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| 1 | Name: Graham Aker | |
| 2 | Concept: Ace pilot with issues | |
| 3 | Nature: Professional | |
| 4 | ||
| 5 | XP Total: Spent/Total | |
| 6 | PP Spent: | |
| 7 | ||
| 8 | --Dramatic Themes-- | |
| 9 | Reason: Duty | |
| 10 | Typecast: Hotshot | |
| 11 | Bane: Rivalry | |
| 12 | ||
| 13 | --Genre Points-- | |
| 14 | Pooled: 3 | |
| 15 | Temporary/Current: 3 | |
| 16 | ||
| 17 | --Attributes-- | |
| 18 | Fitness 2 (2) | |
| 19 | Intellect 2 (2) | |
| 20 | Empathy 2 (2) 6 | |
| 21 | ||
| 22 | --Defenses-- | |
| 23 | - | Physical: (Fitness+CurrentGenrePoints) |
| 23 | + | Physical: 6 (1) |
| 24 | - | Mental: (Intellect+CurrentGenrePoints) |
| 24 | + | Mental: 6 (1) |
| 25 | - | Emotional: (Empathy+CurrentGenrePoints) |
| 25 | + | Emotional: 6 (1) 3 9 |
| 26 | ||
| 27 | --Plot Armor-- | |
| 28 | Dent | |
| 29 | - | Grit 0/6 (1) |
| 29 | + | Grit (Fit+3+Arcs): 5 |
| 30 | - | Drive 0/6 (1) |
| 30 | + | Drive (Int+3+Arcs): 5 |
| 31 | - | Wisdom 0/6 (1) 3 9 |
| 31 | + | Wisdom (Emp+3+Arcs): 5 |
| 32 | ||
| 33 | --Skills-- | |
| 34 | ||
| 35 | Academics +1 (1) | |
| 36 | Athletics +1 (1) | |
| 37 | Combat +2 (3) | |
| 38 | Craftsmanship +__ | |
| 39 | Deceit +1 (1) | |
| 40 | Dexterity +1 (1) | |
| 41 | Diplomacy +1 (1) | |
| 42 | Electronics +_ | |
| 43 | Investigation +1 (1) | |
| 44 | Machinery +1 (1) | |
| 45 | Presence +2 (3) | |
| 46 | Survival +_ | |
| 47 | Stealth +1 (1) 14 23 | |
| 48 | ||
| 49 | --Genre Powers-- | |
| 50 | Try Again | |
| 51 | Speed: Instant | |
| 52 | Cost: 1 | |
| 53 | Effect: Reroll any one 1d10 Action roll and gain an Advantage | |
| 54 | to it, keeping the new result. | |
| 55 | ||
| 56 | Mid-Scene Upgrade | |
| 57 | Speed: Instant | |
| 58 | Cost: 2 | |
| 59 | Effect: Gain a new Upgrade or Weapon, you must pay the | |
| 60 | cost at the earliest opportunity after the Operation ends. If | |
| 61 | you would not be able to make the purchase in the future, | |
| 62 | for whichever reason, the GM may rule that you cannot | |
| 63 | gain that Upgrade or Weapon. | |
| 64 | ||
| 65 | Not so Fast | |
| 66 | Speed: Instant | |
| 67 | Cost: 3 | |
| 68 | Effect: Cancel the effects of an Enemy's Attack against | |
| 69 | another Ally of yours. If used after all relevant rolls have | |
| 70 | been made and resources spent, the effects are cancelled | |
| 71 | but the resources are still consumed. | |
| 72 | ||
| 73 | Disarm | |
| 74 | Speed: Instant | |
| 75 | Cost: 2 | |
| 76 | Effect: After an attack made by an Enemy has failed to deal | |
| 77 | Damage to you, you may disallow that same Enemy from | |
| 78 | using that Weapon again until End of Operation. | |
| 79 | ||
| 80 | One in a Million Shot | |
| 81 | Speed: Called | |
| 82 | Cost: 3 | |
| 83 | Effect: Your next offensive Action ignores any and all defensive | |
| 84 | capabilities of your enemies, other than Evasion and | |
| 85 | Armor, or Upgrades that enhance those two, and gains an | |
| 86 | Advantage to the Accuracy and Penetration Test. | |
| 87 | ||
| 88 | Hotblooded Fervor | |
| 89 | Speed: Instant | |
| 90 | Cost: 1 | |
| 91 | Effect: Reduce the Armor belonging to a target you are | |
| 92 | attacking by half, rounding down, for the purposes of this | |
| 93 | Attack. | |
| 94 | ||
| 95 | Slow and Steady | |
| 96 | Speed: Called | |
| 97 | Cost: 3 | |
| 98 | Effect: For the next three Rounds treat your Tension as if it | |
| 99 | were doubled for the purposes of Accuracy and Penetration | |
| 100 | Tests. | |
| 101 | ||
| 102 | --Traits and Equipment-- | |
| 103 | ||
| 104 | Practice Makes Perfect: | |
| 105 | You may repeat a Genre Power that you already used, | |
| 106 | once per Operation. | |
| 107 | ||
| 108 | Traits | |
| 109 | Shrewd (3) | |
| 110 | Leadership (4) 7 30 | |
| 111 | ||
| 112 | ||
| 113 | SVMS-01 Union Flag (Mithril Use Type) | |
| 114 | ||
| 115 | Mass Produced: | |
| 116 | Double the Threshold regeneration from spending a Turn | |
| 117 | inside your Base or from the Jury Rig ability - when applied | |
| 118 | on yourself and others. Doing so may restore a lost Level of | |
| 119 | Threshold, repairing the Maimed Area back to normal. | |
| 120 | ||
| 121 | Dynamic | |
| 122 | Basic Mechanics | |
| 123 | Evasion Armor Threshold Energy Accuracy Penetration | |
| 124 | 10 6 7 9 0 0 | |
| 125 | Area Capacity | |
| 126 | Core 20: Transform 5, Elusive Target 10, Slam 0 | |
| 127 | Head 10 | |
| 128 | Torso 10: ECS 7, Vulcans 1 | |
| 129 | Arms 10: Beam Saber 2, Linear Rifle 3 | |
| 130 | Legs 10: Maglev 1, CQC 1 | |
| 131 | UP: 30/30 | |
| 132 | ||
| 133 | Elusive Target | |
| 134 | Areas: Core | |
| 135 | Cost: 10 | |
| 136 | Effect: Whenever you take the Maneuver or Disengage | |
| 137 | Actions, you become impossible to target by any kind of Action | |
| 138 | that chooses an Enemy until your next Turn. Note that | |
| 139 | while you are safe from being chosen as a target, you are | |
| 140 | still vulnerable to Blast Weapons that attack the position | |
| 141 | you are in and other such abilities. | |
| 142 | ||
| 143 | ECS | |
| 144 | Areas: Torso | |
| 145 | Cost: 7 | |
| 146 | Effect: After a successfull Accuracy Test made to hit you, | |
| 147 | you may spend 1 Energy and roll 1d10. On a roll equal to | |
| 148 | or higher than the Accuracy of the Gear plus that of the | |
| 149 | Weapon that attacked you, you succesfully evade it. | |
| 150 | Enhancements: For an additional 2 UP you may add +1 | |
| 151 | to the roll. You may purchase this Enhancement up to four | |
| 152 | times. | |
| 153 | ||
| 154 | Maglev | |
| 155 | Areas: Torso or Legs | |
| 156 | Cost: 1 | |
| 157 | Effect: You do not suffer the effects of Difficult Terrain. This | |
| 158 | ability does not work underwater or in space. | |
| 159 | Enhancements: For an additional 2 UP, you and you may | |
| 160 | Move an additional Zone after your Action by spending 1 | |
| 161 | Energy in applicable Terrain. | |
| 162 | ||
| 163 | Slam | |
| 164 | Areas: Core | |
| 165 | Cost: 0 | |
| 166 | Range: 1 | |
| 167 | Accuracy: +0 | |
| 168 | Penetration: +0 | |
| 169 | Energy: 0 | |
| 170 | Special: Melee, Using this Weapon inflicts half the amount | |
| 171 | of Damage dealt on the Enemy back to yourself, rounding | |
| 172 | down. | |
| 173 | ||
| 174 | Close Quarters Combat | |
| 175 | Areas: Arms or Legs | |
| 176 | Cost: 1 | |
| 177 | Range: 1 | |
| 178 | Accuracy: +1 | |
| 179 | Penetration: +1 | |
| 180 | Energy: 0 | |
| 181 | Special: Melee | |
| 182 | ||
| 183 | Plasma Sword (Beam Saber) | |
| 184 | Areas: Arms | |
| 185 | Cost: 2 | |
| 186 | Range: 1 | |
| 187 | Accuracy: +2 | |
| 188 | Penetration: +4 | |
| 189 | Energy: 1 | |
| 190 | Special: Melee | |
| 191 | ||
| 192 | 20mm Cannons (Vulcans) | |
| 193 | Areas: Any Non-Core | |
| 194 | Cost: 1 | |
| 195 | Range: 1-2 | |
| 196 | Accuracy: +0 | |
| 197 | Penetration: +0 | |
| 198 | Energy: 0 | |
| 199 | Special: Ballistic. Mobile | |
| 200 | ||
| 201 | Linear Rifle (Light Machinegun) | |
| 202 | Areas: Arms | |
| 203 | Cost: 3 | |
| 204 | Range: 1-3 | |
| 205 | Accuracy: +2 | |
| 206 | Penetration: +2 | |
| 207 | Energy: 0 | |
| 208 | Special: Ballistic, Mobile | |
| 209 | ||
| 210 | ||
| 211 | Union Flag: Fighter Mode | |
| 212 | ||
| 213 | Mass Produced: | |
| 214 | Double the Threshold regeneration from spending a Turn | |
| 215 | inside your Base or from the Jury Rig ability - when applied | |
| 216 | on yourself and others. Doing so may restore a lost Level of | |
| 217 | Threshold, repairing the Maimed Area back to normal. | |
| 218 | ||
| 219 | Dynamic | |
| 220 | Basic Mechanics | |
| 221 | Evasion Armor Threshold Energy Accuracy Penetration | |
| 222 | 10 6 7 9 0 0 | |
| 223 | Area Capacity | |
| 224 | Core 20: Transform 5, Elusive Target 10, Slam 0 | |
| 225 | Head 10 | |
| 226 | Torso 10: ECS 7, Vulcans 1 | |
| 227 | Arms 10: Linear Rifle 3 | |
| 228 | Legs 10: Antigravity 3 | |
| 229 | UP: 29/30 | |
| 230 | ||
| 231 | Elusive Target | |
| 232 | Areas: Core | |
| 233 | Cost: 10 | |
| 234 | Effect: Whenever you take the Maneuver or Disengage | |
| 235 | Actions, you become impossible to target by any kind of Action | |
| 236 | that chooses an Enemy until your next Turn. Note that | |
| 237 | while you are safe from being chosen as a target, you are | |
| 238 | still vulnerable to Blast Weapons that attack the position | |
| 239 | you are in and other such abilities. | |
| 240 | ||
| 241 | ECS | |
| 242 | Areas: Torso | |
| 243 | Cost: 7 | |
| 244 | Effect: After a successfull Accuracy Test made to hit you, | |
| 245 | you may spend 1 Energy and roll 1d10. On a roll equal to | |
| 246 | or higher than the Accuracy of the Gear plus that of the | |
| 247 | Weapon that attacked you, you succesfully evade it. | |
| 248 | Enhancements: For an additional 2 UP you may add +1 | |
| 249 | to the roll. You may purchase this Enhancement up to four | |
| 250 | times. | |
| 251 | ||
| 252 | Anti-Gravity | |
| 253 | Areas: Torso or Legs | |
| 254 | Cost: 3 | |
| 255 | Effect: During your Beginning Phase, you may spend 1 | |
| 256 | Energy to ignore the effects of Difficult Terrain, to be able | |
| 257 | to shoot through a Zone occupied by an Enemy as if they | |
| 258 | weren’t there to reach another, and to Move an additional | |
| 259 | Zone after your Action. You may use any number of these | |
| 260 | effects per activation for a Round, unused effects do not | |
| 261 | carry over to your next Turn. This ability does not work | |
| 262 | underwater or in space. | |
| 263 | ||
| 264 | Transform | |
| 265 | Areas: Core | |
| 266 | Cost: 5 per additional Transformation Mode, the Cost is applied | |
| 267 | to all Forms. | |
| 268 | Effect: Your other Forms may have a different Chassis, Upgrades | |
| 269 | or Weapons in the Head, Torso, Arms and Legs but | |
| 270 | they all must share the same Design, Upgrades and Weapons | |
| 271 | in other Areas, as well as the same Common Enhancements. | |
| 272 | If you change to a form that has a higher maximum | |
| 273 | Energy or Threshold than your old one, your value remains | |
| 274 | as is, likewise any restored Energy or Threshold beyond | |
| 275 | what your new form can hold is lost. Maimed Areas will | |
| 276 | also carry over. You may purchase new instances of this | |
| 277 | Upgrade after the first. As an Action you may alternate | |
| 278 | between one form and another. | |
| 279 | ||
| 280 | Slam | |
| 281 | Areas: Core | |
| 282 | Cost: 0 | |
| 283 | Range: 1 | |
| 284 | Accuracy: +0 | |
| 285 | Penetration: +0 | |
| 286 | Energy: 0 | |
| 287 | Special: Melee, Using this Weapon inflicts half the amount | |
| 288 | of Damage dealt on the Enemy back to yourself, rounding | |
| 289 | down. | |
| 290 | ||
| 291 | 20mm Cannons (Vulcans) | |
| 292 | Areas: Any Non-Core | |
| 293 | Cost: 1 | |
| 294 | Range: 1-2 | |
| 295 | Accuracy: +0 | |
| 296 | Penetration: +0 | |
| 297 | Energy: 0 | |
| 298 | Special: Ballistic. Mobile | |
| 299 | ||
| 300 | Linear Rifle (Light Machinegun) | |
| 301 | Areas: Arms | |
| 302 | Cost: 3 | |
| 303 | Range: 1-3 | |
| 304 | Accuracy: +2 | |
| 305 | Penetration: +2 | |
| 306 | Energy: 0 | |
| 307 | Special: Ballistic, Mobile |