Sciencegar

Artesia and Prey

Oct 14th, 2013
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  1. Artesia Tarl
  2. Aspects: The Second Queen, General of the Flash, Admire My Baubles, I Must Show Greatness.
  3.  
  4. +6: Athletics
  5. +5: Melee, Blast
  6. +4: Vigor, Resources, Notice
  7. +3: Swagger, Lore, Will, Cunning
  8.  
  9. Shura: New Uses for Vigor, Athletics and Melee.
  10. Trained Shura: Use Empathy to detect Ki use and study the Ki Techniques of others. You ignore 'Weaponless' and similar aspects. +2 on Lore Checks on Shura Culture and Martial Arts Styles.
  11. General of the Flash: +2 on initiative checks. You may use Notice for initiative in Mental conflicts. You may use Athletics as a defense against Psychic or Magical phenomena in a Mental Conflict. +1 on Attacks and Defense against those lower in initative.
  12.  
  13. Martial Arts Style: Kouren Ken
  14. Apprentice: Kouren Shougekiha: Weapon 1 on melee attacks on the turn you enter a targets zone.
  15. Adept: Kouren Youkou Dan: You may always make Blast attack (up to 2 zones away) without tools. 'Out of Ammo' aspects do not apply, only 'Out of Ki' or similar (defended with Vigor/Will).
  16. Master: Kouren Ma Enjin: +2 on Melee attacks if you hit a foe with a Ranged attack or made a Ranged Advantage last turn.
  17.  
  18. ---------------------------
  19. Marchosias
  20. Grand Steed of the General
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  22. :
  23. :
  24. :
  25. :
  26. :
  27. Special: Shura Goddess - Uses Athletics rather than Armor. While piloting, the pilot may use systems to absorb Stress applied directly to them, physical or mental, and attacks against the Shura Goddess can always be absorbed with the pilots stress even when the attacker can pick a system to disable.
  28.  
  29. ------------------------------------------------
  30. Yuratei
  31. Fallen Empress, He's In My Head!, Seek The Wind.
  32.  
  33. +7 Armor
  34. +6 Blast
  35. +5 Melee, Will
  36. +3 Vigor
  37.  
  38. Patchwork Zeorymer
  39. Aspect: ...OF THE HEAVENS!!!
  40.  
  41. Chest: SEALED
  42. Left Arm: Force Orb: May use Armor for Telekinesis. Whenever you make a successful Telekinesis attack or create an advantage with Telekinesis, you may move the target one zone.
  43. Left Arm 2: SEALED
  44. Right Arm: Energy Orb: +2 to Blast Attacks against foes 45m or larger.
  45. Right Arm 2: SEALED
  46. Special: DDCS: Once per conflict you may restore one disabled system. OTHER ABILITIES SEALED
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