![]() ![]() That is really interesting! I would be willing to just let the weapons be non TW weapons( ammo would need to replenished as needed) and a scileincing system for the dual linked weapons costing 1 mod slot. Our best shots (Markus and Cantrell, both d10s with bonuses and Edges) wouldn't be able to fire them at all. The main downside is that the only people who could fire the weapons are Libertas (d4+2 Shooting with Machine Maestro), Bane (d6 Shooting), or of course our newest recruit, Zieja (d8 Shooting). ![]() The SS still would shut down when the vehicle was moving, but it's still pretty damned nifty to be able to park and become an instant sniper-nest. The Stealth System normally ceases to work if the vehicle fires weapons, but with the Trappings on the miniguns, they'd shoot silent and dark-turning this into the perfect vehicle for "The Quiet Ones". Stealth System (Sci-Fi Companion, page 55). Libertas could then improve upon them as resources become available. Ideally, these would be TW-modded with two Minor Modification: both are Trappings, Sound/Absorption and Darkness/Stealth.The device can be fixed by a Repair roll at -4 and 10 minutes work.Įpiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.įreemage wrote:Hm. Mechanical Malfunction -Ě device malfunctions in some way: guns jam, bow strings break, etc. Lucky Break - Play this card to completely negate the damage from one attack. Seize the Day - The character acts as if he had drawn a Joker this combat round. Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only) Intangibility Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail) Rapid Recharge, Arcane Marksman, LinguistĪdditional Edges: Brawny (Helskor) Thief (Cloak) Assassin (Cloak) Parry: 6 Pace: 8/d6 Toughness: 13 (6) Ĭharisma: 0 (-1 if Kleptomania known +2 if Comm Band is active)Įdges: Danger Sense, Quick, Level-Headed, Dodge, Imp. ![]()
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