shared:player_character:gunnery_sergeant_desiring_peace

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shared:player_character:gunnery_sergeant_desiring_peace [2022/06/10 11:27]
thespaceinvader [Missions]
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 =====
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   * **Species:** Chirrid   * **Species:** Chirrid
   * **Class:** Commando   * **Class:** Commando
-  * **XP:** 10+  * **XP:** 21
   * **Background:** Cybernetics - Cybernetic Knee Replacements   * **Background:** Cybernetics - Cybernetic Knee Replacements
-  * **Hits:** 20+  * **Hits:** 32
  
 === 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
-        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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     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 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'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 - 6 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 =====
 +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 2022High Time - 1XP, 3 clout with Aces High +14 MayMonstered, 1XP
- +
-9 April 2022: co-GMed, 2XP+
  
 17 April: GMed, 2XP 17 April: GMed, 2XP
  
-3 MayMonstered, 1XP+9 April 2022co-GMed2XP 
 + 
 +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"}}
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  • Last modified: 2022/06/10 11:27
  • by thespaceinvader