shared:player_character:gunnery_sergeant_desiring_peace

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shared:player_character:gunnery_sergeant_desiring_peace [2022/05/14 08:39]
thespaceinvader [Stats]
shared:player_character:gunnery_sergeant_desiring_peace [2024/01/13 10:39] (current)
thespaceinvader [Stats]
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 ====== Gunnery Sergeant Desiring Peace ====== ====== Gunnery Sergeant Desiring Peace ======
  
-//Pronouns: // They/Them+//Pronouns: // He/him
  
 ===== Background / Bio ===== ===== Background / Bio =====
Line 17: Line 17:
   * **Species:** Chirrid   * **Species:** Chirrid
   * **Class:** Commando   * **Class:** Commando
-  * **XP:** 6+  * **XP:** 21
   * **Background:** Cybernetics - Cybernetic Knee Replacements   * **Background:** Cybernetics - Cybernetic Knee Replacements
-  * **Hits:** 16+  * **Hits:** 32
  
 === Abilities === === Abilities ===
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     Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves.     Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves.
     If they choose, they can do this in response to being reduced to 0 hits.     If they choose, they can do this in response to being reduced to 0 hits.
 +    
 +Rank 3: Combat Mastery
 +
 +    At Rank 3, Commandos become even more hardened.
 +    Commando base hits at Rank 3 are increased by 4.
 +
 +Rank 1 - Burly
 +
 +    You have trained and have become tougher and more resilient.
 +    Gain +2 max HP.
 +
 +Rank 2 - Beefy
 +
 +    Requires Burly
 +    You've been at the weights! You're stronger and tougher than before!
 +    Gain +2 max HP and 1 STRIKEDOWN per Encounter.
 +
 +Rank 3 - Brawny
 +
 +    Requires Beefy
 +    You didn't miss leg day - you are now very strong and built like a house.
 +    Gain +2 max HP.
 +    Utility Ability: You are incredibly physically strong and can apply this out of combat by discussion with a Ref.
 +    
 +Rank 4 - Mighty
 +
 +    Requires Brawny
 +    Others may not like it but this is what peak physical performance looks like.
 +    Gain +2 max HP.
 +    You may, if you wish, push your body past its breaking point. By taking a Severe Injury, you may continue fighting for 60s after you should have been knocked out.
  
 Ranged Weapon Prowess Ranged Weapon Prowess
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     Cost: 2 Hits     Cost: 2 Hits
     Select a Weapon Type, you may use its ability when using that weapon     Select a Weapon Type, you may use its ability when using that weapon
-        Two Handed - when you next successfully charge your weapon charge it for 3 shots instead of 1.+        Single Pistol call PING when you block a strike with a melee weapon in your offhand.
     You may pick this Ability multiple times for different weapon types.     You may pick this Ability multiple times for different weapon types.
  
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     Gain a single Grenade per encounter.     Gain a single Grenade per encounter.
-        + 
 +Bombardier 
 + 
 +    Requires: Grenadier 
 +    Gain 2 more Grenades per Encounter. 
 Covering Fire Covering Fire
  
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     Cost: 2 Hits     Cost: 2 Hits
-        Two Handed - gain 1 use of YOU: PUSH against target within 5m.+        Single Pistol - gain 1 use of BREAK by melee with melee weapon in your offhand. 
 +         
 +Elemental Ammunition
  
 +    Cost: 2 Hits
 +    Pick one of the following calls. You may use this Ability to make that call instead of YOU: PEW with a charged weapon.
 +    Options:
 +        YOU: BURN       
                  
 +Demolition Expert
 +
 +    Requires: Bombardier
 +    Gain another 2 grenades per encounter.
 +    Utility Ability
 +    Once per mission, when out of combat, you may use your demolition expertise to destroy something you have access to - or otherwise apply your nous. Discuss what you would like to do with the GM and they will determine the outcome.
 +    
 +Recon Sniper
 +
 +    Utility Ability
 +    Once per encounter, provided you are not in combat, you may spy on targets that are within your vision. Ask the GM what they're saying.
 +    Once per mission you can make use of your position and range in order to fire a devastating sniper shot. Discuss with the GM what you would like to hit and they will determine the effects.
 +    E.g. blowing up a fuel canister to injure a bunch of enemies, taking out a commander from a distance.
 +
 +Hazard Suit
 +
 +    You always take BURN, SLOW, and ZAP at a maximum of 5s.
 +
 +Fancy Footwork
 +
 +    Cost: 2 Hits
 +    Call PARRY.
 +
 +Hold the Line
 +
 +    Cost: 2 Hits
 +    Call PING to PUSH or PULL.
 +
 Cybernetics Cybernetics
  
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 Major Enhancement Major Enhancement
 +
     Once per Mission you may utilise your major enhancement.     Once per Mission you may utilise your major enhancement.
     Cybernetic Knee Replacements - you launch into the air! Call WARP as you fly through the air, reposition, and crash land calling MASS STRIKEDOWN.     Cybernetic Knee Replacements - you launch into the air! Call WARP as you fly through the air, reposition, and crash land calling MASS STRIKEDOWN.
  
 +Devourer's effect
  
 +    Roleplaying Effect: You feel emotions more keenly, particularly those of grief or loss which quickly can spiral into despair. When you feel despair are inclined toward destruction and lose regard for safety.
 +    Mechanical Effect: Spend 3 hits to call DRAIN by melee.
  
-=== Factions ===+Iron Will
  
-  * Firebrand - 3 Clout +    You may call PING against EFFECT: X calls that would affect your morale. 
-  * Aces High - 3 Clout +    For example, EFFECT: FRIGHTENED or EFFECT: WEARY.
-    * 45 chips from Aces' casinos.+
  
 +Incredibly Hardened
 +
 +    Your base hit points are increased by a further 4.
 +    
 +Rank 3 - Gambit
 +
 +    Utility Ability
 +    Once per Mission, when not in Combat, you may attempt to push your luck and pull strings to get your way with a person or a faction you have been talking.
 +    You must be able to contact the people you are attempting to manipulate, and cannot perform a Gambit on a member of a faction you have Negative Clout with.
 +    Perform a Tinkering, with the following effects:
 +        On a mundane failure, nothing happens.
 +        On a minor success, you are able to get part of what you want achieved.
 +        On a major success, you are able to get most of what you wanted.
 +        On a perfect success, you are able to get what you want and gain 1 Clout with a relevant Faction.
 +        On a failure, you lose 5 Clout with a relevant Faction, and a relevant individual will become your Nemesis.
 +        Each Consequence you suffer will lose you 1 Clout with the relevant Faction.
 +    This Tinkering use is in addition to any other uses you may have.
 +    
 +Spray and Pray
 +
 +    Cost: 2 Hits
 +    Instantly charge your ranged weapon.
 +    You must still spend the 1s aiming to fire it.
 +
 +Tactical Reload
 +
 +    When you charge a shot, you may charge 2 shots instead of 1. You must still spend 1 second aiming each shot.
 +
 +
 +=== Factions ===
 +
 +  * Firebrand - 8 Clout
 +  * HGC - 4 Clout
 +  * Elegy: 10 Clout
 +  * Ace's World: 7 Clout
 +      * Friendship with Club's Chance, owner of Club's Club, and her fight promoter
 ===== Missions ===== ===== Missions =====
-29 Janury 2022: High Time - 1XP,3 clout with Aces High+6 August 2022: Mayday (2) - 1XP, 4 Clout with HGC, -4 Clout with ACE 
 + 
 +28 May 2022: Overkill - 1XP, 3 Clout with Firebrand 
 + 
 +14 May: Monstered, 1XP 
 + 
 +17 April: GMed, 2XP
  
 9 April 2022: co-GMed, 2XP 9 April 2022: co-GMed, 2XP
 +
 +29 Janury 2022: High Time - 1XP, 3 clout with Aces High, +45 Chips (later agreed as 1 Clout)
 +
 {{topic>mission +"gunnery sergeant desiring peace"&nodate&nouser}} {{topic>mission +"gunnery sergeant desiring peace"&nodate&nouser}}
  
 {{tag>pc "gunnery sergeant desiring peace"}} {{tag>pc "gunnery sergeant desiring peace"}}
  • shared/player_character/gunnery_sergeant_desiring_peace.1652517589.txt.gz
  • Last modified: 2022/05/14 08:39
  • by thespaceinvader