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  1. Whisper
  2. Level: 2
  3.  
  4. Base Attributes
  5. Strength: 1
  6. Agility: 9
  7. Spirit: 9
  8. Mind: 3
  9. Guts: 6
  10.  
  11. Active Attributes
  12. Muscle: 2
  13. Dexterity: 6
  14. Aura: 6
  15. Intuition: 3
  16. Resolve: 4
  17.  
  18. Combat Stats
  19. Health: 100 [135 – 30, Fragile]
  20. Stamina: 40
  21. Strength Attack: 6
  22. Agility Attack: 22
  23. Spirit Attack: 22
  24. Mind Attack: 10
  25. Defense: 11
  26. Resistance: 16
  27. Move: 6 [5+1, Sprinter]
  28.  
  29. Increments
  30. Health Increment: 20
  31. Stamina Increment: 8
  32. Damage Increment: 7
  33.  
  34. Skills (1/26 SP Remaining)
  35. Flaws
  36. Fragile Level 1 (+3SP): Maximum Health is reduced by 30.
  37. Non-proficient: Negotiation (+1SP): Negotiation rolls in Challenge scenes are reduced by 1.
  38.  
  39. Permanent Skill
  40. Sprinter Level 1 (-4SP): Move distance increases by 1.
  41.  
  42. Situational Skill
  43. Desperation (-5SP) : Defense rolls are made at +1 when in Critical Health.
  44. Nimble Movement (-4SP): Make an opposing Dex or Muscle roll to move through an enemy’s Zone.
  45. Team Tactics (-5SP): +1 to attack roll when you and an ally are adjacent to a target, but not each other.
  46.  
  47. Active Skill
  48. Invisibility Level 1 (-6SP): Use 4 Stamina, become invisible. Lots of other things.
  49. Intimidate Level 1 (-5SP): Make an Aura/Res roll against an enemy in 5 space. Inflict Shaken (-1 Def roll).
  50.  
  51. Techniques (0/16 TP Remaining)
  52. Asfedia [-3TP]
  53. Damage Core (Agility), Level 3
  54. Technique Level: 3
  55. Modifiers: Drain (Special)
  56. Limits: Mercy Limit (Stamina -3), Set-Up Limit Level 1 (Stamina -1)
  57. Stamina Cost: 1
  58. Damage Inflicted: 35, heals 17
  59. Range: 1
  60.  
  61. 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.
  62.  
  63. Bosonic Spray [-5TP]
  64. Damage Core (Agility), Level 4
  65. Technique Level: 5
  66. Modifiers: Whirlwind Attack (Level +1)
  67. Limits: Initiative Limit Level 1 (Stamina -3), Cooldown Limit Level 1 (Stamina -2)
  68. Stamina Cost: 2
  69. Damage Inflicted: 57
  70. Range: Zone of Control
  71.  
  72. 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.
  73.  
  74. Aurora [-5TP]
  75. Damage Core (Spirit), Level 3
  76. Technique Level: 5
  77. Modifiers: Blast Radius (Level +1), Ranged Technique (Level +1)
  78. Limits: Minimum Range Limit Level 2 (Stamina -2), Movement Limit Level 2 (Stamina -2)
  79. Stamina Cost: 3
  80. Damage Inflicted: 52
  81. Range: 3-4 [AOE]
  82.  
  83. 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.
  84.  
  85. Delusion [-3TP]
  86. Weaken Core (Spirit), Level 3
  87. Technique Level: 3
  88. Flaws Imbued: Impaired Accuracy (3SP): When rolling any attack roll, subtract 1 from the roll.
  89. Limits: Ammunition Limit Level 1 (Stamina -3)
  90. Stamina Cost: 1
  91.  
  92. Whisper projects an unsettling image around the target, causing them to become deluded.
  93.  
  94. Descriptions of Things For When Wighty Invariably Forgets
  95.  
  96. Fragile
  97. Level Progression: Fast
  98. Cost: +3/+2SP
  99. Effect: Maximum Health is reduced by 30.
  100. Level up: Health is reduced by a futher 15.
  101.  
  102. Non-Proficient: Negotiation
  103. Level Progression: Fixed
  104. Cost: +1SP
  105. Effect: When making a check to perform Negotiation, subtract 1 from the roll.
  106.  
  107. Sprinter:
  108. Level Progression: Slow
  109. Cost: 4/2SP
  110. Effect: Your Move distance increases by 1.
  111. Level up: Move distance increases by a further 1.
  112.  
  113. Desperation
  114. Level Progression: Fixed
  115. Cost: 5SP
  116. 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.)
  117.  
  118. Nimble Movement
  119. Level Progression: Fixed
  120. Cost: 4SP
  121. 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.
  122.  
  123. Team Tactics
  124. Level Progression: Fixed
  125. Cost: 5SP
  126. 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.
  127.  
  128. Invisibility
  129. Level Progression: Slow
  130. Cost: 6/4
  131. Action: Support
  132. 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.
  133. Level Up: Lower the needed value of the Invisibility roll by 1 for each level.
  134.  
  135. Intimidate
  136. Level Progression: Slow
  137. Cost: 5/3SP
  138. Action: Support
  139. 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.
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