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redaeth

Lisa the Stiched

Dec 8th, 2015
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  1. Name: Lisa
  2.  
  3. Race: Stitched. An artificial creation made of many monsters stitched together with thread and magic. Every creature is different and can change and mutate as time goes on due to the conflicting magicks in the unnaturally joined flesh.
  4.  
  5. Type of Hunter: Monsters are the bane of all free-thinking people. However most monsters heavily outmatch even the strongest soldier, that is why the Society For Preservation begin experiments into creating a creature loyal to them, to hunt and to kill at their behest. Unfortunately for them, most of their Stitched proved to be just as violent as those that roamed the lands. Lisa was the sole exception and it was all she could do to preserve the few members of the Society that managed to hide away when the other Stitched ran rampant through the labs.
  6.  
  7. Those in the Society have gone into hiding, as the creatures subsequent escape and slaughter was placed solely on their heads. Lisa, on the other hand, having proven herself to be firmly on the side of humanity is their sole contact with the outside world, and in return they help her maintain her body when she needs repairs… or upgrades.
  8.  
  9. Strength: 2 (4)
  10.  
  11. [+to hurt, threshold for damage to stun you]
  12.  
  13. Swiftness: 4 (8)
  14.  
  15. [+to hit, difficulty of others to hit you]
  16.  
  17. Intellect: 1
  18.  
  19. [+to cast (hit), difficulty of others to cast spells on you]
  20.  
  21. Charisma: 1
  22.  
  23. [+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
  24.  
  25. [[DM Fills Out]]
  26.  
  27. Vitality: 19 (20) [+1/turn if below the (cap)]
  28.  
  29. >(please allocate your 5 additional stat points)
  30.  
  31. Fame: 7 (you’re one-of-a-kind)
  32.  
  33. Wealth: 6
  34.  
  35. Cadre: 0
  36.  
  37. [Unit Names]
  38.  
  39. Upkeep: -0 Wealth/turn
  40.  
  41. Weapon of Choice: [Flaying Hands] (+2dmg, +2Swf)
  42.  
  43. Vestment: [Hide of the Damned](Horrifies human foes for a 15% chance during any given combat round they are too repulsed to attack; some will be immune to this, or rarely have a higher resistance)[UNREMOVABLE]
  44.  
  45. Knowledges:
  46. [Surgery: Basic]
  47. [“Grafting”: Great]
  48. [Lycans: Poor]
  49. [Location, Smuggler's Hideaway: Poulontoria] : Bed Roll, Food
  50.  
  51. Items of Note: [Creator’s Note (indecipherable)] [Surgical Equipment] [Yellow Bile] [Craven Letter]
  52.  
  53. Kill, Die, Kill Again:
  54.  
  55. You have a Phlegm Pulsator that re-activates your nervous system every 6 hours. Unless someone pulps a vital organ or harvests too much of your humors for you to viably reanimate, you’ll keep coming back.
  56.  
  57. Freak by Nature:
  58.  
  59. You must conceal yourself in society to avoid provoking a lynch mob. Some scholars aware of your nature and the Society’s intentions in creating you will deal with you, but at a -5 to interAction.
  60.  
  61. Stability: 75%
  62.  
  63. Corruptions:
  64.  
  65. Scalehide: You take -1dmg from non-magickal attacks.
  66.  
  67. Magickal Anomaly: You have a Stability rating, it goes down by x% per hit where x is any damage dealt by magickal attack.
  68.  
  69. Thrashing Tail: You’ve got the [Thrashing Tail] (+2 Str/+2 Swf) weapon on you at all times unless it gets cut off; if severed it regrows after 6 hours.
  70.  
  71. Modularity Alpha: Your nature allows you to add and replace monster parts via Grafting. This is your Alpha slot, which is the right half of your body. Presently a regular arm.
  72.  
  73. Modularity Beta: Your nature allows you to add and replace monster parts via Grafting. This is your Beta slot, which is the left half of your body. Presently a regular arm.
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