Sciencegar

The Ikari BLOX Zoids

Apr 17th, 2013
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  1. Power Mammoth
  2. Ground Mech (Zoid)
  3. Aspect: I'll Take Your Load
  4.  
  5. Head: Crane Trunk: +2 on all Athletics and Physique rolls to lift heavy loads.
  6. Trunk: Nose Gatling: +2 on Blast rolls defended by opponents using Zeal.
  7. Mouth: Deadly Tusks: Invocations of the 'Charge!' aspect give +3 to melee attack rolls rather than +2.
  8. Legs: Full Speed Ahead!: +2 on Athletics rolls to create a 'Charge!' situation Aspect
  9. Ear: Big Radar: +2 on Notice checks to find Zoids and other living mecha.
  10. Torso: Redundant Plating: You begin each battle with a 2-Stress vassal.
  11. Special: Blox System: May combine with other compatible Blox System Zoids.
  12.  
  13. --------------------------------
  14.  
  15. Hurricane Hawk
  16. Air Mech (Zoid)
  17. Aspect: Recon in Force
  18.  
  19. Head: Canopy of Sensors: May ignore one Scene Aspect in each scene which interferes with Notice checks
  20. Ventral: Bombardment Bombs: Blast Attacks against structures have Weapon 2
  21. Wings: AZ Missiles: +2 on Blast Attacks against Zoids.
  22. Engine: Mach Boosters: +2 on Armor/Zeal rolls to move multiple zones in a turn
  23. Torso: 30mm Machineguns: +2 on Blast Attacks against human-sized targets.
  24. Legs: Buster Claws: +2 on Melee attacks on ground-only mechs.
  25. Special: Blox System: May combine with other compatible Blox System Zoids.
  26.  
  27. -------------------------------------------
  28.  
  29. AoLeo/AkaLeo
  30. Ground Mech (Zoid)
  31. Aspects: The Liger Knight/The Liger Imperial
  32.  
  33. HeadL Super AI Support System (SASS): Pilots may use the Skills of the Super AIs rather than their own.
  34. Chest: Triple Shock Cannon: +2 on Blast attacks defended by Zeal rather than Armor//Hayate Boosters: You may move an additional zone each turn (you must still roll to overcome obstacles preventing moving between zones).
  35. Forelegs: Strike Laser Claw: +2 on Melee attacks made in the same turn as entering the targets zone.
  36. Hindlegs: Pile Bunkers: +2 on Armor/Zeal checks to change direction while maintaining speed.//Chase Pilebunkers: +2 on Armor/Zeal checks to follow or race someone.
  37. Torso: Murasame Sword: Any Melee roll made with the benefit of a Fate Point also has Weapon 1 and ignores up to 2 Armor//Murasame Blade: Any Melee roll made with the benefit of a Fate Point also has Weapon 1 and gains an additional Invocation of any Boost or Aspect gained from the roll.
  38. Pommel: Sword Cannon: +2 to Blast rolls on a turn you don't move.//Murasame Divider: When you succeed with style on an Armor roll to avoid damage, you may inflict a 2-shift hit instead of gaining a boost.
  39. Special: Blox System: May combine with other compatible Blox System Zoids.
  40.  
  41. AoLeo
  42. +5 Melee
  43. +4 Armor, Will
  44. +3 Blast, Empathy, Daunt
  45. +2 Lore, Notice, Vigor, Rapport
  46.  
  47. Stunts
  48. Zoid Core: May use Armor to perform the task of Zeal and Vice Versa
  49. Vitae Burst (2): May sacrifice Physical Stress Boxes to add to Physical Attack Rolls
  50.  
  51. AkaLeo
  52. +5 Zeal/Athletics
  53. +4 Melee, Swagger
  54. +3 Computers, Deceit/Cunning, Notice
  55. +2 Empathy, Rapport, Will, Vigor
  56.  
  57. Stunts
  58. Zoid Core: May use Armor to perform the task of Zeal and Vice Versa
  59. Imperial Privledge (2): Once per session, may spend a fate point to roll any skill at a +4.
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