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Futuristic Mercenary Dawn: Steel Phoenixes Characters

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YsFanatic

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Name:
Gear Points: 3
Refresh: 3
Fate Points: 3

Aspects:
HC:
T:
A:
A:

Skills:


Stunts:


Stress Boxes

Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ]

Walker
Name (Frame type)
Description:

Default Range: (Short or Long)
Role bonus-

Aspects
HC:
T:
A:

Gear

Stress Boxes

Physical: 1 [ ] 2 [ ]
Energy: 1 [ ] 2 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]

Application received. We will get back to you soon!

Walker Only
Piloting: The ability to properly control a Walker in demanding situations. Takes the place of Athletics when in a Walker

Energy Weapons: Skill in using Lasers and Plasma weapons. Reflective Armor can resist these.

Kinetic Weapons: Proficiency with conventional style weapons such as shotguns and cannons in addition to railguns. Resisted by Reactive Armor.

Explosive Weapons: Missile and rocket type weapons fall under this category. Anti-Missile Systems (AMS) can help defend against them.

Melee Weapons: Covers the ability to use any melee weapon. No special defense available but you have to be in the same Zone and the defender can use Piloting or Melee Weapons to defend.

Energy Management: The ability to properly manage the Walker’s energy supply. The higher the skill, the more Energy stress boxes at +1 and +3.

Electronic Warfare: The ability to use, and resist, advanced electronic devices like jamming devices.

Engineering: The ability to understand a Walker’s construction and where it can best take hits or how far it can be pushed when avoiding attacks. More ranks can give additional Physical stress boxes for the Walker at +1 and +3 ranks.

Shared
Notice: The ability to detect things in your environment. This can include hidden people/Walkers, unusual terrain features, items that are suddenly missing, and so on.

Provoke: Offensive Skill for social conflicts largely aimed at intimidation and otherwise getting a negative emotional reaction out of someone..

Rapport: The ‘nice guy’ social conflict skill. Can’t be used to do social attacks, but you can use it to make friends and help keep people from making you look bad.

Empathy: Like Notice, but for emotions. Can be useful when trying to figure out things about a character’s personality or possibly find out an Aspect that the NPC has. Can also help defend against Deceive actions or social advantages being made against you. Also important for recovering from mental Consequences.

Deceive: The art of faking people out. Could be by lying to get past someone, doing some kind of distraction or feint to leave a target open, or coming up with some kind of disguise and/or fake identity. Can be used to defend against Empathy rolls made to figure out your motives.

Will: Essentially the strength of your mind. Can be used for various mental challenges or to create Aspects indicating that you are focusing on a certain task. Helps defend against mental attacks made with Provoke. Increases the amount of Mental Stress boxes you have at +1 and +3.

Stealth: Skill has fairly obvious uses. Sneaking past things, creating advantages related to you hiding, and defending against Notice attempts.

Knowledge: Renamed Lore skill. The big brain skill. Can be used when trying to understand something, recall useful information, or creating Aspects related to things your character knows about for example.

On Foot Only
Athletics: Physical fitness. Useful when trying to outrun someone, getting past obstacles hindering travel between Zones, and is the default defense skill against physical attacks.

Security: Renamed Burglary skill. Used when dealing with security measures like locks, computer firewalls, and the like.

Contacts: Can be used when trying to find someone. Also helpful to create story details by creating Aspects where you know someone who can take of a problem for the group. Can also deal with reputations about a character. Can be used to defend in certain situations.

Crafts: Building, repairing, or fixing things is what this skill is basically about.

Drive: The ability to operate common vehicles. Largely the same as Piloting or Athletics, just for cars, bikes, and so on.

Infantry Melee: Your ability to wield melee weapons while on the ground is represented by this skill. It is equivalent to the Melee Weapons skill for Walkers.

Investigate: If you want to play detective, this is the skill. While Notice is more for noticing things in the spur of the moment, this skill is about taking your time to carefully examine or research things or people to learn about them.

Physique: The raw physical strength of your character’s body is covered by this skill, in addition to their general toughness. Can be used to overcome situations needing strength or creating advantages related to such. Provides extra Physical Stress boxes at +1 and +3.

Resources: Your material wealth and how you use it. If there is a problem that can be solved with money, this is the skill for it. Does not help with upgrading Walker Gear as that is handled via Gear Points.

Infantry Ranged: The ability to use infantry rifles, handguns, and so on. Functions the same as the ranged weapon skills for Walkers.

This list is just for examples and starting points. Feel free to use anything here, but you are also free to come up with your own things. Gear can be modified and upgraded over time as well. While some Gears, namely Weapons, have some overlap, narratively they would be best suited for different upgrades. Like Lasers would be more precise and accurate than Plasma Cannons but it makes sense that the plasma would be better for raw damage via an optional mechanic for Fate that I am using.

Weapons
Large Cannon: Allows for Kinetic attacks at Long Range, Gear does not work at Short Range

Burst Cannon (upgrade for Large Cannon): Gear gains +1 to attacks using Kinetic Weapons

Large Railgun: Can use Kinetic Weapons at Long Range, Gear does not work at Short Range

Large Plasma Cannon: Can use Energy Weapons at Long Range, Gear does not work at Short Range

Large Missile Launcher: Can use Explosive Weapons to attack at Long Range, Gear does not work at Short Range

Vertical Missile Launcher (Upgrade for Large Missile Launcher): Can do indirect Explosive Weapons attacks at Long Range if there is a spotter with the correct equipment.

Large Rocket Pod: +1 to attacks using Explosive Weapons at Short Range

Laser Rifle: Allows for Energy Weapons attacks at Long Range

Improved Autocannon: +1 to attacks made with Kinetic Weapons at Long Range

Shotgun: +1 to attacks made with Kinetic Weapons at Short Range

Sniper Cannon: Can use Kinetic Weapons to attack at Extreme Range (more than 2 Zones away), Gear does not work at any other range.

Energy Sniper Cannon: Sniper Cannon: Can use Energy Weapons to attack at Extreme Range (more than 2 Zones away), Gear does not work at any other range.

AP Shells (addon to regular Cannon Gear): Cannon Gear gains Weapon: 1

Aerodynamic Shells (addon to regular Cannon Gear): Cannon Gear gains +1 to attack at Long Range

Shattersky Shells (addon to Cannon regular Gear): Range of Cannon Gear changes to Short Range

LR Rockets (addon to Rocket Gear): Rocket Gear can be used to attack at Long Range

HE Rockets (addon to Rocket Gear): Rocket Gear gains Weapon: 1

Barrel Stabilizers (upgrade to Railgun Gear): Railgun Gear gets +1 on Kinetic Weapon rolls.

Charging Capacitor (upgrade to Railgun Gear): Can sacrifice an Energy Stress box to use Railgun Gear to attack at Extreme Range.

Support
Reactive Armor: Armor 1 against Kinetic attacks, only 1 Armor can be equipped

Reflective Armor: Armor 1 against Energy attacks, only 1 Armor can be equipped

AMS: Armor 1 against missile and rocket based attacks

Power Amplifier: Can use Energy Stress boxes to increase Energy Weapon attacks by the respective amounts.

High-speed Optics: +1 to attacks at Short Range

Precision Optics: +1 to attacks at Long Range

Improved Artificial Muscles: +1 to attacks using Melee Gear

Camouflage Armor: +1 to Stealth vs enemy Notice rolls, only 1 Armor can be equipped

Forward Boosters: +1 movement between Zones

Evasion Boosters: Can use an Energy Stress box to improve Piloting when dodging an attack by the indicated amount.

Electronics
Targeting Jammer: Can roll Electronic Warfare to negate a piece of enemy electronic targeting Gear being used against you for 1 turn.

ECM: +1 to Stealth to hide from enemy sensors

Missile Fire Control System: +1 to attacks using missile or rocket based Gear

Cannon Support System: +1 to attacks using cannon Gear

Advanced Kinetic Targeting System: +1 to attack using bullet type weapon Gear
 
Let me share my character sheet as an example. It's already been reviewed and approved by the Game Master. I'm excluding the narrative background because, again, it's more fun to discover that during roleplaying than read in an OoC thread.

Ricarda.PNG
Gear Points: 0
Fate Points: 3

Aspects
HC: Revenant with two half minds. Traumatized Genius. Jaded Cyborg.
T: Lizard brain kicks in to murder pirates, thugs, terrorists, traitors, and cellos.
A: Sun Tzu said, “Victorious warriors win first, then go to battle.”
A: Black Hat Hacker with an obsessive need to master new technology.

Skills
+4: Security
+3 Stealth, Craft
+2 Will, Physique, Electronic Warfare
+1 Kinetic Weapons, Energy Management, Engineering, Piloting

Stunts
Cyber Network Interface: Does not require external equipment to use Security for network access and short range wireless hacking.
Combat Hacking: Null can use Security to hack enemy units including walkers. This is opposed by Electronic Warfare. This requires a Cyber Warfare module for long range use.
Network Wizard: Once per scene, Null can use Security in place of another skill. The usage must make sense thematically (e.g. Security in place of Provoke by revealing the target’s confidential files, Security in place of Contacts by faking a communication, etc).

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ]
Will: 1 [ ] 2 [ ] 3 [ ]

ceycPjBK6zhyAcd_K_CgJzwZNWYmV9kJbb7RBQpgFSs2yToJTB-k6--bbfDty0Ebj9k0M3xHg4aWR3WvQZyXD5XD6WrHgBc35b5O8XwB4a-bNvA2b1inTNA61E0w6HwikO9z7OHa

Walker
NullString (Vanguard Frame)
Description: A dark gunmetal gray Vanguard frame armed with a single machine gun. The faint lines of adaptive camouflage armor can just be made out and there’s a haphazard ∅ painted on one shoulder. Some modifications seem to have been made to the unused ammunition storage.

Default Range: Short
Role bonus- Vanguard: +1 Universal Slot!

Aspects
HC: Just another low threat walker… Hey, where did it go?
T: All these special systems are draining a lot of power!
A: Drones waiting to be deployed in the unused ammo bins.

Gear
Support – Camouflage Armor: +1 to Stealth vs enemy Notice rolls
Universal - Cyber Warfare Module: Can roll Security to hack enemy units at up to long range.
Universal - Network Targeting Array: +1 to creating Aspects for helping allies to attack

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ]
Energy: 1 [ ] 2 [ ] 3 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
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Fluke:

1601687229482.png

Gear Points: 0
Fate Points: 3

Aspects
High Concept: Cold and composed Mercenary with a penchant for high stakes and going all in.
Trouble: Doesn't know when to fold 'em
Aspect: One half of a Deadly Duo
Aspect: Gamblin' Man

Skills
+4: Piloting
+3 Melee Weapons, Will
+2 Athletics, Empathy, Notice
+1 Drive, Energy Management, Engineering, Physique


Stunts
Ante Up!: +2 to Melee weapon attack rolls when you move from one zone to another.

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ]
Will: 1 [ ] 2 [ ] 3 [ ] 4 []



Walker
Oberon (Juggernaut)

1601676123267.png

Description: A red heavily armoured Mech armed with an autocannon and a dangerously risky looking close range spike, and a weapons compartment for close range bombardment located on the shoulders, it's got extra booster meaning it's got surprisingly effective rushing power.

Default Range: Short
Role bonus- Juggernaut

Aspects
HC: How the hell did it pull that off!? High Risk, High Reward!
T: It's broken through! Pull back and surround it! Short range attacks only.
A: It's too heavy to go that fast!? Heavily Armoured but with speed that belies it's bulk.

Gear
Weapon: Stake Driver - +1 to Melee Attack rolls versus Other Juggernauts. (THERE CAN ONLY BE ONE)
Weapon:
Support: Reflective Armor: Armor 1 against Energy attacks, only 1 Armor can be equipped
Support: Forward Boosters: +1 movement between Zones

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ]
Energy: 1 [ ] 2 [ ] 3 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Last edited:
Tanu
a290f2e063e28e8ece0f25f1c5ce56a7.jpg

Name: Tanu Chalet
Gear Points: 0
Fate Points: 3


Aspects:
HC: Low-born scavenger who built up her fortune and skills from bones on the battlefield.
T: Self taught. I have a different way of crafting and it’s hard to cooperate with peers.
A: “One man’s military wreckage is my newest toy. Give me my tools and a pack of bubblegum and I can do just about anything with this crap!”
A: Blackmarket Champ. Need something legally flexible? I know just where to get it…

Skills:
4: Craft
3: Electronic Warfare, Stealth
2:, Piloting, Security, Energy Management,
1: Will, Melee Weapons, Notice, Engineering.


Stunts:
1. Backstab. When you can surprise an enemy or attack from a place of hiding, you can attack with Stealth. If you succeed, you create a boost. If you succeed with style, you get to invoke that boost for free twice.
2. Scavenger Queen: +2 to Craft rolls when harvesting or designing, repairing and upgrading machinery using salvaged parts.


Stress Boxes
Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ] 3 [ ]


f60d06f55d262fc166ac4bf6d7b46a3f.jpg

Walker
Name: VAMPYR [Scout frame]
Description:

Default Range: Short
Role bonus- +1 Notice

Aspects
HC: A cunning support that harvests enemy machines to repair itself or allies.
T: Go for the weak and vulnerable or stay back until the moment is right.
A: A pathwork corpse risen from the dead, made to feast on its kin.

Gear
1. Camouflage Armor: +1 to Stealth vs enemy Notice rolls, only 1 Armor can be equipped
2. Extraction/repair Module: harvests energy or parts from enemy mechs to repair friendly ones. Repairing a mech reduces a Consequence by one tier (eg. moderate -> minor, minor -> null). Each Consequence can only be modified once, and the person being repaired cannot move during the turn.
3. Control Jammer: Roll an Electronic Warfare to paralyze an enemy mech for 1 turn. The mech’s pilot controls are temporarily disabled during this time, though sensors and passive armor remain active.

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ]
Energy: 1 [ ] 2 [ ] 3 [ ]


Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]


Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]


Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Name: Irene Murphy-Walsh

TotallyNotKerrigan.gif


Tentative Sheet:
Gear Points: 0
Refresh: 3
Fate Points: 3

Aspects:
HC: Flirtatious Sniper
T: Can't Resist Joking
A: The OTHER Half of a Deadly Duo
A: Otaku: "Have you ever heard of the ancient tale of Lelouch of the Rebellion? No? What about the Berserk Saga? Bah, no one studies the classics anymore..."

Skills:
+4
Kinetic Weapons:
+3 Infantry Ranged

+3 Energy Management

+2
Piloting

+2 Notice

+2 Rapport

+1 Empathy

+1 Will

+1 Contacts

+1 Deceive


Stunts:
Double Trouble: +2 to Kinetic Weapons when attacking the same target as 'Fluke' at Long or Extreme Range.

It's a Longshot!: Once a conflict may reroll weapon hit if the die result was bad.

Stress Boxes

Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ]

Walker
Name: Titania (Destroyer)
Description: It looks like this: Weissritter2.png


There, I just saved you a thousand words.

Default Range: Long
Role bonus- Weapon 1

Aspects
HC: High Mobility Sniping Platform
T: Finicky Machine
A: High Speed

Gear


Weapon: Sniper Cannon: Attack out to Extreme Range.

Support: Evasion Booster: Can use an Energy Stress box to improve Piloting when dodging an attack by the indicated amount.

Electronics: Advanced Sniper Aiming Computer: +1 to hit with Sniper Gear

Stress Boxes

Physical: 1 [ ] 2 [ ]
Energy: 1 [ ] 2 [ ] 3[ ] 4 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ][/spoilers]
 
Last edited:
05296fb74555a44b33f08c7e738c4f97 (1).jpg
Name: "Target Breaker" Evans
Gear Points: 0
Fate Points: 3

Aspects:
HC: Years of self training has made him a focused machine and close combat expert.
T: Has a soft heart for a Damsel in Distress.
A: Has a price on his head from the Autumn Syndicate.
A: Has not seen his mother or 7 little brothers in over 8 years.

Skills:
+4 Melee Weapons
+3 Infantry Melee, Engineering
+2 Athletics, Piloting, Knowledge
+1 Deceive, Rapport, Resources, Contacts


Stunts:
"Eye For Quality": +2 Contacts when creating an advantage related to acquiring an item.
"No Chance": +2 Melee Weapon attack rolls against opponents with Reactive Armor.
Support Gear


Stress Boxes
Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ]

Walker
Gilgamesh (Vanguard Frame)
Description:
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Default Range: Short
Role bonus- None

Aspects
HC: Maximized for heavy close range damage.
T: Speed and range sacrificed for pure devastating attacks.
A: Created using the best Artificial Muscles available.

Gear
Universal - Super Heavy Fists: +1 to Melee Weapon attacks when target uses Melee Weapons to defend.
Universal -
Support - Improved Artificial Muscles: +1 to attack rolls using Melee Gear.
Support - Reactive Armor: Armor 1: Reduces damage of Kinetic Weapon Attack.

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ] 4 [ ]
Energy: 1 [ ] 2 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Last edited:
Character image coming soon lol.

Name: Sara Kamigawa
Gear Points: 0
Refresh: 3
Fate Points: 3

Aspects:
HC: Former performer who was on her last leg.
T: Cares too much about people.
A: Perceptive. Maybe a bit -too- perceptive.
A: "Hey, wanna see something cool/freaky?"

Skills:
+4: Notice
+3: Empathy, Piloting
+2: Energy Weapons, Rapport, Investigate
+1: Stealth, Energy Management, Infantry Melee, Athletics


Stunts:
1: Iron Fist: When rolling infantry melee to attack, Weapon 1
2: Read You Like a Book. People's emotions are pretty damn obvious to you. +2 to create advantages with Empathy when using it to read a person's emotional state.
3: Weapons Gear Slot


Stress Boxes
Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ]

Walker
Valkyrie (Scout)
Description: Pretty much this except black with cobalt accents. Might attempt a recolor later:
1395740889703.jpg




Default Range: Short
Role bonus - Notice 1

Aspects
HC: A specialized machine geared towards getting in and out quickly for gaining intel.
T: Built for speed and mobility, not so much so for defense.
A: Short-range loadout, but also has a rifle and knows how to use it. A girl's gotta have
options!

Gear
Electronics: ECM
Support: Camoflage Armor
Weapon: Laser Rifle

Stress Boxes
Physical: 1 [ ] 2 [ ]
Energy: 1 [ ] 2 [ ] (3[], to decide use later)

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Last edited:
Name: Abdul ibn Zubayr ibn Achmed Al Sal
  • Gear Points: 1
  • Refresh: 3
  • Fate Points: 3
620

Aspects:
  • HC: Fundamentalist Muslim wants to see the Earth restored for the sake of the Holy Land
  • T: Stubborn and overzealous
  • A: War is Deception
  • A: Long, long ago, things were better, especially people
Skills:
  • +4 to Deceive
  • +3 to Stealth, Provoke
  • +2 to Will, Electronic Warfare, Explosive Weapons
  • +1 to Resources, Contacts, Physique, Athletics, Security
Stunts:
  • Psychological Warfare: +1 to Provoke / Deceive for creating advantages
  • Just Cause: +2 to Will against demoralization and seduction
  • [Third stunt traded for a gear slot]
Stress Boxes
  • Physical: 1 [ ] 2 [ ] 3 [ ]
  • Will: 1 [ ] 2 [ ] 3 [ ]

Walker: Aurangzeb (Destroyer)
Description: I'm only providing a reference image because everyone else is. Imagine this but with fewer, larger missiles.
battletech___super_heavy_longbow_by_shimmering_sword_d4x0mjk-fullview.jpg

Default Range: Long
Role bonus: Weapon 1

Aspects
  • HC: Unleash hellfire from a space spot
  • T: Best strategy in 1-1 combat is running away
  • A: Stable long-range firing platform
Gear
  • Weapon: Large Missile Pod (+1 to Explosive Weapons at Long Range)
  • Electronics: Missile Fire Control System (+1 to attacks using missile or rocket based Gear)
  • Electronics: (from Stunt): ECM (+1 to Stealth to hide from enemy sensors)
Stress Boxes
  • Physical: 1 [ ] 2 [ ]
  • Energy: 1 [ ] 2 [ ]
Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Last edited:
Name: Morrigan "The Specter of Death" Lafiel
(i have no picture so u get a description) An average sized, well built woman, she would look fairly unassuming, if not for her cybernetic arm with a clawed hand and her preference to wear a black coat. She is well known for being aloof and abrasive towards others.
Gear Points: 0
Refresh: 3
Fate Points: 3

Aspects:
HC: A ruthless and unforgiving mercenary. Never holds back.
T: A nasty reputation has left her with no friends
A: Scary good. Scary in general.
A:

Skills:
+4 Provoke
+3 Melee Weapons, Engineering
+2 Physique, Infantry Melee Weapons, Athletics
+1 Energy Weapons, Piloting, Will, Energy Management

Stunts:
Lone Wolf-
+2 to Melee Weapons when in a zone with no allied units
My Reputation Precedes Me- +1 Provoke against people who know of my reputation/title
[Given up for 2nd Support]

Stress Boxes

Physical: 1 [ ] 2 [ ] 3 [ ]
Will: 1 [ ] 2 [ ] 3 [ ]

Walker
Bloodspiller (Juggernaut)
Description: A Heavily Armored mech that shows clear signs of battle, but otherwise kept in excellent condition. Most notably, however, is the massive unique sword it wields.
8cd028802ab4ebbc8831aa3b494970d9.jpg

Default Range: Short
Role bonus- Armor 1

Aspects
HC: The Specter of Death has arrived
T: First In, Last Out
A: Well made and well maintained

Gear-
Weapon-
Plasma Core Greatsword- Mark an energy stress box to give an equivalent bonus to an energy weapon attack
Support- Artificial Muscles- +1 to Melee Weapons
Support- Reflective Armor- Armor 1 against Energy Weapons

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ] 4 [ ]
Energy: 1 [ ] 2 [ ] 3 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Last edited:
Name: Dale N.R. Collins

1611468902103.png

Gear Points: 3
Refresh: 3
Fate Points: 3

Aspects:
HC: Struggles with the morality of his line of work, but it's all he knows.
T: Haunted by past misdeeds
A: Forged by war
A: Military discipline

Skills:
+4: Explosive Weapons
+3: Engineering, Energy Management
+2: Knowledge, Investigate, Infantry Ranged
+1: Will, Physique, Piloting, Notice

Stunts:
Now I am become death:
+2 to explosives attacks, must take 1 shift of mental stress
Fight fire with fire: Activate a prototype targeting computer that monitors the current zone for hostile missiles and rockets and attempts to intercept them with a dedicated rocket pod cluster. Roll explosives to create a defensive aspect that any ally can invoke (must be in the same zone as the Goliath).
Electronic Gear Slot

Stress Boxes

Physical: 1 [ ] 2 [ ] 3 [ ]
Will: 1 [ ] 2 [ ] 3 [ ]

Walker
Goliath v0.2 (Juggernaut)
Description: Something like this, but without the rocket pods
1611468251519.png
Default Range: Short
Role bonus- Armor 1

Aspects
HC: Abandoned military prototype
T: Buggy software
A: Cutting edge tech

Gear

Weapon slot: Large Rocket Pod - Short ranged explosive weapon
Support slot: High-speed optics - +1 to short-ranged attacks
Electronic slot: Missile Fire Control System - +1 to missile and rocket based attacks

Stress Boxes
Physical: 1 [ ] 2 [ ] 3 [ ] 4 [ ] 5 [ ]
Energy: 1 [ ] 2 [ ] 3 [ ] 4 [ ]

Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]

Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]

Lasting
Damaged Control Systems 1 [ ] 2 [ ]
 
Last edited:

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