry
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--Genre Points--
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Pooled: 3
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Temporary/Current: 3
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--Attributes--
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Fitness 2 (2)
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Intellect 2 (2) 
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Empathy 2 (2) 6
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--Defenses--
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Physical: (Fitness+CurrentGenrePoints)
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Physical: 6 (1)
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Mental: (Intellect+CurrentGenrePoints)
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Mental: 6 (1)
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Emotional: (Empathy+CurrentGenrePoints)
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Emotional: 6 (1) 3 9
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--Plot Armor--
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Dent 
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Grit 0/6 (1)
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Grit (Fit+3+Arcs): 5
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Drive 0/6 (1)
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Drive (Int+3+Arcs): 5
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Wisdom 0/6 (1) 3 9
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Wisdom (Emp+3+Arcs): 5
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--Skills--
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Academics	+1 (1)
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Athletics	+1 (1)
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Combat		+2 (3)
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Craftsmanship	+__
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Deceit	 	+1 (1)
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Dexterity	+1 (1)
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Diplomacy	+1 (1)
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Electronics	+_
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Investigation	+1 (1)
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Machinery	+1 (1)
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Presence	+2 (3)
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Survival	+_
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Stealth	 	+1 (1) 14 23
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--Genre Powers--
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Try Again
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Speed: Instant
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Cost: 1
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Effect: Reroll any one 1d10 Action roll and gain an Advantage
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to it, keeping the new result.
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Mid-Scene Upgrade
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Speed: Instant
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Cost: 2
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Effect: Gain a new Upgrade or Weapon, you must pay the
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cost at the earliest opportunity after the Operation ends. If
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you would not be able to make the purchase in the future,
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for whichever reason, the GM may rule that you cannot
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gain that Upgrade or Weapon.
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Not so Fast
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Speed: Instant
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Cost: 3
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Effect: Cancel the effects of an Enemy's Attack against
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another Ally of yours. If used after all relevant rolls have
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been made and resources spent, the effects are cancelled
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but the resources are still consumed.
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Disarm
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Speed: Instant
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Cost: 2
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Effect: After an attack made by an Enemy has failed to deal
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Damage to you, you may disallow that same Enemy from
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using that Weapon again until End of Operation.
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One in a Million Shot
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Speed: Called
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Cost: 3
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Effect: Your next offensive Action ignores any and all defensive
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capabilities of your enemies, other than Evasion and
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Armor, or Upgrades that enhance those two, and gains an
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Advantage to the Accuracy and Penetration Test.
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Hotblooded Fervor
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Speed: Instant
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Cost: 1
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Effect: Reduce the Armor belonging to a target you are
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attacking by half, rounding down, for the purposes of this
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Attack.
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Slow and Steady
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Speed: Called
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Cost: 3
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Effect: For the next three Rounds treat your Tension as if it
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were doubled for the purposes of Accuracy and Penetration
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Tests.
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--Traits and Equipment--
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Practice Makes Perfect:
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You may repeat a Genre Power that you already used,
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once per Operation.
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Traits
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Shrewd (3)
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Leadership (4) 7 30
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SVMS-01 Union Flag (Mithril Use Type)
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Mass Produced:
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Double the Threshold regeneration from spending a Turn
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inside your Base or from the Jury Rig ability - when applied
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on yourself and others. Doing so may restore a lost Level of
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Threshold, repairing the Maimed Area back to normal.
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Dynamic
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Basic Mechanics
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Evasion Armor Threshold Energy Accuracy Penetration
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10 	6	7	 9 	0 	0
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Area Capacity
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Core 20: Transform 5, Elusive Target 10, Slam 0
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Head 10 
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Torso 10: ECS 7, Vulcans 1
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Arms 10: Beam Saber 2, Linear Rifle 3
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Legs 10: Maglev 1, CQC 1
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UP: 30/30
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Elusive Target
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Areas: Core
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Cost: 10
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Effect: Whenever you take the Maneuver or Disengage
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Actions, you become impossible to target by any kind of Action
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that chooses an Enemy until your next Turn. Note that
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while you are safe from being chosen as a target, you are
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still vulnerable to Blast Weapons that attack the position
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you are in and other such abilities.
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ECS
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Areas: Torso
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Cost: 7
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Effect: After a successfull Accuracy Test made to hit you,
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you may spend 1 Energy and roll 1d10. On a roll equal to
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or higher than the Accuracy of the Gear plus that of the
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Weapon that attacked you, you succesfully evade it.
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Enhancements: For an additional 2 UP you may add +1
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to the roll. You may purchase this Enhancement up to four
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times.
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Maglev
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Areas: Torso or Legs
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Cost: 1
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Effect: You do not suffer the effects of Difficult Terrain. This
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ability does not work underwater or in space.
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Enhancements: For an additional 2 UP, you and you may
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Move an additional Zone after your Action by spending 1
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Energy in applicable Terrain.
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Slam
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Areas: Core
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Cost: 0
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Range: 1
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Accuracy: +0
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Penetration: +0
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Energy: 0
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Special: Melee, Using this Weapon inflicts half the amount
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of Damage dealt on the Enemy back to yourself, rounding
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down.
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Close Quarters Combat
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Areas: Arms or Legs
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Cost: 1
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Range: 1
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Accuracy: +1
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Penetration: +1
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Energy: 0
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Special: Melee
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Plasma Sword (Beam Saber)
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Areas: Arms
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Cost: 2
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Range: 1
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Accuracy: +2
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Penetration: +4
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Energy: 1
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Special: Melee
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20mm Cannons (Vulcans)
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Areas: Any Non-Core
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Cost: 1
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Range: 1-2
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Accuracy: +0
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Penetration: +0
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Energy: 0
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Special: Ballistic. Mobile
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Linear Rifle (Light Machinegun)
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Areas: Arms
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Cost: 3
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Range: 1-3
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Accuracy: +2
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Penetration: +2
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Energy: 0
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Special: Ballistic, Mobile
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Union Flag: Fighter Mode
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Mass Produced:
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Double the Threshold regeneration from spending a Turn
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inside your Base or from the Jury Rig ability - when applied
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on yourself and others. Doing so may restore a lost Level of
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Threshold, repairing the Maimed Area back to normal.
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Dynamic
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Basic Mechanics
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Evasion Armor Threshold Energy Accuracy Penetration
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10 	6	7	 9 	0 	0
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Area Capacity
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Core 20: Transform 5, Elusive Target 10, Slam 0
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Head 10 
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Torso 10: ECS 7, Vulcans 1
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Arms 10: Linear Rifle 3
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Legs 10: Antigravity 3
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UP: 29/30
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Elusive Target
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Areas: Core
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Cost: 10
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Effect: Whenever you take the Maneuver or Disengage
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Actions, you become impossible to target by any kind of Action
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that chooses an Enemy until your next Turn. Note that
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while you are safe from being chosen as a target, you are
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still vulnerable to Blast Weapons that attack the position
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you are in and other such abilities.
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ECS
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Areas: Torso
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Cost: 7
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Effect: After a successfull Accuracy Test made to hit you,
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you may spend 1 Energy and roll 1d10. On a roll equal to
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or higher than the Accuracy of the Gear plus that of the
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Weapon that attacked you, you succesfully evade it.
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Enhancements: For an additional 2 UP you may add +1
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to the roll. You may purchase this Enhancement up to four
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times.
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Anti-Gravity
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Areas: Torso or Legs
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Cost: 3
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Effect: During your Beginning Phase, you may spend 1
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Energy to ignore the effects of Difficult Terrain, to be able
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to shoot through a Zone occupied by an Enemy as if they
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weren’t there to reach another, and to Move an additional
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Zone after your Action. You may use any number of these
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effects per activation for a Round, unused effects do not
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carry over to your next Turn. This ability does not work
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underwater or in space.
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Transform
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Areas: Core
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Cost: 5 per additional Transformation Mode, the Cost is applied
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to all Forms.
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Effect: Your other Forms may have a different Chassis, Upgrades
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or Weapons in the Head, Torso, Arms and Legs but
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they all must share the same Design, Upgrades and Weapons
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in other Areas, as well as the same Common Enhancements.
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If you change to a form that has a higher maximum
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Energy or Threshold than your old one, your value remains
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as is, likewise any restored Energy or Threshold beyond
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what your new form can hold is lost. Maimed Areas will
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also carry over. You may purchase new instances of this
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Upgrade after the first. As an Action you may alternate
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between one form and another.
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Slam
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Areas: Core
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Cost: 0
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Range: 1
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Accuracy: +0
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Penetration: +0
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Energy: 0
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Special: Melee, Using this Weapon inflicts half the amount
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of Damage dealt on the Enemy back to yourself, rounding
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down.
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20mm Cannons (Vulcans)
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Areas: Any Non-Core
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Cost: 1
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Range: 1-2
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Accuracy: +0
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Penetration: +0
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Energy: 0
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Special: Ballistic. Mobile
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Linear Rifle (Light Machinegun)
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Areas: Arms
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Cost: 3
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Range: 1-3
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Accuracy: +2
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Penetration: +2
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Energy: 0
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Special: Ballistic, Mobile