View difference between Paste ID: iDM1yruG and nZJA3P5k
SHOW: | | - or go back to the newest paste.
1
 | | |	
2
| ------------- | ----------- |
3-
| Name: | Insert Name Here |
3+
| **Name**: | Vandal |
4-
| Gender:  | Insert Gender Here |
4+
| **Gender**:  | Female |
5-
| Race:  | Insert Race Here |
5+
| **Race**:  | Felid (Calico Japanese Bobtail) |
6-
| Class:  | Insert Class Here |
6+
| **Class**:  | Ninja (Rogue/Monk) |
7-
| Hits/Wounds:  | X/Y |
7+
| **Hits/Wounds**:  | 5/5 (7/5 with SAU) |
8
 
9
10-
|  | **Talents** |
10+
|             | **Talents** |
11
| ------------- | ----------- |
12-
| Trained Talent:  | Insert Talent Here |
12+
| **Trained Talent**:  | **Moody's Shuffle**: passive/instant automatic, recharge 2; Build up momentum using electromagnetic inline skates and launch forward towards a target. Move to an adjacent zone and gain +2 to any other combat action this turn. Passively, you can use your inline skates to skate and grind against terrain and even glide against walls for brief periods of time. |
13-
| Special Talent:  | Insert Talent Here |
13+
| **Special Talent**:  | **Tag Walls, Punch Fascists**: passive; The streets don't wait for no one. +2 to actively disobeying law enforcement or committing petty crimes in public out of combat. |
14
15
16-
|  | **Skills** |
16+
|               | **Skills** |
17
| ------------- | ----------- |
18-
| Free Racial: | Insert Racial Here |
18+
| **Free Racial**: | **Claws**: passive; Felids have natural claws that they can extend and retract at will. Unarmed attacks can now deal wound damage and count as Dual weapons for the purpose of skills. |
19-
| Free Racial: | Insert Racial Here, Delete Row as Necessary |
19+
| | *Riposte: passive; Whenever you make a successful attack that is not Dual Wielding, you follow up with your off-hand weapon. Roll a 1d3, and add the result to the damage dealt.* |
20-
| Racial: | Insert Racial Here |
20+
| | *Dual Wielding: weapon; Strike at an enemy with both of your weapons in quick succession. Make two rolls to attack. A Critfail on one roll does not cancel the other, but you still fall helpless.* |
21-
| Free Multiclass: | Insert Skill Here, Delete Row as Necessary |
21+
| **Racial**: | **Hunter's Eye**: automatic instant, once per combat; Your vision, smell and hearing are unparalleled. An enemy targeted by this skill cannot use Stealth, is removed from Stealth if already using it, and you gain a +1 bonus to all attacks against the target until the end of combat. You can also see in the dark without the need for a light source. |
22-
| Pure Bonus: | Insert Skill Here, Delete Row as Necessary |
22+
| **Free Multiclass**: | **Ninja Flip**: passive; Whenever you are attacked or would take counterattack damage, roll a 1d3. Lower the damage you would take by the result. |
23-
| Free Skill: | Insert Skill Here |
23+
| **Free Skill**: | **Stances**: instant automatic; Take a form to exemplify a fighting style, gaining a bonus effect. This is permanent until you change into a new stance. |
24-
| Class: | Insert Skill Here | 
24+
| | *Stance of the Bear: Sturdy and forward. This stance increases your Max Hits by half your current wounds, rounded up.* |
25-
| Class: | Insert Skill Here, Delete Row as Necessary |
25+
| | *Stance of the Tiger: Reckless but fierce. This stance forgoes all outside aid and prevents you from benefiting from or using weapon and catalyst skills but you gain +1 to all basic unarmed attacks and you can deal full wound damage when unarmed.* |
26-
| Class: | Insert Skill Here, Delete Row as Necessary |
26+
| | *Stance of the Cross: Loose and calm. This stance leaves yourself in controlled mercy to your enemy, causing self-inflicted helplessness from skills and Crit Fails to not cause a wound of damage.* |
27-
| Class: | Insert Skill Here, Delete Row as Necessary |
27+
| **Class**: | **Blind**: recharge 1 after effect ends; Temporarily blinds an enemy, giving a +2 bonus to all actions targeting it for 2 turns. Can also be used to block sight of cameras, guards, and other visual reliant objects. On Crit the target’s senses are blocked completely, causing all their non-Crit attacks to miss next turn. | 
28-
| Class: | Insert Skill Here, Delete Row as Necessary |
28+
| **Class**: | **Shadow Hand**: hidden, recharge 3; Pickpocketing is of second nature to you. You steal away an object from a target that they are not actively using. You cannot steal anything a target is currently wielding or wearing in combat, but if they have spares you may take those. |
29-
| Cross-Class: | Insert Skill Here, Delete Row as Necessary |
29+
30
31
|             | **Weapon** |
32-
|  | **Inventory** |
32+
33
| **Weapon**: | **Modified Fire Extinguisher**: Energy Weapon, Ice, Ranged [Charges: 4] | 
34-
| Weapon: | Insert Weapon Type Here, Delete Row as Necessary | 
34+
| **Weapon Passive**: | **Overheating**: passive; Energy weapons do not take up a tag "slot", and can be attached to any weapon regardless of rulings limiting the amount of weapon tags you can take. Energy weapons always count as having an Elementalist effect, chosen on weapon creation. Much like firearms, however, Energy weapons can only be used a certain amount of times consecutively before they begin to overheat, increasing the critfail range by 1 for every "charge" used over the threshold. The cooldown on a Energy weapon is equal to the amount of charges used while overheating-1, minimum 1. | 
35-
| Weapon Passive: | Insert Weapon Passive Here, Delete Row as Necessary | 
35+
| **Weapon Passive**: | **Ranged**: passive; You can target characters in any Zone provided they are targetable normally. Unless your enemy also has a Ranged Weapon or a Prism Catalyst, you will not take counterattack damage (aside from Crit Fails) if you are in a different Zone from your target. | 
36-
| Weapon Skill: | Insert Weapon Skill Here, Delete Row as Necessary | 
36+
| **Weapon Elementalist**: | **Ice**: You spell is composed of bitter frost, chilling the target and leaving them brittle. Actions against them have their Crit Range increased by 1 next turn. Ice spells can be used to chill and freeze objects and the environment. | 
37-
| Catalyst: | Insert Catalyst Type Here, Delete Row as Necessary | 
37+
| **Weapon Skill**: | **Aimed Shot**: weapon; Take aim on an unexpecting target. If this is your first attack on your target this combat or if you have not dealt damage to them in the past 3 turns, then this skill becomes Automatic and deals 3 damage. |
38-
| Catalyst Passive: | Insert Catalyst Passive Here, Delete Row as Necessary | 
38+
| **Weapon Skill**: | **Overheat**: weapon;  weapon; Bring your Energy weapon to its full, lethal potential. Attack autocrits, but also auto-critfails. Counts as 2 charges for the purposes of Overheating. | 
39-
| Catalyst Skill: | Insert Catalyst Skill Here, Delete Row as Necessary | 
39+
40-
| Misc Inventory: | [Satchel: Empty Bit Bags, Tinderbox, Small Knife, Rations (3 days), Spool of Twine, Spool of Thread, Needle, Rags] Trowel, Two Waterskins, Bedroll, Empty Canvas Sack, Bedroll | 
40+
|              | **Weapon** |
41
| ------------- | ----------- |
42
| **Weapon**: | **Standard-Issue Blaster Pistol**: Energy Weapon, Plasma, Firearm [Charges: 2] | 
43
| **Weapon Passive**: | **Overheating**: passive; Energy weapons do not take up a tag "slot", and can be attached to any weapon regardless of rulings limiting the amount of weapon tags you can take. Energy weapons always count as having an Elementalist effect, chosen on weapon creation. Much like firearms, however, Energy weapons can only be used a certain amount of times consecutively before they begin to overheat, increasing the critfail range by 1 for every "charge" used over the threshold. The cooldown on a Energy weapon is equal to the amount of charges used while overheating-1, minimum 1. | 
44
| **Weapon Passive**: | **Magazine**: passive; Firearms count as Ranged weapons for zoning purposes, but have a DC-1 to their crit range, and can only be fired a certain amount of times before needing to be reloaded. Reloading counts as an automatic action. The amount of shots it can carry depends on the weapon, but is anywhere from 1 to 8, although most firearms can be used 4 times. | 
45-
| Eye Color: | Insert Color Here | 
45+
| **W̶e̶a̶p̶o̶n̶ ̶E̶l̶e̶m̶e̶n̶t̶a̶l̶i̶s̶t̶**: | P̶l̶a̶s̶m̶a̶:̶ ̶T̶h̶e̶ ̶t̶a̶r̶g̶e̶t̶ ̶i̶s̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶b̶y̶ ̶s̶e̶a̶r̶i̶n̶g̶ ̶m̶a̶g̶i̶t̶e̶k̶ ̶e̶n̶e̶r̶g̶i̶e̶s̶,̶ ̶t̶a̶k̶i̶n̶g̶ ̶2̶ ̶e̶x̶t̶r̶a̶ ̶h̶i̶t̶s̶ ̶o̶n̶ ̶a̶ ̶c̶r̶i̶t̶,̶ ̶a̶n̶d̶ ̶w̶i̶t̶h̶ ̶a̶ ̶1̶ ̶i̶n̶ ̶1̶0̶ ̶c̶h̶a̶n̶c̶e̶ ̶t̶o̶ ̶b̶e̶c̶o̶m̶e̶ ̶c̶r̶i̶p̶p̶l̶e̶d̶ ̶w̶h̶e̶n̶ ̶a̶t̶t̶a̶c̶k̶e̶d̶ ̶w̶h̶i̶l̶e̶ ̶h̶e̶l̶p̶l̶e̶s̶s̶.̶ ̶O̶u̶t̶s̶i̶d̶e̶ ̶o̶f̶ ̶c̶o̶m̶b̶a̶t̶,̶ ̶p̶l̶a̶s̶m̶a̶ ̶c̶a̶n̶ ̶s̶o̶f̶t̶e̶n̶ ̶o̶r̶ ̶o̶u̶t̶r̶i̶g̶h̶t̶ ̶m̶e̶l̶t̶ ̶s̶o̶l̶i̶d̶ ̶o̶b̶j̶e̶c̶t̶s̶,̶ ̶a̶l̶t̶h̶o̶u̶g̶h̶ ̶t̶h̶e̶ ̶d̶i̶f̶f̶i̶c̶u̶l̶t̶y̶ ̶o̶f̶ ̶d̶o̶i̶n̶g̶ ̶s̶o̶ ̶d̶e̶p̶e̶n̶d̶s̶ ̶o̶n̶ ̶t̶h̶e̶ ̶o̶b̶j̶e̶c̶t̶.̶ |
46-
| Main Color: | Insert Color Here | 
46+
| **Modification Passive**: | **Scorpion Energy Cell**: passive; DC-1 while using this cell, but cannot deal lethal damage and does not have an Elementalist effect. Instead, targets rendered helpless by this cell cannot recover for 2 rounds, or 3 on a crit. | 
47-
| Hair/Mane Color: | Insert Color Here | 
47+
| **Weapon Skill**: | **Rushed Shot**: weapon, recharge 1; Fire your weapon quickly to make an opening. DC+1 to hit with this attack, but on hit, Rushed Shot counts as a free action. |
48-
| Apparel: | Insert Clothes Here | 
48+
| **Weapon Skill**: | **Overheat**: weapon;  weapon; Bring your Energy weapon to its full, lethal potential. Attack autocrits, but also auto-critfails. Counts as 2 charges for the purposes of Overheating. | 
49-
| Backstory: | Insert Backstory Here | 
49+
50
51
|           | **Inventory** |
52
| ------------- | ----------- |
53
| **Armor Passive**: | **Shock-Absorbent Unit:** passive; Grants +2 max hits at the start of combat, removed when you go helpless. Does not recharge until the end of combat. | 
54
| Backpack: | Assorted Spray Paints, Crowbar, Roll of Duct Tape, Tarp, Small First Aid Kit (stolen), Bolt Cutter, Wireless Speakers | 
55
| Backpack: | Broken PicoTune [a tiny, portable electronic device no bigger than your fingertip, which can form a neural link with the user and broadcast music directly to them on demand. Unfortunately it doesn't seem to be working, but you could probably get it fixed.] | 
56
| Cargo Pants: | 463 Florens, 403 Imperial Bits, 1100 Florens (being saved for a ship), Stolen Identification, Energy Bar, Survival Knife, Smart Phone, Disposable Face Masks, Disposable Chemlights, Sunglasses, Sketchbook, Pens | 
57
| Apparel: | Black Fishnet Undershirt, Pink Sleeveless Hoodie, Light Blue Backpack Covered in Patches and Keychains, Light Blue Shredded Denim Cargo Pants, Pink Inline Skates, Numerous Colored Wristbands, Pink Studded Fingerless Gloves |
58
59
|  | **Traits** |
60
| ------------- | ----------- |
61
| **Eye Color**: | Light Blue | 
62
| **Fur Color**: | Calico (White w/ Black and Orange Splotches) | 
63
| **Backstory**: | Vandal is a felid delinquent hailing from the cat-majority country of Nekkon, a small island nation. Coming from a middle class family, Vandal received fair grades and stayed out of trouble for most of their childhood, only running into trouble when it came to their high school years. Vandal was born with a rare genetic abnormality that caused her ire despite not being directly harmful or even noticeable. At an age old enough to seek out an operation to cause her some peace of mind and right the genetic abnormality, Vandal became disgruntled at how high the prices of the operation were for something that could be righted by a single spell. The more work they went into pursuing a procedure, the more pushback the felid would get. Stumbling upon the option illegal medication that had been banned, Vandal spent the money her family had put together for her college career towards the medication, leaving home in worry of being questioned and scolded. Bouncing from friend to friend's house, Vandal skipped more and more classes, picking up odd jobs and avoiding truancy officers in order to right her condition. However, after her supplier of medications was arrested, Vandal left the city for good, becoming jaded by a system that would disallow access to medication to those born with genetic issues and arrest her only chance at getting rid of a discomfort that had been a part of most of her life. Vandal soon fell in love with the delinquent skate gangs of the capital city where she fled to, taking on their ideology of discontent with the state of corporate-corrupted governments and the gentrification of underground music and art cultures. After a few years skating with a gang of graffiti artists and hoodlums and gaining her pseudonym of "Vandal", the panging of discomfort from her unsolved genetic problems distracted her enough to need to break away and find another source of medication and money to pay for it. Getting a tip off from one of her friends in the gang, Vandal stowed away on a cargo ship and started joining spacer gigs, taking with her a scorn for authority figures and a new passion for graffiti art which she shares to her gang back home on social media under her pseudonym. | 
64
subject to editting