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AiMinusN

Alfa's Sheet

Oct 22nd, 2015
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  1. Name: Alfa Physical Stats:
  2. Str: 11 Agi: 7 Vit: 8
  3. Appearance:
  4. http://puu.sh/kVBp0/e54f5ab71b.jpg Mystical Stats:
  5. Mag: 5 Lck: 4
  6. Puchuu:
  7. Deci (Sert) Vitals:
  8. http://puu.sh/kUWYV/9a7bd2d3a4.jpg Wounds: 16 Mana: 5 Fortune: 4 Soak: 2
  9.  
  10. Regen:
  11. +1 Wound every other turn
  12. +1 Mana every other turn
  13.  
  14. -------------------
  15.  
  16. Age: 8 years old
  17.  
  18. Body: Average (10)
  19. -> [-1 Bronze]
  20. = + Overdeveloped
  21.  
  22. Specialization: Beast (18)
  23. -> [-1 Silver]
  24. = + Werewolf
  25. https://titanpad.com/rKY8QrpwgY
  26.  
  27. Weapon: Melee (3)
  28. ! Aerodynamic: Grants +1 on Dash attack rolls. Also grants +1 on rolls to pursue a retreating enemy
  29.  
  30. Outfit: Flowing (9)
  31. -> [-1 Bronze]
  32. = + Skimpy
  33. ! Determination: If your wound pool drops to 0 may take a special action on your turn to get
  34. back up, healing a number of wounds equal to a single wound threshold. Ignore all penalties
  35. for being wounded until next turn.
  36.  
  37. Powers: Killing Blow
  38. ! 4 Mana cost
  39. ! An overwhelming attack that will leave you extremely vulnerable should it miss. If it hits though,
  40. it is an almost surefire kill. Name your attack now.
  41. ! Boosts the number of offensive dice multiplied by the number of successful attack rounds on an
  42. enemy. Up to a maximum of x5.
  43. ! Ranged and Melee can specify what kind of killing blow to use. Dash/Armour Piercing etc to grant the
  44. damage.
  45. ! Dice penalty depends on the strength of your killing blow, up to a maximum of a 5 dice defence
  46. penalty.
  47.  
  48. Regeneration
  49. ! Activates once every other turn to restore 1 mana and 1 wound
  50. ! Your wounds heal between combat encounters.
  51.  
  52. Perks: Monstrous Metamorphosis
  53. ! Gain +2 STR, AGI, and VIT while in this state, but lose rational thought beyond the desire to
  54. eliminate or escape what caused the transformation.
  55. ! Each turn you must roll 10d10. If you roll less than 40% success, the GM takes control of your
  56. action for this turn. This can lead to attacks on allies, or retreating from the combat.
  57. Awareness
  58. ! When rolling initiative, you treat all of your dice as if you had rolled a 10, regardless of what
  59. they come up.
  60. Soul Jar
  61. -> [-1 Bronze]
  62. = + Wings
  63. ! Grants +1 bonus die to dodge and disengage rolls.
  64. Incognito
  65. ! In combat this gives you +2 dice on rolls to hide, and -2 dice on enemy rolls to pursue you if you
  66. retreat.
  67. Enhanced Transformation or Environmental Sealing
  68. -> Enhanced Transformation
  69. ! Transforming is a Free Action
  70. ! Monsters retain 50% of their attributes while maintaining their illusion, and can
  71. reestablish it quickly
  72. Underdog
  73. ! If an enemy has 4 or more dice higher than you when they attack you, you gain +1 to defensive rolls
  74.  
  75. Monster Girl Perks:
  76. Tooth and Claw
  77. ! In unarmed combat, you may use your bare fists or your mouth using the same stat bonuses as your
  78. normal weapon and applied Enhancement (if applicable).
  79. ! You can never be disarmed from this weapon (unless the limb or your teeth are removed).
  80. ! Rolls are made with a STR test. If you have a Fist weapon normally, you may choose an additional
  81. Enhancement.
  82. Inheritance
  83. ! On the turn you make a successful physical attack against a biological target, the target must roll
  84. a 1d10 if a wound is taken. On 1-3, they undergo a Monstrous Metamorphosis for 4 turns. 4-10 have no
  85. effect.
  86. Legacy
  87. ! Debuffs cast on them become half as effective (in terms of the dice penalty incurred, or rounds the
  88. debuff is active for at GM's discretion). Out of combat, this means your monster girl can never be
  89. purified.
  90. Lunacy
  91. ! During the night, the monster girl receives a flat +1 dice to all rolls. However, once transformed,
  92. they must stay transformed until the following dawn. If in possession of the perk Monstrous
  93. Metamorphosis, your character will be easily triggered during this period.
  94. ! Weaknesses becomes non-effective against the monster girl (you do not take the bonus damage or dice
  95. penalties; nor does the Specialization you are weak to receive a bonus dice against you).
  96. ! On an eclipse or new moon, the monster girl receives a flat -1 to all rolls and cannot transform or
  97. use monster girl abilities until the following dawn. Weaknesses become 2x effective against the
  98. monster girl.
  99. ! During the day there is no bonus and weaknesses are at their usual effectiveness
  100.  
  101. -------------------
  102.  
  103. Weakness:
  104. Metal
  105. ! Take -1 defense dice against Metal Specialization magic.
  106. ! Metal enemies gain an additional +1 offense dice when using their Specialization against you.
  107. ! You will take 1 unavoidable bonus damage when wounded by a Metal attack.
  108.  
  109. -------------------
  110.  
  111. Rolls:
  112. Attack: 6d10 (7d10/5d10 with Lunacy) (7d10 with MM Normal) (8d10 with MM Lunacy)
  113. Dash 5d10 (6d10/4d10 with Lunacy) (6d10 with MM Normal) (4d10 versus Metal normal)
  114. Parry: 6d10 (7d10/5d10 with Lunacy) (7d10 with MM Normal) (5d10 versus Metal normal)
  115. Sunder: 6d10 (7d10/5d10 with Lunacy) (7d10 with MM Normal) (5d10 versus Metal normal)
  116. Dodge: 5d10 (6d10/4d10 with Lunacy) (4d10 versus Metal normal)
  117. Disengage: 5d10 (6d10/4d10 with Lunacy) (6d10 with MM Normal) (4d10 versus Metal normal)
  118. Shield: 3d10 (4d10/2d10 with Lunacy) (2d10 versus Metal normal)
  119.  
  120. -------------------
  121.  
  122. Physical Stats:
  123. STR: 11 {+ 1 (Overdeveloped) + 1 (Melee) + 1 (Killing Blow) + 4 [Silver Coin x 2]}
  124. AGI: 7 {+ 1 (Skimpy) + 1 (Wings) + 1 (Incognito)}
  125. VIT: 8 {+ 1 (Melee) + 1 (Regeneration) + 1 (Underdog) + 1 [Bronze]}
  126.  
  127. Mystical Stats:
  128. MAG: 5 {+ 1 (Enhanced Transformation)}
  129. LCK: 4
  130.  
  131. Vitals:
  132. HP: 16 (18 with MM)
  133. Mana pool: 5
  134. Fortune pool: 4
  135.  
  136. -------------------
  137.  
  138. Coins:
  139. 1 GOLD COIN
  140. -> 0 (Added Power: Regeneration)
  141. 3 SILVER COINS
  142. -> 2 (Changed Specialization: Werewolf)
  143. -> 1 (+ STR)
  144. -> 0 (+ STR)
  145. 4 BRONZE COINS
  146. -> 3 (Changed Perk: Soul Jar)
  147. -> 2 (Changed Body: Overdeveloped)
  148. -> 1 (Changed Outfit: Skimpy)
  149. -> 0 (+ VIT)
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