NKiwi

A dumb Idea

Jul 20th, 2019
94
Never
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  1. Name:
  2. Age:
  3. Premonition:
  4. Position/Class/Subclass: Holic/Perdition/Perdition
  5. Starting Zone: Elysium
  6. Total Body Integrity: 18/18
  7. AP: 12/12
  8.  
  9. ARM: 3 / MUT: 0 / ENH: 2
  10.  
  11. HEAD: 3/3
  12. -Brain Maximum Action Points +2.
  13. -Eyeballs Maximum Action Points +1.
  14. -Jaw [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1
  15. -Kung-Fu [Auto/None/Self] +1 AP
  16.  
  17. ARMS: 3/3
  18. -Fists [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1.
  19. -Forearm [Timing: Check/Cost: 1/Range: 0] - Support 1.
  20. -Shoulders [Timing: Action/ Cost: 4/Range: Self] - Move 1.
  21. -Flamethrower [Action/2/0-1] Blast Attack 1 + Explosive + Chain Attack 1
  22. -Rocket Racks [Action/3/2-3] Blast Attack 1 + Explosive + Chain 2
  23. -Energy Tube [Auto/None/Self] 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.
  24. -Treasure
  25.  
  26. TORSO: 3/3
  27. -Spine [Timing: Action/Cost: 1/Range: 0] - One Maneuver you use on the next Count during this Round has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  28. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  29. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  30. -Armor Skin [Damage/0/Self] Defend 1
  31.  
  32. LEGS: 3/3
  33. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  34. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  35. -Foot [Timing: Check/Cost: 1/Range: 0] - Hinder 1.
  36.  
  37. SKILLS:
  38. P1: Insane Swiftness [Auto/None/Self]
  39. C1: Ring of Fire [Auto/None/Self] Once per round, when making an attack with a maneuver that has the [explosive] property, you may remove the [explosive] property, and add the area property. For the next 5 count, any one entering or leaving the target zone breaks two parts.
  40. C2: Burn Half as Long [Damage/0/Self] Increase the damage of your attack by 3, the next attack that deals damage to you deals 2 more damage.
  41. S1: Flash Fire [Check/2/0-1] Hinder 2, you may make a Blast Attack 1 + Explosive at the target.
  42.  
  43. Fragments of Memory: 2
  44. 1
  45. 2
  46.  
  47. Fetters:
  48. Treasure: Dependent (X) (X) (X) ()
  49.  
  50. Chargen:
  51. Name + Age (1d10+7 or choice)
  52. Premonition (1d10 or choice)
  53. 2 fragments of memory (the d100 memory table is in the pdf, but you can pick or make up your own)
  54. Choose Position and 1 Skill from Position
  55. Choose Primary Class and 2 Skills from Primary Class, + gain Primary Class's Reinforcement Points
  56. Choose Secondary Class and 1 Skill from Secondary Class + gain Secondary Class's Reinforcement Points
  57. Add 1 Reinforcement Point to a category of your choosing and gain 1 Treasure part (roll or choose)
  58. Spend Reinforcement Points (Reinforcement Parts must be in sequence and be 'supported' by previous tier E.X.: T1 -> T2 -> T3, not T1 -> T3; T1 -> T1 -> T2 -> T2 -> T3, not T1 -> T2 -> T2 -> T3 -> T3)
  59. Starting Zone (Eden/Elysium/Limbo)
  60. Fetters for each other PC (1d10 or choice toward each), each with three madness.
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