Bestiary / Vortex

Vortex
Being: Mechanise
Faction: Brewery
HP: 39 (+1d10 x END)
GP: 13
School: Vanguard
Pressure: 42
AP: 9
RP: 3
Movement: 30 ft.
Virtues: Battle Hardened, Empathetic, Lucky Streak
Equipment:
Sledgehammer, 6x Blast Gel, 6x Frag Grenades
Flaws: All Thumbs, Stubborn
STR AGI END INT SPD CHA
Current
Max
10
15
3
6
13
15
6
10
6
6
5
8
Description
Vortex is a brute force controller who collapses terrain and disables enemies through seismic effects. He isn’t fast, but he doesn’t need to be.
Tactics
Liberal use of Sonic damage.
Leads with his Vacuum Crash + Sonic Manipulation combo to destroy enemy cover.
Uses Blast Gel to demolish structures or set explosive traps.
When surrounded, he uses Payload Drive or his signature for high-impact ground bursts.
Particularly effective in urban or destructible terrain settings.
Weak to airborne targets or teleporters that bypass his reach.
Abilities
Aerial Crash
Grounding Strike
Sonic Manipulation
Payload Drive
Vacuum Crash
Grapple
Slam
Double Jump
Ability Combos
Vacuum Crash + Sonic Manipulation
Weapon Proficiencies
Hammer Lv 5
Unarmed Lv 3
Skill Proficiencies
Engineering Lv 3
Athletics Lv 2
Intimidation Lv 2
Signature Ability
Seismic Shatterpoint
Vortex jumps from high ground and drops hard. The ground beneath him erupts in waves of sound and stone, throwing enemies and terrain skyward before collapsing into a pit of debris.
Base: Aerial Crash
Upgrades: 8 Points
Elemental Infusion: Sonic
State Application: Airborne
3 +Area
Scaling Boost
Notes: Aerial Crash augments a plunging attack, allowing it to deal more damage in an area. Using +Area and Scaling Boost increases both damage and area further. The Airborne state from State Application locks characters down so that they can’t move without a fly speed and grants bonuses to ranged ally attacks. Elemental Infusion changes the plunging attack damage to Sonic, increasing terrain and obstacle destruction.
Unique Traits
Being Traits
Untiring: As long as you undergo regular maintenance at least once every 3 days, you are immune to Fatigue. This maintenance can be done during a long or short rest.
Integrated Weaponry: You can choose to integrate a weapon of choice into your anatomy for storage and use. This integrated weapon takes up no item slots. You cannot be disarmed of this weapon. You can change the integrated weapon during a long or short rest.
Heavy Duty: You are considered to be wearing Heavy armor. You have resistance to Bludgeoning, Piercing, and Slashing damage.
Voltaic Vulnerability: Voltaic damage ignores your GP, automatically hitting unless you successfully use the Evasion reaction.
Frame Dependant: Your robotic frame is your armor. Changing your frame type or body structure requires specialized facilities and at least a week of downtime (GM discretion).

