Special Aptitude Bonus
01-10% Sure Shot: +2 to Strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by mecha and spaceship cannons. Furture more, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.
11-20% Natural Battliod Ace: +5% to Pilot Battliod skill and +8% to specialty Battloid Piloting (one specific mecha non-transformable mecha which the character pilots better than any other). Also +1 on initiative, +1 to parry and +1 to pull punch when piloting any type of non-transformable Battloid.
21-30% Natural Veritech Ace: +5% to Pilot Veritech skill and 7% to Specialty Veritech Piloting (one specific Veritech which the character pilots better than any other: his or her favorite.) Also +1 on perception rolls, +! to dodge and +1 to roll with impact when piloting any type of transformable mecha.
31-40% High Perception and Solid Gut Instincts: +1D4 on Perception Rolls. Roll 1D4 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward.
41-50% Quick Reaction Time: +1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
51-60% Strongman: +1D6+3 to P.S. attribute and +1 to pull punch.
61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without the usual bonuses for it.
71-80% Quick Reflexes: +1 attack per melee and +1 to dodge.
81-90% Fearless: +1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring changes.
91-00% Charismatic/Charmer: +1D4+2 to M.A., this character is especially likable and affable.
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Last edited by Lt Gargoyle, July 21 2025 06:57:58. Open game article. You can edit it once you log in.