CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT
VIRTUE
Keith Star, LL 6
Mechanic
/9
0
10
10
HULL AGI
4
SYS
+3 ENG
SKILL TRIGGERS
+4 Apply Fists to Faces +4 Blow Something Up +4 Hack or Fix
2 4 0 2
+4 Invent or Create +4 Stay Cool
LICENSES
IPS-N Raleigh II IPS-N Caliban III IPS-N Nelson I
TA L E N T S
COMBINED ARMS
As long as you’re Engaged, you and any allies adjacent to you count as having soft cover.
You don’t gain Difficulty from being Engaged.
Whenever you hit a character with a melee attack, you gain +1 Accuracy on your next ranged attack against them; and,
whenever you hit a character with a ranged attack, you gain +1 Accuracy on your next melee attack against them. This
effect doesn’t stack.
VANGUARD
Gain +1 Accuracy when using CQB weapons to attack targets within Range 3.
You’ve modified your sensors and ammo to punch through, disregard, or otherwise ignore cover at close range. As long as
you have line of sight, you ignore both soft and hard cover when using CQB weapons to attack targets within Range 3.
You may attack with Overwatch using CQB weapons when hostile characters enter, leave, or exit spaces within your Threat,
no matter whether they started their movement there.
DUELIST
Gain +1 Accuracy on the first melee attack you make with a Main Melee weapon on your turn.
1/round, when you hit with a Main Melee weapon, you gain 1 Blademaster Die – a d6 – up to a maximum of 3 Blademaster
Die. They last until expended or the current scene ends. You can expend Blademaster Dice 1-for-1 for the following:
Parry: As a reaction when you’re hit by a melee attack, you gain Resistance to all damage, heat, and burn dealt by the
attack.
Deflect: As a reaction when you’re hit by a ranged attack, you may roll any number of Blademaster Dice, expending
them: if you roll a 5+ on any of these dice, you gain Resistance to all damage, heat, and burn dealt by the attack.
Feint: As a free action, choose an adjacent character: when moving, you ignore engagement and don’t provoke
reactions from your target until the start of your next turn.
Trip: As a quick action, choose an adjacent character: they must pass an Agility save or fall Prone. Whatever the result,
you may freely pass through their space until the end of your current turn, although you can’t end your turn in their
space.
1/round, when you hit with a melee attack on your turn, you may spend a Blademaster Die to immediately Grapple or Ram
your target as a free action after the attack has been resolved.
CORE BONUSES
OVERPOWER CALIBER
Choose one weapon. 1/round, when you hit with an attack, you can cause it to deal +1d6 bonus damage.
UNIVERSAL COMPATIBILITY
Any time you spend CP to activate a Core System, you may also take a free action to restore all HP, cool all Heat, and roll 1d20:
on 20, regain 1 CP.
PILOT LOADOUT
IPS-N STÖRTEBEKER OVERCHARGE
ON TOUR +1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y
2
STRUCTURE
4 0
HP
2 /1
STRESS
/6
H E AT
ARMOR
/4 /17 1 /4 /7
ATK TECH ATK SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+3 +0 13 7 7 14 8 +1
FRAME TRAITS
DYNAMIC RELOAD TRUESILVER
The Störtebeker’s non-Auxiliary weapons gain the 1/Scene after hitting with a weapon the Störtebeker may
following effects: apply an effect depending on its type.
Melee weapons gain: “On critical hit: Reload all ranged Non-Loading weapon: The hit is treated as a Critical Hit.
weapons not used to attack this turn.” Any resulting damage is not rolled twice.
Ranged weapons gain: “On critical hit: Reload all melee Loading weapon: Any resulting damage can’t be reduced.
weapons not used to attack this turn.”
CORE SYSTEM
TRUESILVER WEAPONRY
HOPKINS DOCTRINE (PASSIVE)
You may only take this action if you took the skirmish action this turn. Pick one of the following effects:
TRUESILVER ARSENAL (ACTIVE)
You may use your Truesilver Trait three more times this Scene.
PRIMARY / / L O A D O U T
FLEX MOUNT
Tactical Melee Weapon GMS MAIN MELEE
Threat 1 |1d6+2 Kinetic Damage
FLEX MOUNT
War Pike IPS-N MAIN MELEE
Threat 3 |1d6 Kinetic Damage Knockback 1 Thrown 5
HEAVY MOUNT
I P S - N H E AV Y C Q B
HHS-155 CANNIBAL
Range 3 Threat 3 |2d6+4 Kinetic Damage
Range 3 Threat 3 |3d6+4 Kinetic Damage
SUPERMASSIVE MOD //APPLIED MOD
Knockback 4
2 Inaccurate
SYSTEMS
Bulwark Mods IPS-N SYSTEM
Your mech’s extended limbs, additional armor, redundant motor systems, and other reinforcements allow you to ignore difficult
terrain.
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
“Roland” Chamber IPS-N SYSTEM
When you reload any weapon, your next attack with a Loading weapon gains this effect:
On hit: This attack deals +1d6 explosive bonus damage, and targets must succeed on a Hull save or be knocked Prone.
Unique
Rapid Burst Jump Jet System GMS FLIGHT SYSTEM
You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately
begin falling.
Unique