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CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT

GENERIC
John Lancer, LL 6
Celebrity
󰋙 /9
󰒙 0
10
 10
HULL AGI
󰁘 4
SYS
+3 ENG
SKILL TRIGGERS

+6 Assault +4 Charm +4 Invent or Create +6 Show Off


󰋙 󰋙 󰋙 󰋙
4 0 0 4

LICENSES
 HA Tokugawa III  IPS-N Blackbeard III
TA L E N T S
NUCLEAR CAVALIER

 The first attack roll you make on your turn while in the Danger Zone deals +2 Heat on a hit.
The first ranged or melee attack roll you make on your turn while in the Danger Zone deals Energy instead of Kinetic or
 Explosive and additionally deals +1d6 Energy bonus damage on a hit.
 You’ve modified your mech to launch its superheated fuel rods at enemies. Gain the Fuel Rod Gun integrated weapon.
DUELIST

 Gain +1 Accuracy on the first melee attack you make with a Main Melee weapon on your turn.
1/round, when you hit with a Main Melee weapon, you gain 1 Blademaster Die – a d6 – up to a maximum of 3 Blademaster
Die. They last until expended or the current scene ends. You can expend Blademaster Dice 1-for-1 for the following:
Parry: As a reaction when you’re hit by a melee attack, you gain Resistance to all damage, heat, and burn dealt by the
attack.
Deflect: As a reaction when you’re hit by a ranged attack, you may roll any number of Blademaster Dice, expending
 them: if you roll a 5+ on any of these dice, you gain Resistance to all damage, heat, and burn dealt by the attack.
Feint: As a free action, choose an adjacent character: when moving, you ignore engagement and don’t provoke
reactions from your target until the start of your next turn.
Trip: As a quick action, choose an adjacent character: they must pass an Agility save or fall Prone. Whatever the result,
you may freely pass through their space until the end of your current turn, although you can’t end your turn in their
space.
1/round, when you hit with a melee attack on your turn, you may spend a Blademaster Die to immediately Grapple or Ram
 your target as a free action after the attack has been resolved.
BRUTAL

When you roll a 20 on a die for any attack (sometimes called a ‘natural 20’) and critical hit, you deal the maximum possible
 damage and bonus damage.
 Your critical hits gain Knockback 1.
HUNTER

1/round, when you attack with an Auxiliary melee weapon, you may fly up to 3 spaces directly towards the targeted
 character before the attack. This movement ignores engagement and doesn’t provoke reactions.
CORE BONUSES
SUPERIOR BY DESIGN

You gain Immunity to Impaired and gain +2 Heat Cap.


UNIVERSAL COMPATIBILITY

Any time you spend CP to activate a Core System, you may also take a free action to restore all HP, cool all Heat, and roll 1d20:
on 20, regain 1 CP.
PILOT LOADOUT
HA TOKUGAWA OVERCHARGE
FLAMING PSYCHOPATH +1󰈸 +1d3󰈸 +1d6󰈸 +1d6+4󰈸
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y

󰋙 󰋙 󰋙 󰋙 
4
STRUCTURE
0 0
HP
4 󰂎/1
STRESS
/6
H E AT

 󰋙  󰈸
ARMOR

/4 /19 󰒘1 /4 /14

ATK TECH ATK SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+3 -1 14 4 6 8 10 +2
FRAME TRAITS
LIMIT BREAK PLASMA SHEATH

When the Tokugawa is Exposed, its ranged and melee When the Tokugawa is in the Danger Zone and attacks
attacks deal +3 energy bonus damage on hit, all of its with a weapon that deals any amount of energy, all bonus
weapons that would deal kinetic or explosive damage damage becomes burn.
instead deal energy, ranged weapons gain +5 range and
melee weapons gain +1 threat.
CORE SYSTEM
SUPERHEATED REACTOR FEED
For the rest of this scene, weapons that deal any energy gain +5 range if they are ranged or +2 threat if they are melee.
While you’re Exposed, Limit Break stacks with these bonuses for a total increase of +10 range and +3 threat.

PRIMARY / / L O A D O U T
FLEX MOUNT
GMS AUXILIARY MELEE
Segment Knife
Threat 1 |1d3+1 Energy Damage

Segment Knife GMS AUXILIARY MELEE

Threat 1 |1d3+1 Energy Damage Overkill

MAIN MOUNT
HA MAIN MELEE
Torch
Threat 1 |1d6 Energy Damage 3 Burn Damage Overkill Heat 2 (Self)

MAIN MOUNT
HA MAIN MELEE
Torch
Threat 1 |1d6 Energy Damage 3 Burn Damage Overkill Heat 2 (Self)

INTEGRATED MOUNT
Fuel Rod Gun MAIN CQB
󰋙󰋙󰋙󰋙󰋙
Range 3 Threat 3 |1d3+2 Energy Damage
Limited 5 Unique

SYSTEMS

SEKHMET-Class NHP I P S - N AI

SEKHMET Protocol (Protocol)


EFFECT
When activated, you give control of your mech to your NHP and gain the following benefits:
All melee critical hits deal +1d6 bonus damage.
1/round, you can Skirmish with melee weapons only as a free action.
Your NHP uses all available actions and movement to move toward the closest visible character – allied or hostile – and
attacks them with melee attacks, prioritizing melee weapons. It may benefit from your talents. If there are no characters
within Threat, your NHP uses all actions to move as directly as possible to the next closest (visible) target. Your NHP can’t
make ranged attacks, even if there are actions available.
You retain enough control to Overcharge as usual; however, your NHP uses the additional action for the same purpose as its
other actions.
You can take back control of your mech as a protocol. When you do, you become Stunned until the start of your next turn.
Otherwise, this effect lasts until your mech is destroyed – the pilot’s incapacitation or death has no effect.
Unique AI Protocol

External Batteries HA SYSTEM

Weapons that deal any energy gain +5 RANGE if they are ranged or +1 THREAT if they are melee. When you take any
structure damage, this system is destroyed and you take 1d6 AP explosive damage from the explosion. This damage can’t be
prevented or reduced in any way.
Unique
HA SYSTEM
Deep Well Heat Sink
When you start your turn in the Danger Zone, you gain Resistance to heat for the rest of the turn. This effect persists even if
you leave the Danger Zone during your turn.
Unique

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