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Multiverse Mecha Mayhem Example Character: Yamaguchi Shichiro

Sep 5th, 2020
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  1. Name: Yamaguchi Shichiro
  2. Description: Lean and skinny, with a long-scar along his chin and a nose that is bent out of shape. Shichiro looks like he's been in a fight or three, which isn't helped by the leather jackets that he likes to wear, nor the short military hairstyle he favours.
  3. Backstory: Shichiro was orphaned while he was still a baby, during the Elysium-Aeolis war. He went through a variety of orphanages and foster parents before the Badz Brotherhood discovered his psychic powers and taken to the Black Base. At that secretive location he learned to control his Telekinesis, but was also experimented as part of the Iron Doll project until he stole a prototype and escaped. From there he found allies and rallied against the Badz Brotherhood, culminating in a final battle which saw the Black Base nuked and its sins erased for good.
  4.  
  5. Never the most well-adjusted of people, since then Shichiro has travelled the multiverse, searching for a purpose or a worthy foe to cut his blades on. It is easier than dealing with the guilt of killing his best friend after he was brainwashed by the Badz Brotherhood.
  6.  
  7. Character Stats:
  8. Vigour: 3d6
  9. Agility: 3d12
  10. Intelligence: 4d12
  11. Charisma: 2d6
  12.  
  13. Traits:
  14. Always Alert: Shichiro is hyperaware of his surroundings due to his psychic powers. He will never be caught off guard or surprised. If attacked by an enemy he will always be able to perform an action first, whether it’s running away or attacking themselves.
  15. Swordsman: Shichiro is an accomplished swordsman both on and off of his mech. He gets +1 success to using swords or sword-like objects in combat.
  16. Telekinesis: Shichiro is gifted with psychic powers and can move things around with his mind. He can move objects smaller than a breadbox without rolling, while larger objects or other people requires an Intelligence roll.
  17.  
  18.  
  19. Mech Name: ID-00b Custom 'Zanjibaru'
  20. Description: Originally a prototype unit for the Iron Doll project that acted as a test bed for a variety of systems and weaponry before Shichiro used it to escape from the Black Base. Since then it has been tuned up and customized to his liking, making use of his psychic powers and talent as a swordsman. Standing at 19 meters tall it is imposing with its black-white-red colour scheme and propulsion fins jutting out of the back. Knives dot its limbs and chest, ready for when Shichiro needs it, and from behind juts out the Spine-Splitter Launcher, for when Zanjibaru needs to engage with long-range foes. At its side are two swords, Joyeuse and Heaven's Will, attached using powerful electromagnets.
  21.  
  22. Mech Stats:
  23. HP: 9/9
  24. SP: 25/25
  25.  
  26. Health: 3d8
  27. Special: 5d8
  28. Attack: 6d12 (Melee)
  29. Defence: 4d8 (Evasion)
  30. Support: 2d6
  31.  
  32. Traits:
  33.  
  34. Weapons:
  35. Knife Stab [Melee] (Basic Melee):
  36. The Zanjibaru is equipped with more knives than you can shake a stick at, and when caught off guard can use them to stab enemy mechs instead of one of its proper weapons.
  37. SP Cost: 1
  38. Range: 0
  39. Attributes:
  40. Movement Allowed.
  41.  
  42. Knife Throw [Ranged] (Basic Ranged):
  43. The Zanjibaru is equipped with more knives than you can shake a stick at, and frequently throws them to handle enemies out of melee range.
  44. SP Cost: 1
  45. Range: 1
  46. Attributes: None.
  47.  
  48. Joyeuse [Melee]:
  49. The shorter of Zanjibaru's two swords. Equipped with a strong PSI-system, it seemingly moves of its own accord while Shichiro controls it with his mind.
  50. SP Cost: 3
  51. Range: 1
  52. Attributes:
  53. Movement Allowed.
  54. Controlled: This weapon gets +2 dice against targets in Defensive terrain.
  55.  
  56. Heaven's Will [Melee]:
  57. The longer of Zanjibaru's two swords. While it lacks a PSI-system, it is equipped with a powerful plasma generator to slice through the thickest of armour and ruin internal systems.
  58. SP Cost: 3
  59. Range: 0
  60. Attributes:
  61. Movement Allowed.
  62. Devastating: Deal an extra 3 damage whenever you successfully hit with this weapon. Can only be taken once.
  63. Armour Cutting: This weapon gets +2 dice against targets with an Armour Defence focus.
  64.  
  65. Spine-Splitter Launcher [Melee]:
  66. The Spine-Splitter Launcher fires a large, lancelike projectile. Each lance has a miniature PSI-system built into it, allowing him to have a limited control over its trajectory.
  67. SP Cost: 4
  68. Range: 3
  69. Attributes:
  70. Homing: This weapon gets +2 dice against targets with an Evasion Defence focus.
  71.  
  72. Finishers:
  73. Joy of Heaven's Mandate:
  74. With Heaven's Will in one arm, a knife in the other, and Joyeuse flying about, Zanjibaru unleashes an awesome combo upon its target, slicing it to pieces and disrupting its allies in the same area.
  75. SP Cost: 8
  76. Range: 0
  77. Attributes:
  78. Movement Allowed.
  79. Whirlwind of Blades: If you successfully inflict major damage with this finisher, all enemies in the same area are debuffed and lose -1 success to all rolls until the end of their next turn.
  80.  
  81. Skull-Splitter Barrage:
  82. Shichiro quickly fires several Spine-Splitter lances into the air, before directing them all down towards an unfortunate target. While the stress of controlling so many lances at such a distance is great, the effect of several lances impacting the same target is absolutely devastating.
  83. SP Cost: 8
  84. Range: Infinite
  85. Attributes: None.
  86.  
  87. Actions:
  88. Double Attack:
  89. AP Cost: 1
  90. SP Cost: 2x.
  91. Range: Weapon’s.
  92. Effects: If you have already used an attack action this turn, you can use this action. Attack an enemy like normal but any SP Costs are doubled.
  93.  
  94. Passives:
  95. Hypertuned: Zanjibaru is optimized for speed, to allow it to get into melee range more easily. Reduces the AP cost of Move to 0 AP.
  96. Psychic Control: Zanjibaru is piloted with the help of Shichiro's telekinetic abilities, allowing its movements to be more fluid and make use of his skills as a swordsman. +2 dice when using Melee weapons.
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