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Name:
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NAME: Athena
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Age: 
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Age: 14
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Premonition: 
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Premonition: Happiness
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Position/Class/Subclass
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Starting Location: 
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Court/Psychedelic/Psychedelic
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Total Body integrity: 12/12
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Total Body integrity: 20/20
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AP: 9/9
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AP: 10/10
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ARM: 0 / MUT: 0 / ENH: 0
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ARM: 0 / MUT: 3 / ENH: 4
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HEAD: 3/3
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HEAD: 7/7
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-Brain: [Auto/N/S] Maximum Action Points +2.
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-Brain: +2 AP
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-Eyes: [Auto/N/S] Maximum Action Points +1.
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-Eyes: +1 AP
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-Jaw: [Action/2/0] Unarmed Attack 1.
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-Jaw: Action, Cost 2, Range 0, Unarmed 1
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--(ENH 1) Bolt Head: Check; Cost 1; Range 0-1; Support 2
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-(ENH 3) Embalming: Check, Cost 2; Range 0-1; Hinder 2. You may use this Maneuver any number of times per Round, but only once per Check.
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--Forearm: [Check/1/0] Support 1.
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-(MUT 2) Animal Ears; Auto; Maximum Action Points +1. If you make an Action Check using this Part, a Critical Failure does not destroy the Part.
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-Fists: [Action/2/0] Unarmed Attack 1.
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-(Treasure) Stuffed Animal: Your Treasure. At the end of the Battle Phase, you may remove one Madness Point from a Fetter of your choice. If this Part is destroyed, immediately remove it from your Owned Parts.
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-Shoulder: [Action/4/S] Move 1.
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ARMS: 3/3
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TORSO: 3/3
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-Fists: Action, Cost 2, Range 0, Unarmed 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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--Arm: Check, Cost 1, Range 0-2, Support 1
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-Entrails: [Auto/N/S] No Effect.
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-Shoulder: Action, Cost 4, Self, Move 1
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-Entrails: [Auto/N/S] No Effect.
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TORSO: 7/7
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-Spine: 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.)
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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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-Entrails
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-Bone: [Action/3/S] Move 1.
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-(ENH 2) Jet Nozzle: Damage; Cost 0; Range 0-1; Damage one of your own Basic Parts of your choice. Add +1 damage to a Unarmed or Melee Attack (only once per attack.) You may use this any number of times per Round.
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--(ENH 4) Steel Bones: Damage; Cost 1; Range 0-1; Defend 1 + Negate "Dismember"
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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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--(MUT 1) Albino: Check; Cost 1; Range 0-3; Support 1
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--(MUT 3) Cracked Flesh: Damage; Cost 0; Range 0-1; Defend 2
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LEGS: 3/3
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1
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-Bone: Action, Cost 3, Self, Move 1
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2
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-Bone: Action, Cost 3, Self, Move 1
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--Foot: Check, Cost 1, Range 0-1, Hinder 1
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Fetters:
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X X X O - Treasure: Dependent
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X X X O - (Each Other PC): ???
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SKILLS: 9
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P1: Tactics; Auto; At the beginning of the Battle Phase, you may observe the arrangement of enemies and move a Doll of your choice to any Area other than Tartarus.
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===
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C1: Project Thy Will: Auto; Increase the range of Damage timing maneuvers by 2. If they are range Self, they
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(List initial build and picks here.)
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become 0-1. This also increases the range of Check timing maneuvers by 1.
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-- C2: Redirect: Check; Cost 0; Range 0-3 Change a Support to be a Hinder or vice versa
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Favor (Current/Lifetime): 0/0
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-- C3: Distorted Power: Rapid; Cost 1; Range 0-1; Pick a hit location, that location takes 2 damage. Horrors and legions simply take 2
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(Track favor purchases here.)
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damage. You may use this skill even if completely annihilated.
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-- (CC) Delight in Corruption: Damage; Cost 0; Range 0-1; You may use a "Rapid", "Check" or "Damage" maneuver that you have already used one more time.
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-- Anticipate: Rapid; Cost 0; Range 0-3; Target "Rapid", "Damage", or "Check" Maneuver. Cancel the effects of one.
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Age (1d10+7 or choice)
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- Extend Aid: Auto; Cost 0; Range Self; Increase the range of support maneuvers by 1. If a maneuver has the range โ€œSelfโ€ it becomes Range 0
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Premonition (1d10 or choice)
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-- Shared Loss: Rapid; Cost 1; ; Range 0-1; Pick one of your hit locations, for every part damaged in that location, damage a
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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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part on an enemy's hit location of your choice. Horrors and legions simply take
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Position and 1 Skill
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the amount of damage youโ€™ve sustained to that location.
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Primary Class and 2 Skills + associated reinforcement parts
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-Restraint: Auto; Self; When you fail (or critically fail) a Madness Check, you may change the result to a Success. As the cost of this Skill, damage one of your Basic Parts of your choice.
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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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Starting Location (may be changed between battles)
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Treasures:
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Treasure Fetter (all fetters start at 3 madness)
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-Stuffed animal: A cute stuffed animal. But you've had it for so long and carried it into so many fights, it's already...
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Fetters for each other PC (1d10 or choice toward each)
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Fragments of Memory: 2
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1 (76) Study: You have to study and get good grades. You have to show everyone that you excel. If you don't... Well, what redeeming qualities would you have? You're not sure. There must have been some, right?
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2 (17) Flames?
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Fetters (Flashback):
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Madness: 0/16
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Treasure: Dependent () () () ()
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Altina: Dependent () () () ()
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(Yaagagenics): Dependent () () () ()
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(Kiwigenics): Hateful () () () ()
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Fetters (Present):
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Madness: 0/16
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Treasure: Dependent () () () ()
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Altina: ??? () () () ()
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(One Punch-chan): ??? () () () ()
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Adrian: ??? () () () ()
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Needed:
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1 fragment of memory (can pick or make up my own)
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Favor (Current/Total): 5/105
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-20 (CC) Delight in Corruption (20)
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-10 Anticipate (30)
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-10 Extend Aid (40)
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-10 Shared Loss (50)
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-10 Restraint (60)
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-10 Steel Bones (70)
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-10 Albino (80)
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-10 Animal Ears (90)
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-10 Cracked Flesh (100)