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Justin OOC, May 23, 2015
Posted May 23, 2015
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Pvt. Jamie Carr
A career soldier with over ten years in the Marines, she has a bad attitude but gets the job done. Her file is over four inches thick and full of reprimands and infractions she has held the Rank of Gunnery Sergent at least twice. Her last bout of trouble saw her busted all the way back to Private and was serving a sixteen month sentence in the brig for beating the shit out of an officer before her scheduled dishonorable discharge. When War broke out she volunteered for the Mecha program and its dirtiest jobs. Pvt. Carr is the epitome of the capable Marine who just can't take orders from assholes. She is hard drinking, hard hitting, completely insubordinate, but when the Stuff hits the fan she is the one who goes all gung ho and kicks ass from Monday to Sunday. If She is on your side she will have your back, at least until the fighting is over, afterwards she as libel to kick your ass as wish you good morning.
LEVEL POINTS ATTRIBUTE
+2 +20 Attack Combat Mastery
+2 +4 Combat Techniques: Lightning Reflexes x 2
+1 +2 Divine Relationship
+1 +15 Extra Attack
+2 +8 Massive Damage (Mecha Weapons)
+2 +6 Melee Defense (Mecha)
+2 +6 Ranged Defense (One Movement Skill)
+1 +2 Skill: Computers
+1 +2 Skill: Intimidation
+2 +4 Skill: Piloting
+1 +3 Skill: Power lifting
+1 +2 Skill: Navigation
+2 +2 Skill: Wilderness Survival
+4 +4 Tough
TOTAL : +200
30 ton mass
Armor 30 hardened 5
Super strength 7
Extra defense 1
Weapon Beam Axe 15 penetrating 5 piercing 5 muscle
Weapon Machine guns 10 range 3 autofire limited shots 6 (means it runs out of ammo after you use it six times
Combat knife weapon 8 muscle penetrating
Senosors- Inrafred, Xray, ultraviolet, telescopic range 1 mile Radio Range-150 miles
Features- GPS, ejection system, Environmental sealing
The energy axe does 216 damage a swing and has two settings, standard which is bludgeoning and costs no ep to use, and energy mode, which activates the penetrating and piercing, costs 40 ep a swing to use
Drawbacks The Engines for all mecha are known as Grim Cores. They are a veritable black box, with only a few technicians trained to work on them in a given base, and when heavily damaged, they have the tendency to explode and annihilate everything within 200m. Even those who know can work on them do not know their origin.
Autofire is incompatible with any effects that ignore armor other than penetrating/piercing. there are no psychic weapons. Invisible weapons must be cleared by me.
All energy weapons use the ep from the mecha, at a minimum usage of Final damage divided by 5 per shot.
All Forcefields, flight and motive powers use 10 ep per turn active, each.
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