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Drekavac Ficha

Kalila is a NHP specialist with the talents Antiquarian, Technophile, Brutal, Bounty Hunter, and Wastborn. She pilots a Dusk Wing mech with maneuverability jets, a harlequin cloak, and fragile frame. Its core system creates holographic imprints that can damage enemies. Her loadout includes twin thermal pistols, burst launcher, and tech that allows invading enemy systems or making herself invisible.

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Monalisa
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0% found this document useful (0 votes)
54 views3 pages

Drekavac Ficha

Kalila is a NHP specialist with the talents Antiquarian, Technophile, Brutal, Bounty Hunter, and Wastborn. She pilots a Dusk Wing mech with maneuverability jets, a harlequin cloak, and fragile frame. Its core system creates holographic imprints that can damage enemies. Her loadout includes twin thermal pistols, burst launcher, and tech that allows invading enemy systems or making herself invisible.

Uploaded by

Monalisa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CALLSIGN HP ARMOR E-DEF EVASION SPEED GRIT

KALILA
Eskil Sturen, LL 2
NHP Specialist
󰋙 /10
󰒙 1
 8
8
HULL AGI
󰁘 4
SYS
+1 ENG
SKILL TRIGGERS
+2 CHARM +2 PATCH +2 STAY COOL +4 TAKE SOMEONE OUT
󰋙 󰋙 󰋙 󰋙
2 1 0 1

+2 WORD ON THE STREET


LICENSES
 SSC DUSK WING
II
TA L E N T S
ANTIQUARIAN

 Whenever you rest you may repair all Weapons on a single mount or a single System without spending Repair Points.
TECHNOPHILE

You have developed a custom NHP. This NHP can speak to you and has a personality, but they are less advanced than most
NHPs and are incapable of independent thought, relying on you for direction. When acting alone, they will follow the last
 direction given and defend themself as needed; however, they have limited initiative and don’t benefit from your talents.

You may choose for your mech to gain the Servant-Class NHP System
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.
BOUNTY HUNTER

1/Scene as a Free Action you may designate a hostile non-Eidolon, non-Shard character within Line of Sight to be your
 Bounty for the rest of the Scene. You gain +1 Accuracy on all attacks against your Bounty as well as on Saves forced by
them.
WASTEBORN

When you Stabilize you clear all Burn. If your line of sight or Sensors would be reduced below Range 5 by a hostile effect,
 they are instead reduced to Range 5.
P I LOT LOA D O U T
ASSAULT HARDSUIT // A R M O R HEAVY A/C // W E A P O N HEAVY A/C // W E A P O N

+1 Armor / E-Def: 8 / Evasion: 8


Threat 1 | 3 Kinetic Damage Threat 1 | 3 Kinetic Damage
HP Bonus: +3 / Speed: 4

STIMS // G E A R MAG-CLAMPS // G E A R FLEXSUIT // G E A R

These chemical stimulants are These clamps attach easily to any A strong base-layer suit that recycles
sometimes administered automatically metal surface, enhancing water, generates nutrients, and adapts
by injectors built into a pilot’s suit, or maneuverability in zero-g very rapidly to hostile environs,
even implanted within their body. environments or when repairing maintaining a stable condition and
Uncontrolled use can be addictive and mechs. They can be carried or fitted to extending survivability. Flexsuit
dangerous to health in the long-term boots. wearers can go for roughly a week
and is a problem for some pilots.
without eating or drink thanks to the
Expend a charge for one of the ambrosia paste generated by their suit
following effects: before its systems are depleted;
Kick: Keeps a pilot awake and however, they don’t prevent feelings of
alert for up to 30 hours. hunger. Removing the suit for a day or
Freeze: Keeps a pilot calm and two is enough to replenish its
emotionally stable; deadens fear reserves. Flexsuits also maintain a
and other strong reactions. steady temperature within acceptable
Juice: Heighten senses and parameters.
alertness, reduce fatigue, and
shorten reaction times. Juice
occasionally provokes rage in
some users.
SSC DUSK WING OVERCHARGE
DREKAVAC  +1󰈸  +1d3󰈸  +1d6󰈸  +1d6+4󰈸
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y

󰋙 󰋙 󰋙 󰋙 
2 1
STRUCTURE
0
HP
1
STRESS
󰂎/1
H E AT
/4

ATK
 /4

TECH ATK
󰋙 SAVE
/13

SPEED E-DEF
 /4

EVASION SENSORS
󰈸 /5

LTD SYS
+1 +1 12 6 8 13 10 +0

FRAME TRAITS
MANEUVERABILITY JETS HARLEQUIN CLOAK FRAGILE

The Dusk Wing can hover when it During its turn, the Dusk Wing is The Dusk Wing receives +1
moves. Invisible; it reappears at the end of difficulty on Hull checks and saves.
the turn.
CORE SYSTEM
DHIYED ARTICULATION
For the rest of the scene, whenever you start a unique movement during your turn (e.g., a standard move, Boost, or
movement granted by talents or systems), you leave a holographic imprint of yourself behind in the space from which you
started. These are illusory objects the same Size as you that have Immunity to all damage and effects and aren’t
obstructions.

When hostile characters start their turn in, move through, or move adjacent to the space occupied by a hologram, it
detonates. They must succeed on an Agility save or take 1d6 energy damage. On a success, they take half damage.

You also gain the Hologram Teleport Quick Action.

PRIMARY // L O A D O U T
AUX/AUX MOUNT
Thermal Pistol GMS AUXILIARY CQB

Line 5 |2 Energy Damage 

Thermal Pistol GMS AUXILIARY CQB

Line 5 |2 Energy Damage 

FLEX MOUNT
Burst Launcher SSC MAIN LAUNCHER

Range 15 |1d3 Explosive Damage 1 Heat Damage 


ACCURATE ARCING

SYSTEMS

Neurospike S S C T E C H
Shrike Code (Invade)
EFFECT
Until the end of the target’s next turn, they first take 2 heat whenever they attack.
Mirage (Invade)
EFFECT
Choose yourself or an allied character: your systems relay blurred, illusory images over their actual silhouette. Your target
treats you, or the character you chose, as Invisible until the end of their next turn.
UNIQUE INVADE

Flicker Field Projector SSC SYSTEM


Whenever you Boost or make a standard move, you project a holographic pattern around you, leaving dazzling afterimages that
make it hard to discern your precise location: you count as Invisible the next time you’re attacked. You can only benefit from
one instance of this effect at a time.
UNIQUE

Personalizations GMS SYSTEM

You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.

This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees
that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check.
UNIQUE

Custom Paint Job GMS SYSTEM

When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply ‘scratched your
paint’.

This system can only be used once before each Full Repair, and is not a valid target for system destruction.
UNIQUE INDESTRUCTIBLE
EVA Module GMS FLIGHT SYSTEM
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those
environments, you can fly and are not Slowed.
UNIQUE

Expanded Compartment GMS SYSTEM


Your mech has space for one additional non-Mech character or object of Size 1/2 to ride as a passenger in the cockpit. While
inside the mech, they cannot suffer any effect from outside or be targeted by attacks, as if they were a pilot. You can hand over
or take back control to or from them as a protocol (following the same rules as pilot and AIs), but if they take over the controls
from you, the mech becomes Impaired and Slowed to reflect the lack of appropriate licenses and integration.
UNIQUE

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