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- Name: Example Robot #1 (Brobot)
- Gender: Robot
- Appearance: A robot.
- Backstory: Surprisingly, they are a robot.
- Supernatural Abilities: Being a robot.
- Class Choices: Computer Science, Physics, Robotics, Being a Robot.
- Stats:
- HP: 60
- Dice Pool: 6d6
- Skills:
- Metallic Exterior (Passive): +20 HP
- Intercept (Passive): If an ally's incoming damage is enough to reduce them to 0 HP, then this Character may direct all of that damage to themselves instead.
- Tanky (Passive): Add 2d6 to the Dice Pool. These dice can only be used to reduce incoming damage.
- Healing Laser (Action): Heals themselves or a teammate for (dice roll - 3) HP.
- Support (Action): Costs 2 dice to use. Add (dice roll) to the effects of one ally's Skill.
- Block (Reaction): Reduces incoming damage to one ally by (dice roll).
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- Name: Example Robot #2 (Killbot)
- Gender: Robot
- Appearance: A robot.
- Backstory: Surprisingly, they are a robot.
- Supernatural Abilities: Being a robot.
- Class Choices: Computer Science, Physics, Robotics, Being a Robot.
- Stats:
- HP: 40
- Dice Pool: 6d6
- Skills:
- Massive Claw (Passive): Adds +1 to any dice rolled for the purposes of dealing damage.
- Aggressive (Passive): Add 2d6 to the Dice Pool. These dice can only be used for basic attacks.
- Expose Weakness (Action): If target enemy does not counter (dice roll) in the Reaction phase, then they can negate at most half of their incoming damage.
- Crush (Action): Costs 1 dice to use. Deals (5*# of dice) damage to target opponent.
- Double Slice (Action): Deals (dice roll - 6) to two opponents.
- Spite (Reaction): Reduces incoming damage by (dice roll - 3) and adds it to an opponent's incoming damage.
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- Name: Example Robot #3 (Statusbot)
- Gender: Robot
- Appearance: A robot.
- Backstory: Surprisingly, they are a robot.
- Supernatural Abilities: Being a robot.
- Class Choices: Computer Science, Physics, Robotics, Being a Robot.
- Stats:
- HP: 40
- Dice Pool: 7d6
- Skills:
- Fusion Reactor (Passive): Increases the size of the Dice Pool to 7d6.
- Combat Booster (Passive): Usable once a turn. Add +3 to the damage dealt by this character or an ally.
- Serum Injection (Action): Costs 4 dice to use. Increases the Dice Pool of this character or an ally by 1dx for the rest of the fight.
- Lag Inducer (Action): Costs 3 dice to use. Decrease the Dice Pool of an opponent by 1dx for 3 turns.
- Anti-Missiles (Action): If target opponent does not counter (dice roll) in the Reaction phase, then their damage dealt is decreased by half.
- Anti-Missile Missiles (Reaction): Choose an opponent. (3*# of dice) of their damage reduction is negated. Damage reduction can never turn negative because of this Skill.
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