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Kraken

Squiddling

Jun 17th, 2014
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  1. Squidgirl
  2.  
  3. Magical Element: Decay
  4. Magical Weapon: Bow and Arrow
  5. Magical Power: Shadowstep
  6.  
  7. 2 Tenacity
  8. 6 Charm
  9. 6 Insight
  10.  
  11. 18 Resolve
  12.  
  13. 9 Magic; Attack
  14. 8 Heart; Support
  15. 3 Fury; Defense
  16.  
  17. Witch
  18.  
  19. Hex: Minor Action
  20. Place a Hex on a target within a range of 0-2. The target takes 1 point of damage at the start of each round until the end of the scene. Damage from Hexes is not considered an attack. You can place multiple Hexes on the same target, but you can only place one Hex in a round. On your turn, you may remove all or part of the Hexes you’ve placed on a target as a free action.
  21.  
  22. Boost: Free Action, 3/Scene, 1 Overcharge
  23. When making a magical challenge, you can take 1 Overcharge on the magical attribute you’re using for the challenge to roll an additional die and add it to your result. This die will give you another die and another point of Overcharge if it rolls a 6 as usual, and if you use it for an attack it gives +2 to the attack’s damage as usual.
  24.  
  25. Recover: 2/Episode
  26. While out of combat, a magical girl can use this to regain 1d6+2 Resolve.
  27.  
  28. +1 Common Talent
  29. Bypass: Minor Action, 1 Overcharge (Support), 2/Scene
  30. Move 2 positions on the battlefield. This movement ignores magical barriers and difficult terrain, and can be used to move away from enemies without needing to Disengage.
  31.  
  32. +1 Spec Talent
  33. Hamstring: Major Action, 1 Overcharge (Attack)
  34. Make a basic attack. If it is successful, the target also takes the Bound status.
  35.  
  36. +1 Common or Spec Talent
  37. Amplify Magic: Minor Action, 1/Scene
  38. Choose one enemy or one ally as a target. An enemy takes double the normal damage from Hexes you place on it. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve.
  39.  
  40. +2 T1 Advancements
  41. +1 Magic
  42. +1 Heart
  43.  
  44. +2 T2 Advancements
  45. Second Chance Attack: Minor Action, 1/Scene
  46. If you make an attack that misses, use this talent to make a second attempt at the same attack.
  47.  
  48. Bonus Action: Free Action, 2 Overcharge (Support), 1/Scene
  49. On your turn, you may take another Major or Minor Action.
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