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- Name: Alfa Physical Stats:
- Str: 11 Agi: 7 Vit: 8
- Appearance:
- http://puu.sh/kVBp0/e54f5ab71b.jpg Mystical Stats:
- Mag: 5 Lck: 4
- Puchuu:
- Deci (Sert) Vitals:
- http://puu.sh/kUWYV/9a7bd2d3a4.jpg Wounds: 16 Mana: 5 Fortune: 4 Soak: 2
- Regen:
- +1 Wound every other turn
- +1 Mana every other turn
- -------------------
- Age: 8 years old
- Body: Average (10)
- -> [-1 Bronze]
- = + Overdeveloped
- Specialization: Beast (18)
- -> [-1 Silver]
- = + Werewolf
- https://titanpad.com/rKY8QrpwgY
- Weapon: Melee (3)
- ! Aerodynamic: Grants +1 on Dash attack rolls. Also grants +1 on rolls to pursue a retreating enemy
- Outfit: Flowing (9)
- -> [-1 Bronze]
- = + Skimpy
- ! Determination: If your wound pool drops to 0 may take a special action on your turn to get
- back up, healing a number of wounds equal to a single wound threshold. Ignore all penalties
- for being wounded until next turn.
- Powers: Killing Blow
- ! 4 Mana cost
- ! An overwhelming attack that will leave you extremely vulnerable should it miss. If it hits though,
- it is an almost surefire kill. Name your attack now.
- ! Boosts the number of offensive dice multiplied by the number of successful attack rounds on an
- enemy. Up to a maximum of x5.
- ! Ranged and Melee can specify what kind of killing blow to use. Dash/Armour Piercing etc to grant the
- damage.
- ! Dice penalty depends on the strength of your killing blow, up to a maximum of a 5 dice defence
- penalty.
- Regeneration
- ! Activates once every other turn to restore 1 mana and 1 wound
- ! Your wounds heal between combat encounters.
- Perks: Monstrous Metamorphosis
- ! Gain +2 STR, AGI, and VIT while in this state, but lose rational thought beyond the desire to
- eliminate or escape what caused the transformation.
- ! Each turn you must roll 10d10. If you roll less than 40% success, the GM takes control of your
- action for this turn. This can lead to attacks on allies, or retreating from the combat.
- Awareness
- ! When rolling initiative, you treat all of your dice as if you had rolled a 10, regardless of what
- they come up.
- Soul Jar
- -> [-1 Bronze]
- = + Wings
- ! Grants +1 bonus die to dodge and disengage rolls.
- Incognito
- ! In combat this gives you +2 dice on rolls to hide, and -2 dice on enemy rolls to pursue you if you
- retreat.
- Enhanced Transformation or Environmental Sealing
- -> Enhanced Transformation
- ! Transforming is a Free Action
- ! Monsters retain 50% of their attributes while maintaining their illusion, and can
- reestablish it quickly
- Underdog
- ! If an enemy has 4 or more dice higher than you when they attack you, you gain +1 to defensive rolls
- Monster Girl Perks:
- Tooth and Claw
- ! In unarmed combat, you may use your bare fists or your mouth using the same stat bonuses as your
- normal weapon and applied Enhancement (if applicable).
- ! You can never be disarmed from this weapon (unless the limb or your teeth are removed).
- ! Rolls are made with a STR test. If you have a Fist weapon normally, you may choose an additional
- Enhancement.
- Inheritance
- ! On the turn you make a successful physical attack against a biological target, the target must roll
- a 1d10 if a wound is taken. On 1-3, they undergo a Monstrous Metamorphosis for 4 turns. 4-10 have no
- effect.
- Legacy
- ! Debuffs cast on them become half as effective (in terms of the dice penalty incurred, or rounds the
- debuff is active for at GM's discretion). Out of combat, this means your monster girl can never be
- purified.
- Lunacy
- ! During the night, the monster girl receives a flat +1 dice to all rolls. However, once transformed,
- they must stay transformed until the following dawn. If in possession of the perk Monstrous
- Metamorphosis, your character will be easily triggered during this period.
- ! Weaknesses becomes non-effective against the monster girl (you do not take the bonus damage or dice
- penalties; nor does the Specialization you are weak to receive a bonus dice against you).
- ! On an eclipse or new moon, the monster girl receives a flat -1 to all rolls and cannot transform or
- use monster girl abilities until the following dawn. Weaknesses become 2x effective against the
- monster girl.
- ! During the day there is no bonus and weaknesses are at their usual effectiveness
- -------------------
- Weakness:
- Metal
- ! Take -1 defense dice against Metal Specialization magic.
- ! Metal enemies gain an additional +1 offense dice when using their Specialization against you.
- ! You will take 1 unavoidable bonus damage when wounded by a Metal attack.
- -------------------
- Rolls:
- Attack: 6d10 (7d10/5d10 with Lunacy) (7d10 with MM Normal) (8d10 with MM Lunacy)
- Dash 5d10 (6d10/4d10 with Lunacy) (6d10 with MM Normal) (4d10 versus Metal normal)
- Parry: 6d10 (7d10/5d10 with Lunacy) (7d10 with MM Normal) (5d10 versus Metal normal)
- Sunder: 6d10 (7d10/5d10 with Lunacy) (7d10 with MM Normal) (5d10 versus Metal normal)
- Dodge: 5d10 (6d10/4d10 with Lunacy) (4d10 versus Metal normal)
- Disengage: 5d10 (6d10/4d10 with Lunacy) (6d10 with MM Normal) (4d10 versus Metal normal)
- Shield: 3d10 (4d10/2d10 with Lunacy) (2d10 versus Metal normal)
- -------------------
- Physical Stats:
- STR: 11 {+ 1 (Overdeveloped) + 1 (Melee) + 1 (Killing Blow) + 4 [Silver Coin x 2]}
- AGI: 7 {+ 1 (Skimpy) + 1 (Wings) + 1 (Incognito)}
- VIT: 8 {+ 1 (Melee) + 1 (Regeneration) + 1 (Underdog) + 1 [Bronze]}
- Mystical Stats:
- MAG: 5 {+ 1 (Enhanced Transformation)}
- LCK: 4
- Vitals:
- HP: 16 (18 with MM)
- Mana pool: 5
- Fortune pool: 4
- -------------------
- Coins:
- 1 GOLD COIN
- -> 0 (Added Power: Regeneration)
- 3 SILVER COINS
- -> 2 (Changed Specialization: Werewolf)
- -> 1 (+ STR)
- -> 0 (+ STR)
- 4 BRONZE COINS
- -> 3 (Changed Perk: Soul Jar)
- -> 2 (Changed Body: Overdeveloped)
- -> 1 (Changed Outfit: Skimpy)
- -> 0 (+ VIT)
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