Augmented Gearsman

Steel Guardian's page

92 posts. Alias of Thron.


Potential: [X] [X] [X] [O] [O] | Conditions: None | Danger: +1 Freak: -1 Savior: +1 Superior: -1 Mundane: +3

About Steel Guardian

Supreme Tactical Exoskeleton and Enhanced Ligature - Model: Guardian

1) (saved) Moment of Truth



Energy Absorption, Impossible Mobility (Mech Suit)



Influenced By:
Indarius, Devil Diva

Influence On:
Devil Diva

DIRECTLY ENGAGE A THREAT: When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick two. On a 7-9, pick one.
• resist or avoid their blows
• take something from them
• create an opportunity for your allies
• impress, surprise, or frighten the opposition
UNLEASH YOUR POWERS: When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary.
COMFORT OR SUPPORT: When you comfort or support someone, roll
+ Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift Labels if they open up to you. On a 10+, you can also add a Team to the pool or clear a condition yourself.
PIERCE THE MASK: When you pierce someone’s mask to see the person beneath, roll + Mundane. On a 10+, ask three. On a 7-9, ask one.
• what are you really planning?
• what do you want me to do?
• what do you intend to do?
• how could I get your character to ___?
• how could I gain Influence over you?
DEFEND: When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose one. On a 7-9, it costs you: expose yourself to danger or escalate the situation.
• add a Team to the pool
• take Influence over someone you protect
• clear a condition

For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment.
ASSESS THE SITUATION: When you assess the situation, roll + Superior. On a 10+, ask two. On a 7-9, ask one. Take +1 while acting on the answers.
• what here can I use to ________?
• what here is the biggest threat?
• what here is in the greatest danger?
• who here is most vulnerable to me?
• how could we best end this quickly?
PROVOKE SOMEONE: When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one.
• they stumble: you take +1 forward against them
• they err: you gain a critical opportunity
• they overreact: you gain Influence over them

For PCs: On a 10+, both. On a 7-9, choose one.
• if they do it, add a Team to the pool
• if they don’t do it, they mark a condition
TAKE A POWERFUL BLOW: When you take a powerful blow, roll + conditions marked. On a 10+, choose one.
• you must remove yourself from the situation: flee, pass out, etc.
• you lose control of yourself or your powers in a terrible way
• two options from the 7-9 list
On a 7-9, choose one.
• you lash out verbally: provoke a teammate to foolhardy action or take advantage
of your Influence to inflict a condition
• you give ground; your opposition gets an opportunity
• you struggle past the pain; mark two conditions

On a miss, you stand strong. Mark potential as normal, and say how you weather the blow.
THE MASK: You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:
Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask’s Label.

When you reveal your secret identity to someone who didn’t know it already, mark potential.
MILD-MANNERED: When you try to use your civilian identity to deceive, trick, or slip past someone, roll + Mundane. On a hit they buy your facade. On a 7-9, choose one:
-you’re still under observation
- you leave something incriminating behind
- you’re forced to make a fool of yourself to sell it

On a miss, one of your civilian obligations rears its ugly head.
GAME FACE: When you commit yourself to save someone or defeat a terrible enemy, mark a condition and take +1 ongoing to all rolls in direct pursuit of that goal. At the end of any scene in which you don’t make progress towards that goal, mark a condition. When you fulfill your goal, mark potential.

ALWAYS PREPARED: When you have a chance to restock your supplies, hold up to 2-gadgets. When you unleash your powers by producing a brand new minor invention or gadget from your supply, spend 1-gadget and roll + Superior. When you reach 0-gadgets, mark a condition.

Secret Identity: