Pathfinder

Level: 50

HP: 10,000 (11,000 w/Level 3 Body Shield)

Attack: 100

Longbow DMR: 400 (580) [1,740]

Havoc Energy Rifle: 200 (460) [1,380]

Defense: 100

Pathfinder’s Modified Chassis: 100 (280)

Level 3 Body Shield: 100 (460)

Agility: 130

Skill: 170

Speed: 130

Movement: 6

Items:

Longbow DMR: 3-4 range. A semi-automatic sniper rifle. Its hyper-velocity rounds completely eliminate the need to lead targets, and allows the shooter to fire multiple shots quickly in succession. This sniper comes equipped with Skullpiercer rounds, allows “Headshot” to deal 5x damage. Base 400 Bullet-type damage.

Havoc Energy Rifle: 1-2 range. A powerful automatic energy rifle developed for use in the Apex Games. Due to its spin-up time, this weapon cannot be used to counter-attack. Attacks twice. Base 200 Energy-type damage.

Pathfinder’s Boxing Gloves: Pathfinder’s Heirloom Boxing Gloves. A pair of blue boxing gloves with screens on them, depicting Pathfinder’s emotions from the screen in his chest. An odd pair of gloves for an odd robot. Might be a lead to his creator… Has an 80% chance to Stun. Attacks twice. Base 100 Martial-type damage

Pathfinder’s Modified Grapple Chassis: A variant of the MRVN chassis that has been reinforced with Durasteel and Ballistic Plating. This is built into this character and as such is very hard to steal; however, it is extremely prone to wear. Due to utilization of improved zipline coils, this will boost the range of all Grapple and Zipline abilities by 50%. Grants resistance to Bullet and Energy-type damage. Base 100 Armor.

Level 3 Body Shield: A powerful Overshield. Boosted by Energy proficiency and items. Base 1,000 HP. Base 100 Armor.

1- Ultimate Accelerant: A powerful item that completely refreshes all cooldown times on abilities (excluding per battle, day, week, etc.). Takes a turn to use.

2- Shield Battery: A battery used to charge Overshields. Completely restores damaged Overshields. Takes a turn to use.

2- Med-Kit: A pack of first aid items that can be used to restore health. Completely restores HP if Overshield is fully charged, otherwise restore 40%. Takes a turn to use.

OOM-Droid OS Software: A technological breakthrough for droid technology. This software grants robotic units the option to independently act if the situation arises. The main benefit is the boost in all basic combat proficiencies; however, the proficiency level is hard capped and can never be increased further. This software can also be stolen and applied to other robotic units, with some tinkering.

Abilities:

Zipline Gun: Pathfinder Signature Ability. Once every 5 turns, this unit can take their turn to deploy a zipline. This creates a zipline with a length of 10 (15) spaces between this unit’s current location and a target location, allowing this unit, allies, and enemies to move quickly between both points. Any unit that uses the zipline can use their full movement before or after interacting with the zipline. Costs 6 exp

Grappling Hook: Pathfinder Signature Ability. This unit may use a subaction to grapple to structures or characters within 3 (5) range. Upon grabbing a structure or character, this unit will add +5 to their total movement and receive a +40 boost to their Avoid for the rest of the turn. If this character is attacked by a foe that is within 3 (5) range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. Cost 3 exp

Darting Blow: When initiating attack, add +10 to this unit’s Speed. 3 exp

Headshot: This character can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character’s Skill is +20 higher than the Agility of the target. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. Costs 5 exp

Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp

Prescience: Marksman ability. When this unit initiates an attack, it gains +10 Agility and Skill. 3 exp

Proficiency (II): If this character uses only one damage type, that damage type is multiplied by 3x. 12 exp

Super Soldier: This unit’s weapons of varying types can all be boosted by proficiency (as long as they are not dual element). 3 exp

Targeted Attack: This unit may choose to target a particular body part on an enemy it is targeting. Doing so can lead to many effective outcomes, but Targeted Attacks suffer a skill penalty. This is an Activatable ability, and can be used on any normal attack. If an effect is triggered, it will last for one full turn (character + enemy phases), and if it does not trigger, it will instead function as a typical attack. Attacking an opponent that does not notice you will half the skill penalty from doing a Targeted Attack. Each weapon Proficiency level higher than the opponent will reduce the -Hit by 5 (Example – 5AA Sword vs. 5A Sword: 25 of -Hit penalty reduced).
Head: -80 [20% Stun chance, -20 Hit and -2 Perception range]
Torso: -20 [20% Bleed chance]
Arm: -60 [20% chance to be unable to use equipped weapon, 50% (75%) damage reduction if one (both) arms are damaged]
Equipped Weapon: -100 [Break or Disarm the targeted weapon]
Leg: -40 [50% Movement, 50% Movement and -10 Speed if both legs damaged]
Character Specific Location: -Varies [Effect varies]. 7 exp

Proficiency:

5A Marksman: 80

5A Energy: 80

5A Martial: 80

5A Armor: 80

Weak to Lightning, Plasma, and Explosion. Susceptible to Hacking and EMP. Resist Body-type.

Caps:

HP: Normal
Attack: 100
Defense: 100
Agility: 130
Skill: 170
Speed: 130

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