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Wanderlost

Potential Nech Builds

Aug 19th, 2019
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  1. Name: "Bloody Mary"
  2. Premonition: Inversion
  3. Holic/Thanatos/Gothic
  4. Starting Location: Limbo
  5.  
  6. Total Body Integrity: 18/18
  7. AP: 10/10
  8.  
  9. ARM: 2 / MUT: 1 / ENH: 2
  10.  
  11. HEAD: 6/6
  12. --Barbed Wire (ARM 2): [Damage/0/S] You may only use this Maneuver when you deal damage. Add +1 to the damage for an Unarmed or Melee Attack.
  13. -Brain: [Auto/N/S] Maximum Action Points +2.
  14. -Eyes: [Auto/N/S] Maximum Action Points +1.
  15. -Jaw: [Action/2/0] Unarmed Attack 1.
  16. -Adrenaline (ENH 1): Maximum Action Points +1.
  17. -Ribbon: [Auto/N/S] Treasure.
  18.  
  19. ARMS: 4/4
  20. --Forearm: [Check/1/0] Support 1.
  21. -Fists: [Action/2/0] Unarmed Attack 1.
  22. -Shoulder: [Action/4/S] Move 1.
  23. -Shovel (ARM 1): [Action/2/0] Melee Attack 1+Dismember (Enemies get +2 to the Dismember Check.) Defend Maneuvers cannot reduce the damage of this attack.
  24.  
  25. TORSO: 5/5
  26. --Blood-stained (MUT 1): [Check/1/0~1] Hinder 1.
  27. --Spikes (ENH 2): [Damage/1/S] You may only use this maneuver when you deal damage. Add +2 to the damage for an Unarmed or Melee Attack.
  28. -Spine: [Action/1/S] One maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  29. -Entrails: [Auto/N/S] No Effect.
  30. -Entrails: [Auto/N/S] No Effect.
  31.  
  32. LEGS: 3/3
  33. --Foot: [Check/1/0] Hinder 1.
  34. -Bone: [Action/3/S] Move 1.
  35. -Bone: [Action/3/S] Move 1.
  36.  
  37. SKILLS:
  38. --Fury: [Damage/*/S] As the Cost of this Skill, add a Madness Point to a Fetter of your choice. Add +2 to the damage dealt.
  39. -God of Death: [Auto/N/S] When making an Attack Check with a Melee Attack maneuver, you may add +1 to the die roll.
  40. --Calamity: [Damage/2/S]: You may only use this Skill when you deal damage with a Melee Attack. Add the "Area Attack" property to this damage. You do not take damage from this "Area Attack."
  41. --Delight in Corruption: [Damage/0/S] You may use a "Rapid", "Check" or "Damage" maneuver that you have already used one more time.
  42.  
  43. ===
  44.  
  45. Name: "Heretic"
  46. Premonition: Sinner
  47. Holic/Gothic/Baroque
  48. Starting Location: Limbo
  49.  
  50. Total Body Integrity: 18/18
  51. AP: 10/10
  52.  
  53. ARM: 0 / MUT: 3 / ENH: 2
  54.  
  55. HEAD: 5/5
  56. -Brain: [Auto/N/S] Maximum Action Points +2.
  57. -Eyes: [Auto/N/S] Maximum Action Points +1.
  58. -Jaw: [Action/2/0] Unarmed Attack 1+Dismember.
  59. -Horn (MUT 2): [Auto/N/S] Once per Count, when you make a Critical Hit against an enemy with a Range 0 Unarmed Attack, you may add either the Chain Attack 1 (if the attack already has it, increase the number of Chain Attacks) or the Stagger (if the attack already has it, you cannot Stagger twice) properties to the attack. (Attacks affected by Instrument of Evil may still activate Horn's Chain effect.)
  60. -Adrenaline (ENH 1): [Auto/N/S] Maximum Action Points +1.
  61. -Rosary: Treasure
  62.  
  63. ARMS: 3/3
  64. --Forearm: [Check/1/0] Support 1.
  65. -Fists: [Action/2/0] Unarmed Attack 1+Dismember.
  66. -Shoulder: [Action/4/S] Move 1.
  67.  
  68. TORSO: 5/5
  69. --Slippery (MUT 1): [Check/1/0] You may only use this maneuver when an Attack Check is made against you. Hinder 1. You may use this maneuver any number of times per Round, but only once per Attack.
  70. --Corpse Mushroom (MUT 3): [Check/0/0] Hinder 2.
  71. --Spikes (ENH 2): [Damage/1/S] You may only use this maneuver when you deal damage. Add +2 to the damage for an Unarmed or Melee Attack.
  72. -Spine: [Action/1/S] One maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  73. -Entrails: [Auto/N/S] No Effect.
  74. -Entrails: [Auto/N/S] No Effect.
  75.  
  76. LEGS: 3/3
  77. --Foot: [Check/1/0] Hinder 1.
  78. -Bone: [Action/3/S] Move 1.
  79. -Bone: [Action/3/S] Move 1.
  80.  
  81. SKILLS:
  82. --Impulse: [Auto/*/S] Once per Round, when you declare a maneuver, instead of paying the normal Cost for the maneuver, you may instead add a Madness Point to a Fetter of your choice as the Cost.
  83. -Feast of Flesh: [Action/1/S] Regenerate a Basic Part of yours that was damaged.
  84. -Rip and Tear: [Auto/N/S] The effect of your Jaws and Fists changes to "Unarmed Attack 1 + Dismember."
  85. -Mad Demon: [Auto/N/S] When you make an Attack Check for an Unarmed Attack maneuver, you may add +1 to the die roll.
  86.  
  87. ===
  88.  
  89. Name: "Judgment"
  90. Premonition: Hope
  91. Holic/Erudite/Requiem
  92. Starting Location: Elysium
  93.  
  94. Total Body Integrity: 18/18
  95. AP: 10/10
  96.  
  97. ARM: 4 / MUT: 0 / ENH: 1
  98.  
  99. HEAD: 4/4
  100. -Brain: [Auto/N/S] Maximum Action Points +2.
  101. -Eyes: [Auto/N/S] Maximum Action Points +1.
  102. -Jaw: [Action/2/0] Unarmed Attack 1.
  103. -Kung Fu (ARM 4): [Auto/N/S] Maximum Action Points +1.
  104.  
  105. ARMS: 6/6
  106. --Forearm: [Check/1/0] Support 1.
  107. -Fists: [Action/2/0] Unarmed Attack 1.
  108. -Shoulder: [Action/4/S] Move 1.
  109. -Bomb Arrow (ARM 1): [Action/2/0~2] Blast Attack 1. Maneuvers that increase the damage of Unarmed Attack maneuvers may increase the damage of this attack.
  110. -Rocket Racks (ARM 2): [Action/3/2~3] Blast Attack 1+Explosive+Chain 2.
  111. -Bible: Treasure
  112.  
  113. TORSO: 5/5
  114. -Spine: [Action/1/S] One maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  115. -Entrails: [Auto/N/S] No Effect.
  116. -Entrails: [Auto/N/S] No Effect.
  117. -Mortar (ARM 3): [Action/3/2~3] Blast Attack 3+Area Attack.
  118. -Jet Nozzle (ENH 1): [Damage/+/S] You may only use this maneuver when you are dealing damage. As its Cost, damage one of your own Basic Parts of your choice. Add +1 damage to a Unarmed or Melee Attack (only once per attack.) You may use this any number of times per Round.
  119.  
  120. LEGS: 3/3
  121. --Foot: [Check/1/0] Hinder 1.
  122. -Bone: [Action/3/S] Move 1.
  123. -Bone: [Action/3/S] Move 1.
  124.  
  125. SKILLS:
  126. --Fury: [Damage/*/S] As the Cost of this Skill, add a Madness Point to a Fetter of your choice. Add +2 to the damage dealt.
  127. -Grenadier: [Auto/N/S] When you make an Attack Check for a Blast Attack maneuver, you may add +1 to the die roll.
  128. -Careful Placement: [Auto/0/S] You may declare this skill before making an attack with the Area Attack property. A success will cause the attack will only hit enemies, a failure will hit one ally, and a critical failure will hit all allies in the zone (but not enemies). You cannot deal additional damage with critical hits on attacks for which this skill was declared.
  129. -Marksman: [Auto/0/S] When making a Shooting or Blast attack at Range 2 or greater, you may choose where the attack lands if the result of the Check is 7 or higher. Maneuvers that directly alter which hit location is struck override this skill.
  130.  
  131. ===
  132.  
  133. Name: "Banshee"
  134. Premonition: Loss
  135. Holic/Psychedelic/Psychedelic
  136. Starting Location: Limbo?
  137.  
  138. Total Body Integrity: 16/16
  139. AP: 9/9
  140.  
  141. ARM: 0 / MUT: 0 / ENH: 3
  142.  
  143. HEAD: 7/7
  144. --(Either Spikes or Scope for ENH 2, depending on party composition)
  145. -Brain: [Auto/N/S] Maximum Action Points +2.
  146. -Eyes: [Auto/N/S] Maximum Action Points +1.
  147. -Jaw: [Action/2/0] Unarmed Attack 1.
  148. -Jet Nozzle (ENH 1): [Damage/+/0~1] You may only use this maneuver when a target within range is dealing damage. As this maneuver's Cost, damage one of your own Basic Parts of your choice. Add +1 damage to a Unarmed or Melee Attack (only once per attack.) You may use this any number of times per Round.
  149. -Embalming (ENH 3): [Check/2/0~1] Hinder 2. You may use this maneuver any number of times per Round, but only once per Check.
  150. -Mask: Treasure
  151.  
  152. ARMS: 3/3
  153. --Forearm: [Check/1/0~1] Support 1.
  154. -Fists: [Action/2/0] Unarmed Attack 1.
  155. -Shoulder: [Action/4/S] Move 1.
  156.  
  157. TORSO: 3/3
  158. -Spine: [Action/1/S] One maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  159. -Entrails: [Auto/N/S] No Effect.
  160. -Entrails: [Auto/N/S] No Effect.
  161.  
  162. LEGS: 3/3
  163. --Foot: [Check/1/0~1] Hinder 1.
  164. -Bone: [Action/3/S] Move 1.
  165. -Bone: [Action/3/S] Move 1.
  166.  
  167. SKILLS:
  168. --Fury: [Damage/*/0~1] As the Cost of this Skill, add a Madness Point to a Fetter of your choice. Add +2 to an attack maneuver's damage.
  169. --Redirect: [Check/0/0~2] Change a Support to be a Hinder or vice versa.
  170. -Pawn's Gambit: [Action/2/0~1] Move 1. You may use this skill even if you are completely annihilated.
  171. -Project Thy Will: [Auto/N/S] Increase the range of Damage timing maneuvers by 2. If they are range Self, they become 0-1.
  172. This also increases the range of Check timing maneuvers by 1.
  173.  
  174. ===
  175.  
  176. Name: "Hollow"
  177. Premonition: Catastrophe
  178. Holic/Jacobite/Gothic
  179. Starting Location: Limbo
  180.  
  181. Total Body Integrity: 18/18
  182. AP: 11/11
  183.  
  184. ARM: 0 / MUT: 3 / ENH: 2
  185.  
  186. HEAD: 6/6
  187. --Bolt Head (ENH 1): [Check/1/S] Support 2.
  188. -Brain: [Auto/N/S] Maximum Action Points +2.
  189. -Eyes: [Auto/N/S] Maximum Action Points +1.
  190. -Jaw: [Action/2/0] Unarmed Attack 1.
  191. -Energy Tube (ENH 2): [Auto/N/S] Maximum Action Points +2. When the Location this part is equipped in takes damage, you must choose any one of your Basic Parts and damage it as well.
  192. -Oversized Hat: Treasure.
  193.  
  194. ARMS: 3/3
  195. --Forearm: [Check/1/0] Support 1.
  196. -Fists: [Action/2/0] Unarmed Attack 1.
  197. -Shoulder: [Action/4/S] Move 1.
  198.  
  199. TORSO: 6/6
  200. --Slime (MUT 1): [Damage/1/0~1] You may only use this Maneuver when you receive damage, and only against the target which inflicted that damage. Unarmed Attack 2.
  201. --Vine (MUT 2): [Check/0/0] Support 1 or Hinder 1.
  202. -Spine: [Action/1/S] One maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  203. -Entrails: [Auto/N/S] No Effect.
  204. -Entrails: [Auto/N/S] No Effect.
  205. -"There is a Void" (MUT 3): [Action/3/0] Unarmed Attack 2 + Chain Attack 2. During the Attack Checks (from the declaration of the attack to the end of the action) you may reroll a single die.
  206.  
  207. LEGS: 3/3
  208. --Foot: [Check/1/0] Hinder 1.
  209. -Bone: [Action/3/S] Move 1.
  210. -Bone: [Action/3/S] Move 1.
  211.  
  212. SKILLS:
  213. ---Haunt: [Auto/*/1~2] Once per Phase, at the start of the Battle Phase or Round, target an enemy within range. As the Cost of this skill, break 1 Part of your choice. Swap positions on the Battle Map with the target. The target breaks 1 Part of their choice. If the target is immune to Movement, this has no effect. This is not considered a Movement Maneuver.
  214. --Carnage: [Check/*/S] As the Cost of this Skill, add a Madness Point to a Fetter of your choice. Support 3.
  215. -Flesh Puzzle: [Damage/2/0~1] Stagger. You may use this skill only when taking damage, and only targeting the unit dealing damage to you; You may use this skill any number of times per Round, but only once per Attack.
  216. -Ultimate Predator: [Auto/N/0] When you succeed with a Range 0 Unarmed Attack, if the number of Parts the target has remaining is no greater than the result of the Attack Check minus five, all of the target's Parts are instantly broken (however, Legions are not affected.)
  217.  
  218. ===
  219.  
  220. Name: "Providence"
  221. Premonition: Despair
  222. Prima Donna/Pleiades/Stacy
  223. Starting Location: Limbo
  224.  
  225. Total Body Integrity: 18/18
  226. AP: 10/10
  227.  
  228. ARM: 3 / MUT: 2 / ENH: 0
  229.  
  230. HEAD: 4/4
  231. -Brain: [Auto/N/S] Maximum Action Points +2.
  232. -Eyes: [Auto/N/S] Maximum Action Points +1.
  233. -Jaw: [Action/2/0] Unarmed Attack 1.
  234. -Kung Fu (ARM 1): [Auto/N/S] Maximum Action Points +1.
  235.  
  236. ARMS: 7/7
  237. --Metal Case (ARM 2): [Damage/0/S] Defend 1 + Negate "Explosive"
  238. --Riot Shield (ARM 3): [Damage/1/S] Defend 2 + Negate Chain / Area Attack.
  239. --Forearm: [Check/1/0] Support 1.
  240. -Fists: [Action/2/0] Unarmed Attack 1.
  241. -Shoulder: [Action/4/S] Move 1.
  242. -Bone Spear (MUT 2): [Action/2/0] Unarmed Attack 1 + Chain Attack 1.
  243. -Mirror: Treasure
  244.  
  245. TORSO: 4/4
  246. --Slime (MUT 1): [Damage/1/0~1] You may only use this Maneuver when you receive damage, and only against the target which inflicted that damage. Unarmed Attack 2.
  247. -Spine: [Action/1/S] One maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  248. -Entrails: [Auto/N/S] No Effect.
  249. -Entrails: [Auto/N/S] No Effect.
  250.  
  251. LEGS: 3/3
  252. --Foot: [Check/1/0] Hinder 1.
  253. -Bone: [Action/3/S] Move 1.
  254. -Bone: [Action/3/S] Move 1.
  255.  
  256. SKILLS:
  257. -Facade: [Auto/N/S] You gain a +1 to the die roll on Action Checks and Dismember Checks. If you have a Fetter in a state of Madness, this effect is lost.
  258. -Protect: [Damage/0/0] When the target takes damage, you may take that damage in her place. You may use this skill any number of times per Round. However, this cannot be used against the damage caused by the "Area" attack effect.
  259. -Take the Shield: [Damage/0/S] You may increase the base value of a Defend Maneuver with Damage Timing by +1; You may use this Maneuver any number of times per Round but only once per Count.
  260. -Raise the Spear: [Auto/1/S] Once per Count, when using a Defend Maneuver, you may inflict damage equal to the base value of your Defend Maneuver to the attacker.
  261.  
  262. ===
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