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SUNZI

The SUNZI is a highly experimental frame with limited battlefield presence that uses powerful Blackshield technology to temporarily distort and warp the dimensions of space. It contains rumored stolen Volador technology that allows prolonged existence in blinkspace. Owners of SUNZI licenses waive privacy rights and are in direct contact with handlers collecting performance data. The frame has traits that allow it and allies to safely teleport near it. Its weapons and systems can teleport enemies, create unstable zones that redirect attacks, and mark spaces to blink through.

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0% found this document useful (0 votes)
221 views6 pages

SUNZI

The SUNZI is a highly experimental frame with limited battlefield presence that uses powerful Blackshield technology to temporarily distort and warp the dimensions of space. It contains rumored stolen Volador technology that allows prolonged existence in blinkspace. Owners of SUNZI licenses waive privacy rights and are in direct contact with handlers collecting performance data. The frame has traits that allow it and allies to safely teleport near it. Its weapons and systems can teleport enemies, create unstable zones that redirect attacks, and mark spaces to blink through.

Uploaded by

Becca
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Harrison Armory SUNZI

The SUNZI is at the peak of Harrison Armory development in weapons-applicable blink technology, a
FRAME that was introduced as late as 5007U to select pilots only. Like the NAPOLEON, it is a compact,
highly experimental frame with very limited battlefield presence, using powerful Blackshield technology to
tear and warp the physical dimensions of space momentarily. Distortions of this kind are short lived,
usually (but not always) visible to the naked eye, and highly unstable. Rumors abound that the SUNZI
contains stolen or corrupted Volador technology from the ancient city-ship Mothers Gather and Are
Welcome, parts of the extremely advanced machinery that allows their world-ships to remain in
blinkspace seemingly indefinitely.

Owners of SUNZI licenses waive their privacy rights as part of the extensive (and physically exhausting)
licensing process and are often in direct contact with personal handlers from Ras Shamra’s testing forges
wishing to collect data.

License:
I. Accelerate, Blink Charges
II. SUNZI Frame, Distort, Warp Rifle

III. Blinkspace Tunneler, Unravel

SUNZI

HP: 7 Evasion: 7 Speed: 4 Heat Cap: 7 Sensors: 15

Armor: 1 E-Defense: 8 Size: 1 Repair Cap: 3 Tech Attack: +1


Save Target: 10

TRAITS:

Safe Harbor: Any character other than the Sunzi that teleports always considers free space adjacent
to the Sunzi as valid space to teleport to, as long as the Sunzi is in range 50 from them.

Anchor: The Sunzi cannot be teleported unwillingly.

Slip: 1/round the Suns can teleport 2 spaces as a free action

SYSTEM POINTS: 7

MOUNTS:

Main/Aux

CORE system
Reality Carver
MEMO(TT_CLEARANCE_01): YOU’RE GOING TO READ SOME OBTUSE SHIT HERE. I’VE
TRANSCRIBED ONLY THE USEFUL PARTS OF THE VOLS SAID. REFER TO THE VISUAL FOR
CORRESPONDING HAND SIGNS. REFER TO REPORTS: VESSEL-PILOT-DOORWAY

Passive - The Sunzi has a blink anchor, a deployable system that is a size 1/2 object with 5 evasion,
20 HP, and limited (3) charges. It can be deployed and activated or picked up as a quick action by any
adjacent character (it’s only active when deployed). When any character teleports within line of sight of
the Sunzi, it can spend a reaction and a charge to change the end point of the teleport to free adjacent
space to the blink anchor instead of the teleporting character’s original target, as long as there is
space for that character to safely stand (it cannot teleport a character mid-air, for example).

Active (requires core power): Art of War

Protocol, Reaction
When you take this protocol, gain limited (6) charges until the rest of this scene. You can expend a
charge to choose any hostile or allied character in sensor range and line of sight as a reaction to the
start of their turn and teleport that character up to 5 spaces in any direction, as long as they end in a
free space that they can stand on.

Accelerate
Memo, no es suficiente saber caminar; Debes saber dónde y dónde no pisar. El lugar incorrecto, y te
perderás. Es en un plano de telaraña donde construimos nuestro hogar: pise ligeramente cuando vaya.

[Memo, it is not enough to know how to walk; you must know where and where not to step; the incorrect spot, and
you will be lost.

It is on a plane of gossamer that we make our home: tread lightly when you go]

1 SP, Unique

Quick Tech

As a quick action, choose two free visible spaces on the ground or the same surface within
range 5 of each other. Characters that enter either space for the first time on their turn or start
their turn there are pushed in a straight line as far as possible towards the other space. If they
would collide with another object or character, they immediately stop moving. Grenades,
deployables, or other loose objects size 1 or smaller that are thrown or deployed into one
space are pushed in the same way towards the other space before activating or detonating
(they activate or detonate early if they are forced to stop by another character or object). The
area lasts until the start of your next turn, and characters caught in either area can pass a hull
save to avoid this effect.

Blink Charges
Eso es lo que no se suena: usar el vacio contra la Ley de la Madre. Marcamos esta en nuestro historia
con lagrimas, y ennegrecer la pagina.  

[This is the thing un-thinkable: to use the nonshape against the Mother’s Law. With tears, we mark its need in our
history, and then blacken the page]
2 SP, Unique

Limited (3)

You can spend a charge from this system for one of the following effects:

Blink Mine (Mine): Once planted in a free adjacent space, this mine arms at the start of
your next turn. It activates when any character (allied or hostile) enters its space or an
adjacent space, teleporting just that character to a free visible space of your choice
within range 5 of the mine and Jamming them until the end of their next turn. A
character can pass an engineering save to avoid the Jamming effect but is still
teleported.

Warp Grenade (Grenade, Quick action, Thrown 10, Blast 4): Choose a blast 4 area in
range 10 and line of sight. You can teleport any character (hostile or allied) in that area
to any free valid space within the same area. Characters can pass an engineering save
to avoid this effect.

Distort
Dicen: "Incluso es difícil de ver en este lugar". Decimos: "Usted tiene razón. Es porque este lugar no te
quiere aquí.”

[They say: “It is even difficult to see in this place.” We say: “You are correct. It is because this place does not want
you here.”]

2 SP, Unique

Quick Tech

As a quick action, you tear a hole in space, creating a blast 2 area in free visible space in
sensor range. Weapons with the blast, line, or cone tags exclude the zone’s space from their
area of effect. Any character or object that attempts to cross at least 1 space into the zone
immediately teleports to any free adjacent space of it or its owner'choice to the zone, or as
close as possible if there is no free space (characters and objects cannot occupy the same
space as the zone).

The zone blocks line of sight. However, any character (hostile or allied) may target the zone
with a ranged weapon without the line, blast, or cone tags as if making an attack against it.
Don’t roll to hit the zone - instead the zone absorbs and re-targets the weapon's attack against
a new target of the attacker's choice within range 10 of the zone. Make the attack as if the
attack was fired from the zone instead (for purposes of line of sight, cover, etc).

You can only create one zone of this type at a time, and if you create a new one, the previous
one disappears. It lasts until the end of the current scene, or if you destroy it with a quick
action.

Warp Rifle
Es una abominación. Dicen que "es como los arados de las espadas; tú también debes aprender a
defender tu hogar ”. Ptah, escupí su lógica de espada. Ni siquiera sabíamos de los arados compartidos
antes de convertirlos en espadas, y éramos felices.

Hiciste la puerta, la abriste. No es nuestra responsabilidad cerrarla.

[It is an abomination. They say “it is like plowshares to swords; you too must learn to defend your home.” Ptah, I spit
on their blade-law. We did not even know of plowshares before they beat them into swords, and we were happy.

You made the door, you swung it open — it is not our responsibility to close it.]

Main Rifle

1 SP, Unique

AP, Loading

Range 10

1d3+1 energy damage

On hit, the target must pass an engineering save or be teleported to a free valid space in a
direction of your choice up to the same number of spaces as the damage you dealt with this
weapon (including bonus damage, etc, maximum 10 spaces).

Blinkspace Tunneler
MEMO(TT_CLEARANCE_01) (01200): IT’S GONNA GET REAL FUCKING DARK.

2 SP

Quick Action

As a quick action, you can mark a free adjacent space to your mech and open up a blink tear.
The tear lasts until the end of your next turn. Any character other than you (hostile or allied) that
at least partly enters that space as part of any movement can teleport to a free adjacent space
to your mech’s current location at the time of their move as a free action or reaction. You can
only have one tear open at once, and each one created replaces the previous one.

Unravel
Dicen: "Cuéntanos el secreto de tu larga vida, o abriremos la puerta de tu hogar a todo el mundo".

Nosotros decimos: “Para vivir una larga vida, vives una larga vida. No tenemos secretos, todo lo que
tenemos es el conocimiento que deseamos ocultarle. Por favor no hagas esto; tu no sabes nada."

[They say: “Tell us the secret to your long life, or we shall swing wide our door, and let those who we hold
back inside your safe ground.”

We say: “To live a long life, you live a long life. We have no secrets, all we have is knowledge we wish to
keep from you.”]

2 SP

Quick Tech

Either you or another character of your choice in your sensor range and line of sight is charged
with unstable energy until the start of your next turn. Each time that character takes damage
for that duration, you can teleport that character up to 3 spaces in any direction to a free valid
space as a reaction. Unwilling characters can pass an engineering save to avoid this effect
entirely.

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