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Sterling Anarchy BFE

By: SneakyStumpy on Oct 11th, 2013  |  syntax: None  |  size: 4.54 KB  |  hits: 36  |  expires: Never
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  1. Sterling Anarchy
  2. "A hero is no braver than an ordinary pony, but a hero is brave five minutes longer."
  3. Earth Pony Female Marine
  4. Combat Specialties: [WEAPON]- SAW's +1 (SAW+1), [ARMOR]- Heavy
  5. Cutie mark: Three painted missiles streaking towards an explosion (+1 with heavy weapons/artillery)
  6. Alignment: Chaotic neutral.
  7. Description: Sterling is a skinny light blue mare with vibrant amber eyes. Sterlings mane, and tail are done up in long trailing braids, her mane is split into two equally long braids and her tail is three long equally long braids. They are a bright shade of neon azure, and taper at their ends. Sterling wears an array of belts, consisting of, tight bandoleers, munitions belts, and plain pant belts. She wears about six on her with the addition of the two additional straps coming from her backpack that 'X' across her chest. Sterling is alot stronger than she looks which should be obvious given the general amount of ammo, the rocket launcher, and the gatling gun strapped to her back.
  8.  
  9. Skills
  10.  
  11. Spread Fear:
  12. (Shock Troopers were born to kill. Violently. they let the enemy know. Upon killing an opponent with a crit, the witnessing enemies fall into panic, how badly is based on a roll by the DM.)
  13.  
  14. Hero:
  15. (Once per game, you may make a roll towards an imperative task. Ignores all penalties and bonuses, adds a +3 to the roll. Youre helpless afterwards. A successful roll can cause allied troops to become Inspired.)
  16.  
  17. Grenadier:
  18. (critfails with grenades will never occur, gives a +1 bonus towards hitting your target with a grenade.)
  19.  
  20. Tough:
  21. (passive; Earth ponies take an additional hit before becoming helpless (for a total of 6), and they can lift, carry and move heavier objects than unicorns or pegasi.)
  22.  
  23. Equipment:
  24. CHAOZ Gatling Cannon [CRC -1, MRC +2, LRC -1, ERC n/a]
  25. (Heavy Gatling gun with a three turn wind up.)
  26.  
  27. CHAOZ Bazooka [CRC n/a, MRC +0, LRC +0, ERC n/a]
  28. (All Purpose heavy rocket launcher with a wide variety of munition types.)
  29.  
  30. MCD PPSFD [CRC +1, MRC +0, LRC n/a, ERC n/a]
  31. (Recharge 3, pistol; Personal Personnel Super fibrillation Device, self charging electric personal defense weapon. Fires a bolt of potentially lethal electricity in a pistol sized package. Renders target hit "helpless" without actually removing any wounds beyond the damage the initial hit deals. Victims automatically recover after 1 round of helplessness. Not to be used on or around ponies with heart conditions [no matter how fun it is!].)
  32.  
  33. Tropic Sunrise [CRC +0, MRC +0, LRC n/a, ERC n/a]
  34. A metal beartrap with a package of jellied gasoline within, and a spiked chain. A bear trap that can be utilized as a  deadly immobilizing trap, or are rudimentary bolas. Acts as a proximity grenade that detonates upon clamping down on a victim. Spraying them with napalm igniting them and preventing escape. Victims of Tropic Sunrise take a continual 2 damage per turn as fire damage until they recover from the helplessness that the trap brings, removing the trap deals 1 wound. The wound incurred by removing the trap cannot kill the victim, and the fire is removed along with the helplessness in most cases.
  35.  
  36. Distortion field generator
  37. (Fluffed heavy armor consisting of a hightech backpack that projects a field of invisible energy around the wearer.)
  38.  
  39. Bag of holding containing
  40.  
  41. Re-sealable package of artaficially sweetened nutri-hay
  42. Plastic package of 'Facemelter' sour hard candy
  43. Two cans of 'Rockpony' energy drink
  44. A bottle labeled 'xXx "Suger Water xXx'
  45.  
  46. Three eighty round belts of high caliber gatling ammunition.
  47. Comically painted reinforced steel six pack of 'Lame' rockets
  48. (Standard rockets)
  49. Comically painted reinforced steel six pack of 'Party Starter' rockets
  50. (After detonation leaves behind a spinning pinwheel flinging shrapnel in all directions for 3 rounds. Starting a turn not in cover within MRC automatically deals 1 hit of damage. Taking any action besides moving while within MRC of the pinwheel automatically deals 1 hit of damage.)
  51. Comically painted reinforced steel six pack of 'Das Flunken' rockets
  52. (Locking itself into place the Das Flunken fires a concentrated beam of armor peircing energy clean through most vehicles. Bonus damage againt armored vehicles.)
  53. Comically painted reinforced steel six pack of 'CHAOZ Streamers' rockets
  54. (Detonation deals no damage, instead leaving behind dozens of pink, green, brown, and grey monofilamint ribbons strew around the general area. Moving through the area requires a roll to not get entangled. Failure results in 1 wound of damage, and the victim must roll to get out.)
  55.  
  56. Unique Character Traits/Info