View difference between Paste ID: JGz497EX and 2b3JwkGH
SHOW: | | - or go back to the newest paste.
1
Name: Blaziken
2
3
High Concept: Firey Punch Mistress
4
Trouble: She's a Pokemon
5
Phase 1: Picked Out By the Young One
6
Phase 2: Don't Let The Size Fool You
7
Phase 3: Uber Tier Warrior
8
9
Skills:
10
+5: Melee (Fighting)
11
+4: Zeal (Athletics), Vigor (Physique)
12
+3: Will, Blast, Notice
13
+2: Ride, Investigation, Survival, Investigation
14
+1: Investigation, Swagger, Lore, Rapport, Stealth
15
16
Refresh: 3
17
Stunt:  
18
19-
-Counter-Attack: If you SwS on a defensive check you may immediately inflict a 2 hit shift. 
19+
-Counter-Attack: If you SwS on a Melee defense you may inflict a 2 hit shift. 
20-
-Speed Boost: With permission, Blaziken may go before or after any allies ahead in initiative without delaying actions. 
20+
-Speed Boost: Blaziken can move two zones in a turn without using an action.
21-
>>Cannot be used in the first round of combat.
21+
-{REDACTED}: LOCKED
22-
-Charcoal: +2 to any fire-based Blast attack.
22+
23
Stress:
24
Physical 1[ ] 2[ ] 3[ ] 4[ ]
25-
Physical 1[ ] 2[ ] 3[ ] 4[ ] F[ ]
25+
26
27
28
Consequences:
29
Mild (2)        [ ] [ ]
30
Moderate (4)    [ ]
31
Severe (6)      [ ]
32
33
----------------------------------------
34
35
Name: Blaziken, Monster Hunter
36
Aspect: Defiant Survivor
37
       
38
Charcoal: +2 to any fire-based Blast attack.    
39-
Rathian Mail: Gain a stress box for fire based attacks. A successful fire-based attack of any power may be tanked with it.      
39+
40
 
41
Core 1 (Swords Dance): You gain a +2 on rolls to create a "Swords Dance" Situation Aspect.
42-
Core 1 (Swords Dance): On any turn where Blaziken does not use Melee or Blast, gain +2 to the next attack. Can stack once.
42+
Core 2 (Flare Blitz): You can mark one of your stress boxes, to get a free boost on your next attack.
43-
Core 2 (Flare Blitz): You may make a +7 Blast fire-based attack. Inflict a one-shift hit on yourself.
43+
Core 3 (Protect): When an ally in the same zone is attacked, he can make an athletics roll, if successful the indiviual becomes the new target of the attack.
44-
Core 3 (Protect): During an enemy attack, you may (once per turn) immediately move to the target's zone and act as if you were the target.
44+
Core 4 (Hi Jump Kick): +2 to Melee attacks on a turn where you moved zones. If the attack fails to do damage, take a one-shift hit.
45-
>>Cannot be used on consecutive turns. Enemy's original target must not be in your current zone.
45+
Core 5