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shared:player_character:gunnery_sergeant_desiring_peace [2022/06/10 11:27] 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: | * **Species: | ||
* **Class:** Commando | * **Class:** Commando | ||
- | * **XP: | + | * **XP: |
* **Background: | * **Background: | ||
- | | + | * **Hits: |
=== Abilities === | === Abilities === | ||
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At Rank 3, Commandos become even more hardened. | At Rank 3, Commandos become even more hardened. | ||
Commando base hits at Rank 3 are increased by 4. | 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 | ||
- | | + | |
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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Cost: 2 Hits | Cost: 2 Hits | ||
- | | + | |
| | ||
Elemental Ammunition | Elemental Ammunition | ||
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Pick one of the following calls. You may use this Ability to make that call instead of YOU: PEW with a charged weapon. | Pick one of the following calls. You may use this Ability to make that call instead of YOU: PEW with a charged weapon. | ||
Options: | Options: | ||
- | YOU: BURN | + | YOU: BURN |
| | ||
Demolition Expert | Demolition Expert | ||
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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. | 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. | 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' | ||
+ | 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 - 6 Clout | + | You may call PING against EFFECT: X calls that would affect your morale. |
- | * Aces High - 3 Clout | + | |
- | | + | |
+ | 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 ===== | ||
+ | 6 August 2022: Mayday (2) - 1XP, 4 Clout with HGC, -4 Clout with ACE | ||
+ | |||
28 May 2022: Overkill - 1XP, 3 Clout with Firebrand | 28 May 2022: Overkill - 1XP, 3 Clout with Firebrand | ||
- | 29 Janury 2022: High Time - 1XP, 3 clout with Aces High | + | 14 May: Monstered, |
+ | |||
+ | 17 April: GMed, 2XP | ||
9 April 2022: co-GMed, 2XP | 9 April 2022: co-GMed, 2XP | ||
- | 17 April: GMed, 2XP | + | 29 Janury 2022: High Time - 1XP, 3 clout with Aces High, +45 Chips (later agreed as 1 Clout) |
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{{tag>pc " | {{tag>pc " |