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NKiwi

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Dec 13th, 2020 (edited)
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  1. Name:
  2. Age:
  3. Premonition:
  4. Position/Class/Subclass: Holic/Baroque/Romanesque
  5. Starting Zone: Limbo
  6. Total Body Integrity: 19/19
  7. AP: 10/10
  8. Favor: 0/0
  9.  
  10. ARM: 0 / MUT: 3+1 / ENH: 2+1
  11.  
  12. HEAD: 3/3
  13. -Brain Maximum Action Points +2.
  14. -Eyeballs Maximum Action Points +1.
  15. -Jaw [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1
  16.  
  17. ARMS: 4/4
  18. -Forearm [Timing: Check/Cost: 1/Range: 0] - Support 1.
  19. -Shoulders [Timing: Action/ Cost: 4/Range: Self] - Move 1.
  20. -Fist [Action/2/0] Unarmed 1
  21. -Hammer Hands [Action/3/0] Unarmed Attack 4 When this attack hits you may damage a single part in your arm hit location to boost the damage by 2.
  22.  
  23. TORSO: 3/3
  24. -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.
  25. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  26. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  27.  
  28. LEGS: 9/9
  29. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  30. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  31. -Foot [Timing: Check/Cost: 1/Range: 0] - Hinder 1.
  32. -Tail +1 AP
  33. -Crab Legs [Auto/None/Self] During Damage Timing, you gain "Defend 1" for Legs only. Additionally, during battle, when your Movement Maneuver successfully moves you, you may use a Melee or Unarmed maneuver against one target in either your current Area or the one in which you began your movement at Rapid timing.
  34. -Hammer Feet (Leg Mounted) At the beginning of the battle phase the player may choose one part. For the rest of the battle, that part can be considered to lie in both the legs and whatever location the declared part is already in. If the declared part takes damage during the battle phase, the character may continue to use this part for as long as Leg Mounted is intact as if the part was always located on the legs.
  35. -Extra-Legs [Auto/None/Self] As long as this part is intact, you can use damaged parts on the legs as if they were intact.
  36. -Adhesive Pads [Action/3/Self] Move 1, hinder moves are ineffective.
  37. -Laser Designator [Check/1/0] Hinder 1 or Support 1
  38.  
  39. SKILLS:
  40. P1: Insane Swiftness +1 to AC when fetter in madness
  41. C1: Mad Demon +1 to Unarmed Attack checks
  42. C2: Extreme Mutation +1 T3 MUT
  43. S1: Clockwork +1 T3 ENH
  44.  
  45. Fragments of Memory:
  46. 1: Working in a shoe factory
  47. 2: Running
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