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ArseneLupin32

Shadow Stitch

Mar 4th, 2019
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  1. Shadow Stitching (anomaly): 4. Tsuneko has 3 special pins that she can throw into the ground and create a triangle. She has to throw these pins individually. She gains a +2 to ranged when throwing these pins. When she activates the triangle she is able to pin down (up to 4) enemies where they stand, freezing them in place or if she hits the enemies with a pin(s) she make them copy her movements. When combat begins she gains combat initiative for one round to place her first pin. If she is able to hold them in place she will roll a d3 to see how many rounds it will hold until she can put down her next pin. Enemies in that case will have to contest every action (like attacking on their turn or defending when attacked) with a determination roll while the pins are in them against tsuneko's athletics with a +2 buff. Once the all pins are in place then the anomalous effect will hold for 3 rounds. This is only be used three times per run.
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  3. Shadow Stitching (anomaly): 4. Tsuneko has 3 special pins she can throw into the ground or enemies to create a triangle. Each pin is thrown individually as a Light Ranged Weapon that does 1d2 Damage. Upon a successful hit the pin stays stuck in them for 1d3 rounds. If another pin is stuck into someone during this duration then the pin stays stuck until the anomalous effect ends or she fails to stick someone with another pin before the current duration wears off. Once all 3 pins have been stuck in enemies, any stuck enemies become Stitched for 3 rounds. Anytime a Stitched Enemy attempts to make an action that requires physical movement mus make a Contested roll of Determination VS her Athletics. The Anomalous Effect can only be used 3 times per run.
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