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Name:
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Name: Rani
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Age: 
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Age: 16
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Premonition: 
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Premonition: Trapped: You suddenly remembered something, and it's as if it cast you into hell. What an unreasonable fate... yet if you grasp all of that unreason, perhaps you can prevail over it.
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Position/Class/Subclass
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Automaton/Toybox/Toybox
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Starting Location: 
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Total Body integrity: 20/20
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AP: 10/10
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Total Body integrity: 12/12
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AP: 9/9
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ARM: 3 / MUT: 2+S / ENH: 2
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ARM: 0 / MUT: 0 / ENH: 0
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HEAD: 7/7
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-Brain: +2 AP
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HEAD: 3/3
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-Eyes: +1 AP
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-Brain: [Auto/N/S] Maximum Action Points +2.
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-Jaw: [Action/2/0] Unarmed 1
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-Eyes: [Auto/N/S] Maximum Action Points +1.
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-Kung Fu (ARM 1): +1 AP
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-Jaw: [Action/2/0] Unarmed Attack 1.
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-Slurper (MUT 1): [Action/2/0]
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--Extra Eyes (MUT S): [Check/1/0~1] Support 2
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ARMS: 3/3
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-Charger (ARM 3): [Action/3/0~1] Ranged Attack 3 for a 1 AP cost action, apply +2 damage to the next attack with this weapon. A second 1 AP cost action may be done to apply explosive to the next attack with this weapon.
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--Forearm: [Check/1/0] Support 1.
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-Fists: [Action/2/0] Unarmed Attack 1.
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ARMS: 4/4
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-Shoulder: [Action/4/S] Move 1.
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-Fists: [Action/2/0] Unarmed 1
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-Arm: [Check/1/0] Support 1
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TORSO: 3/3
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-Shoulder: [Action/4/Self] Move 1
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-Spine: [Action/1/S] One Maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
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--Extra Arms (MUT 2): [Rapid/0/Self] You may perform one Action Maneuver of your choice as if its timing were "Rapid".
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-Entrails: [Auto/N/S] No Effect.
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-Entrails: [Auto/N/S] No Effect.
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TORSO: 4/4
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-Spine: [Action/1/Self] 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.
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LEGS: 3/3
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-Entrails
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--Foot: [Check/1/0] Hinder 1.
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-Entrails
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-Bone: [Action/3/S] Move 1.
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--Armor Skin (ENH 1): [Damage/0/Self] Defend 1
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-Bone: [Action/3/S] Move 1.
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LEGS: 5/5
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SKILLS: (My preferred order is Once-per-Round skills, multi-use skills, passive skills. No need to sort them by Class and Position, really.)
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-Bone: [Action/3/Self] Move 1
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-Bone: [Action/3/Self] Move 1
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-Foot: [Check/1/0] Hinder 1
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-Boot Knife (ARM 2) [Action/2/0] Melee Attack 2. Add +1 to the die roll of the Attack Check.
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1
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--Wire Reel (ENH 2): [Rapid/3/0~2]
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2
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SKILLS:
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P1: Reckless: [Auto/*/Self] As the Cost of this Skill, damage one of your own Basic Parts of your choice. You may reroll the die for an Action Check, Attack Check, or Dismemberment Check
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X X X O - Treasure: Dependent
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C1: Many Toys: [Auto/0/Self] You gain an additional Tier 2 reinforcement of a type of your choice that ignores tier restrictions.
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X X X O - (Each Other PC): ???
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===
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(List initial build and picks here.)
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1 Holding Hands
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2 Knitting
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Fetters:
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(X) (X) () () Treasure: Dependent
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(X) (X) (X) () Fort PC: Possessive
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Age (1d10+7 or choice)
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(X) (X) (X) () Momo: Rival
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Premonition (1d10 or choice)
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(X) (X) () () Zeta: Dependent
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2 fragments of memory (the d100 memory tables are on the wiki, but you can pick or make up your own)
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Position and 1 Skill
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Primary Class and 2 Skills + associated reinforcement parts
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Subclass and 1 Skill + associated reinforcement part
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1 free Reinforcement part
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1 Treasure part
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1 Treasure part