Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Whisper
- Level: 2
- Base Attributes
- Strength: 1
- Agility: 9
- Spirit: 9
- Mind: 3
- Guts: 6
- Active Attributes
- Muscle: 2
- Dexterity: 6
- Aura: 6
- Intuition: 3
- Resolve: 4
- Combat Stats
- Health: 100 [135 – 30, Fragile]
- Stamina: 40
- Strength Attack: 6
- Agility Attack: 22
- Spirit Attack: 22
- Mind Attack: 10
- Defense: 11
- Resistance: 16
- Move: 6 [5+1, Sprinter]
- Increments
- Health Increment: 20
- Stamina Increment: 8
- Damage Increment: 7
- Skills (1/26 SP Remaining)
- Flaws
- Fragile Level 1 (+3SP): Maximum Health is reduced by 30.
- Non-proficient: Negotiation (+1SP): Negotiation rolls in Challenge scenes are reduced by 1.
- Permanent Skill
- Sprinter Level 1 (-4SP): Move distance increases by 1.
- Situational Skill
- Desperation (-5SP) : Defense rolls are made at +1 when in Critical Health.
- Nimble Movement (-4SP): Make an opposing Dex or Muscle roll to move through an enemy’s Zone.
- Team Tactics (-5SP): +1 to attack roll when you and an ally are adjacent to a target, but not each other.
- Active Skill
- Invisibility Level 1 (-6SP): Use 4 Stamina, become invisible. Lots of other things.
- Intimidate Level 1 (-5SP): Make an Aura/Res roll against an enemy in 5 space. Inflict Shaken (-1 Def roll).
- Techniques (0/16 TP Remaining)
- Asfedia [-3TP]
- Damage Core (Agility), Level 3
- Technique Level: 3
- Modifiers: Drain (Special)
- Limits: Mercy Limit (Stamina -3), Set-Up Limit Level 1 (Stamina -1)
- Stamina Cost: 1
- Damage Inflicted: 35, heals 17
- Range: 1
- A strange wavelength of radiation disrupts the opponent’s neural firing. Oddly enough, the same wavelength seems to invigorate Whisper instead. It’s an uncomfortable enough sensation that she tries not to kill anyone with it.
- Bosonic Spray [-5TP]
- Damage Core (Agility), Level 4
- Technique Level: 5
- Modifiers: Whirlwind Attack (Level +1)
- Limits: Initiative Limit Level 1 (Stamina -3), Cooldown Limit Level 1 (Stamina -2)
- Stamina Cost: 2
- Damage Inflicted: 57
- Range: Zone of Control
- Spears of hard light fly in every direction, inflicting 57 damage on all targets. Unbalances the user, drops initiative by 1, and cannot be used again for one turn.
- Aurora [-5TP]
- Damage Core (Spirit), Level 3
- Technique Level: 5
- Modifiers: Blast Radius (Level +1), Ranged Technique (Level +1)
- Limits: Minimum Range Limit Level 2 (Stamina -2), Movement Limit Level 2 (Stamina -2)
- Stamina Cost: 3
- Damage Inflicted: 52
- Range: 3-4 [AOE]
- A blinding explosion of light that inflicts 52 Aura damage from 3 to 4 spaces away, targeting everyone within one space of the chosen blast site. Whisper needs to reposition to strike from the right angle.
- Delusion [-3TP]
- Weaken Core (Spirit), Level 3
- Technique Level: 3
- Flaws Imbued: Impaired Accuracy (3SP): When rolling any attack roll, subtract 1 from the roll.
- Limits: Ammunition Limit Level 1 (Stamina -3)
- Stamina Cost: 1
- Whisper projects an unsettling image around the target, causing them to become deluded.
- Descriptions of Things For When Wighty Invariably Forgets
- Fragile
- Level Progression: Fast
- Cost: +3/+2SP
- Effect: Maximum Health is reduced by 30.
- Level up: Health is reduced by a futher 15.
- Non-Proficient: Negotiation
- Level Progression: Fixed
- Cost: +1SP
- Effect: When making a check to perform Negotiation, subtract 1 from the roll.
- Sprinter:
- Level Progression: Slow
- Cost: 4/2SP
- Effect: Your Move distance increases by 1.
- Level up: Move distance increases by a further 1.
- Desperation
- Level Progression: Fixed
- Cost: 5SP
- Effect: Defense rolls are made at +1 when in Critical Health. (When your Health is below twice your Health increment, you are considered to be at Critical Health.)
- Nimble Movement
- Level Progression: Fixed
- Cost: 4SP
- Effect: You may move through an enemy’s Zone of Control for one Move Action at full speed by making a Dexterity roll against them that can be defended with either Dexterity or Muscle. If you fail, your movement continues as usual.
- Team Tactics
- Level Progression: Fixed
- Cost: 5SP
- Effect: If you and at least one of your allies are adjacent to your target, but not adjacent to each other, you get +1 to your attack roll.
- Invisibility
- Level Progression: Slow
- Cost: 6/4
- Action: Support
- Effect: Expend 4 Stamina and enter a state of invisibility. Enemies cannot target you (unless you happen to be in the range of an AoE attack). Every turn, expend 1 Stamina and roll a D10 to maintain Invisibility. You must roll above a 5. Invisibility is automatically lost when you use a Damage Technique. If you enter an enemy's Zone of Control, perform another check to see if you are detected. When Invisibility is lost, it cannot be reapplied until the turn after next.
- Level Up: Lower the needed value of the Invisibility roll by 1 for each level.
- Intimidate
- Level Progression: Slow
- Cost: 5/3SP
- Action: Support
- Effect: Make an Aura or Resolve roll against one enemy within 5 spaces; they defend using Aura or Resolve at their choice. If you win the opposed roll, the target is Shaken.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement