Kutholiam Vuere

Deigon Black "Gunny"'s page

277 posts. Alias of Nightfiend.


Race

FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_]

Classes/Levels

Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]

About Deigon Black "Gunny"

Fate Points 0/3
Stress (Physical) [_] [_] [_] [_] [_]
Stress (Mental) [_] [_] [_] [_]
Skills
(+4) Athletics
(+3) Piloting
(+3) Gunnery
(+2) Engineering (Tech)
(+2) Resources
(+2) Shoot
(+1) Contacts
(+1) Fight
(+1) Toughness
(+1) Will

Stunts:

Alpha Strike: Spend a FATE point. You make a single Attack using all of your functioning weapons verses a single target. This attack is made at +2.

Feel the Burn: You can endure the sweltering heat of a battlemech cockpit better than most pilots. Add 1 Heat Stress box to any Mech you pilot.

High Concept, Trouble, and character Aspects:

Invoking an aspect:
▶ Take a +2 on your current skill roll after you’ve rolled the dice.
▶ Reroll all your dice.
▶ Pass a +2 benefit to another character’s roll, if it’s reasonable that the aspect you’re invoking would be able to help.
▶ Add +2 to any source of passive opposition, if it’s reasonable that the aspect you’re invoking could contribute to making things more difficult. You can also use this to create passive opposition at Fair (+2) if there wasn’t going to be any.

High Concept: Bag of Bolts.
Gunny’s perspective leans towards the fact that everything in life ends up being a variant of what you intended it to be. Nothing ever comes out as planed which generally requires some sort of on-the-fly fix. After spending more than a few years as a foot soldier, he has learned to live by the credo of “adapt and overcome”.

Troubled: Bad Cards.
Life is a mix up of fate and choices. Gunny’s life has been a turbulent path of bad situations. Being in the wrong place at the wrong time, or simply the victim of a decision that had to be made. Having to make the tough call has been a way of life for him, which has resulted in a fairly tenacious attitude.

History: Retired but not Forgotten.
During his time in earth’s military, Gunny distinguished himself in combat on more than one occasion. His distinct valor brought about the attention of House Stiner, who eventually recruited him and began training him as a Mech pilot. In that role, he fought his way through a successful career with House Stiner that ended with an honorable retirement. During his final days with House Stiner, they presented him with a “COM 1D Commando” as a parting gift to reflect his years of service.

First Combat : Bang up Job
Gunny’s first engagement was a patrol skirmish that literally brought down the house. While assigned to a (4) Mech patrol detail, Gunny picked up a number of hostile signature’s. The detail reported the readings and then investigated. The investigation turned into a full assault, which included the (4) Mech’s in his detail, (4) other Mech’s in a second detail, and (12) unidentified enemy signatures. The battle was immense and ended with the destruction of all (12) enemy combatants, (6) of the responding Steiner Mech’s, and the Commanders personal dwelling. Needless to say, he was on shit duty for quite some time after that.

Becoming a MechWarrior: Ghosts of the past
Now retired, Gunny has lost a sense of purpose and is extremely haunted by his past exploits. Each night he drinks to dissolve the ghosts of his past and then spends much of the night staring at the Commando that was gifted to him by House Steiner. An inner calling to die on the battlefield and not wither away as an old man continues to prod him to date. A desire to walk into the realm of the dead with his head held high, knowing that he left his mark on the world with just as much honor as those that have died under his command.

Consequence Aspects:

Mild (2)

Moderate (4)

Severe (6)

Personal Equipment:

Neurohelmet, Cooling Vest, Emergency Survival Kit, Flack Vest, Laser Pistol, Med Kit.

Laser Pistol: Weapons Rating 1 | Shots 10/10 | Range 0-2 | Load 1 | Availability Common

Med Kit: Uses 3/3

Commando:

COM 2D COMMANDO
Class: Light
Tonnage: 25
Gunnery: 3
Piloting: 3
Sensors: 1

Armor: [X] [X] [X] [X]
Heat: [_] [_] [_] [_] + [_]
Heat Reduction: 4
Walk: 4 / -2
Run: 6 / -2
Jump: 0 / -2

Aspects: Punch Above My Weight.

WEAPONS:
SRM 4: Type-Missile | Rating-1d4 | Range 0/2 | Heat-2 | Size-Small | Availability-Uncommon
Ammo: 23/25

SRM 6: Type-Missile | Rating-1d6 | Range 0/2 | Heat-3 | Size-Medium | Availability-Very Common
Ammo: 12/15

Medium Laser: Type-Energy | Rating-2 | Range 0-2 | Heat-2 | Size-Small | Availability-Very Common

INTERNAL STRUCTURE
[X] [X] SRM 4
[X] [X] SRM 6
[_] [_] SRM 6
[_] [_] Medium Laser
[_] [_] Gyroscope
[_] [_] Fusion Engin

STUNTS
Knockout Punch Spend a Fate Point to add +2 to a Piloting Melee Attack Action.

QUIRKS
Weak Engin This MECH sports an undersized engine for its tonnage. Decrease its normal MP BY 2.

INTERNAL DAMAGE EFFECTS
DAMAGED LEG ACTUATOR CAN ONLY BE REPAIRED IN A REPAIR FACILITY AND A +2 TECH ROLL. MOVEMENT IS REDUCED TO HALF UNTIL REPAIRED. IF THIS IS THE SECOND TIME THIS HAS OCCURRED WITHIN THE SAME ENCOUNTER THEN THE LEG GAINS THE DESTROYED ASPECT AND THE MECH CAN NO LONGER MOVE.

COOLANT LEAK -1 HEAT REDUCTION EACH ROUND. TAKES A +2 TECH ROLL TO REPAIR.

Griffin:

GRF-1N Griffin
Class: Medium
Tonnage: 55
Gunnery: 3
Piloting: 3
Sensors: 1

Armor: [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_]
Heat: [_] [_] [_] [_] [_] . [_] + [_]
Heat Reduction: 6
Walk: 3
Run: 5
Jump: 2

Aspects: Common Across the Inner Sphere

WEAPONS:
LRM 10 Type-Missile | Rating-1d4| Range 2/5 | Heat-2 | Size-Medium| Availability-Common
Ammo: 10/12

PPC: Type-Energy | Rating-4| Range 2/4 | Heat-6 | Size-Large | Availability-Rare

INTERNAL STRUCTURE
[_] [_] Jump Jet
[_] [_] Jump Jet
[_] [_] LRM 10
[_] [_] LRM 10
[_] [_] PPC
[_] [_] PPC
[_] [_] PPC
[_] [_] Heat Sink
[_] [_] Gyroscope
[_] [_] Fusion Engine

STUNTS
SHARPSHOOTER: DESIGNATE ONE WEAPON THAT IS CURRENTLY PART OF THIS MECH’S ARMAMENT. SPEND A FATE POINT TO ADD +2 TO ANY ATTACK MADE WITH THAT WEAPON IF THE MECH HAS NOT MOVED FOR ONE ROUND.

QUIRKS
MYSTERY POWER DRAIN: BEGIN THE ENCOUNTER WITH 2 FREE INVOKES. WHEN CALLED THE ENEMY SELECTS A WEAPON SYSTEM, ATTACKS ARE MADE AT -2 UNTIL THE PILOT CAN SUCCEED AT A +2 TECH ROLL.